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Gunsmithing/Building

Posted: Sun Apr 05, 2015 7:05 am
by John_Oxford
Already made 2 fourm posts for this that never posted because shitty internet

Basically, Cargo Orders computer boards that make machines that make parts to make guns with. (Research may also print boards if they have dem levels)

All i want is a general yes or no answer

NOTE: This is a fuckton more complicated, and has alot of spiderweb ideas. If you guys like the general idea, i'l make a fourm post that explains this in depth, including some sprites.

NOTE 2.0: I am willing to sprite, learn how to code, and learn how to map to do this ALL. However, if you like this, and would like to help, say so below, i don't expect ALL the coders, and ALL the spriters, and ALL the mappers, to drop all their current projects to work on this one, im just asking for help if this kicks off.

PROGRESS!!!

Image

NOTE: A NEW FOURM POST WILL BE MADE FOR A INDEPTH EXPLANATION OF THIS ENTIRE CONCEPT

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 7:14 am
by Scones
I remember Cheridan saying they were interested in this.

Let Cargo order bulk crates of parts instead.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 7:58 am
by Incomptinence
Go deeper and make miners smith gun parts out of metal while you beg botony for wooden grips or whatever I don't know guns.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 9:17 am
by MisterPerson
I remember liking the older suggestions (so yes) but I'd really, really prefer if the work area was just on the map somewhere instead of needing to be constructed. The game is already hella slow, it doesn't need to be made even slower.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 10:25 am
by lumipharon
Just keep in mind, if people CAN mass produce guns, they fucking will.
Making it more tedious/grindy/high material requirements doesn't help stop abuse.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 2:10 pm
by Incomptinence
When I say smithing I mean a multistep process with hammering quenching all that. Russian bootleg has it should be doable.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 7:54 pm
by John_Oxford
See, thats what i was worried about, i have the ability to make this BEYOND fucking complicated, requiring 2 ish hours to get all your shit together to make a gun, but then no one is going to bother with it, and all the hours of work that will be put into it, will be pointless. Ying and Yang i guess.

Re: Gunsmithing/Building

Posted: Sun Apr 05, 2015 8:12 pm
by ClumsyAlcoholic
We need a few pirate guns.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 2:46 pm
by 420weedscopes
i'd be a fan if it wasn't for the literally 300 guns we have in the game already

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 3:00 pm
by Cheridan
I see no reason why it should be Cargo in charge of this. Ideally it would be the warden tinkering around with things in between dealing with prisoners.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 4:09 pm
by Scones
Yeah come to think of it Cargo should have nothing to do with this process

Just put this stuff's components in a crate in Armory and let the Warden assemble it later

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 4:23 pm
by Steelpoint
I like the concept, but as noted above this would give literal meaning to the word "guncargo".

I loath to give this to Science simply because that would feed into the idea of Science also being a weapon production zone.

Security may well be a good place to put gunsmithing, as noted above it would give the Warden something interesting to do, and in theory it is Sec that handles anything firearm related on station. Hell we could look into making a investigation system out of this, so you can disassemble a captured traitor weapon to try and figure out who used it.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 4:32 pm
by ClumsyAlcoholic
Fucking security spawns with a shitton of guns, no need for them to make more.
How about we give this to engieneers?

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 4:36 pm
by Steelpoint
I think it would be better if this is less about mass production of Energy Guns and more about slow and methodical creation of a very small number of unique firearms, as well as the potential to cannibalise guns to create a Frankenstein of a gun.

It makes logical sense for Security to get a feature akin to this simply because firearms fall under their sphere of influence, in theory. Also we can trust Security to not mass produce enough weapons to supply a small revolution (aka: Guncargo).

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 6:07 pm
by ClumsyAlcoholic
Only place I know of where sec has guns under control is Bay on low pop. Why not give cargo and science the possibility to make unique pistols and carbines? Besides, it's not like you will be able to make/mass-produce pocket-size full-auto scatter-shou pulse destroyers with recharging ammo.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 7:52 pm
by DemonFiren
Steelpoint wrote:I think it would be better if this is less about mass production of Energy Guns and more about slow and methodical creation of a very small number of unique firearms, as well as the potential to cannibalise guns to create a Frankenstein of a gun.

It makes logical sense for Security to get a feature akin to this simply because firearms fall under their sphere of influence, in theory. Also we can trust Security to not mass produce enough weapons to supply a small revolution (aka: Guncargo).
Now I really wanna see the QM/RD get their hands on both the Cappy's laser and HoS' pistol and make a three-mode recharging abomination of robustitude.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 8:03 pm
by John_Oxford
I /intend/ to keep this some what logical, we arent just saying FUCK IT! PEN GUNS THAT FIRE NUKES FOR EVERYONE!

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 8:17 pm
by TheNightingale
John_Oxford wrote:I /intend/ to keep this some what logical, we arent just saying FUCK IT! PEN GUNS THAT FIRE NUKES FOR EVERYONE!
Those exist in the code.
Well, they fire meteors, but it's the same principle.

Re: Gunsmithing/Building

Posted: Mon Apr 06, 2015 8:26 pm
by DemonFiren
Just saying, if someone does manage to get both of the real shiny guns and all highest-tier highest-reliability parts they deserve what they get.
And what they get better be Droch's motherfucking Warbringer.

Re: Gunsmithing/Building

Posted: Tue Apr 07, 2015 1:41 pm
by ClumsyAlcoholic
DemonFiren wrote:Just saying, if someone does manage to get both of the real shiny guns and all highest-tier highest-reliability parts they deserve what they get.
And what they get better be Droch's motherfucking Warbringer.
In my opinion, the buildable guns shoud be limited to the weaker stuff, like the .38, double barrel shotgun and bolt-action rifle.

Re: Gunsmithing/Building

Posted: Thu Apr 09, 2015 1:51 am
by iyaerP
I like the idea from the other thread of replacing lawyer with an armoury officer who does the gunsmithing to supply sec with cool guns.

Re: Gunsmithing/Building

Posted: Thu Apr 09, 2015 10:54 am
by Fragnostic
^if this happens, to make the job rewarding to do, they should start with one firing pin in their backpack.

Re: Gunsmithing/Building

Posted: Thu Apr 09, 2015 5:56 pm
by Poorman
There is no point to this if you're just going to give this to security.

Unless you plan on starting the armory entirely empty every round.

Re: Gunsmithing/Building

Posted: Sat Jan 21, 2017 7:44 pm
by John_Oxford
so this was actually my third post on the fourms

Re: Gunsmithing/Building

Posted: Tue Jan 24, 2017 3:00 am
by PKPenguin321
Apr 09, 2015 9:56 am
die please