Discussion on the latest changes to guncrafting

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ma44
Joined: Sat Jul 16, 2016 4:38 am
Byond Username: Ma44

Discussion on the latest changes to guncrafting

Post by ma44 » #244152

For some reason goofball made me in charge of all guncrafting changes and I made some, all changes here.

https://github.com/Iamgoofball/-tg-station/pull/8/files

This topic is meant to be a discussion, so please discuss or something.
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calzilla1
Joined: Wed Jun 01, 2016 5:55 pm
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Re: Discussion on the latest changes to guncrafting

Post by calzilla1 » #244184

BEE GUN
EDIT:also, a gun that,when exported, gives 100,00 credits
Life is too short for anything meaningful and too long for anything memeingful
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Haevacht
Joined: Sat Apr 19, 2014 1:08 am
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Re: Discussion on the latest changes to guncrafting

Post by Haevacht » #244188

It's broken again. Test your shit.
1% of a coder, 2% of a spriter, 97% >:3c

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kevinz000
Joined: Fri Nov 14, 2014 8:41 am
Byond Username: Kevinz000
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Location: Dorm Room 3

Re: Discussion on the latest changes to guncrafting

Post by kevinz000 » #244276

Haevacht wrote:It's broken again. Test your shit.
Goofball.balance + Ma44.balance = -(1.#INF)
Goofball.bugs + Ma44.bugs > 9001
qdel(goofball)
qdel(ma44)
(get out and fix your shit stop fucking testmerging stuff that's not even touched what the fuck happend to quality standards?)
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kevinz000
Joined: Fri Nov 14, 2014 8:41 am
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Re: Discussion on the latest changes to guncrafting

Post by kevinz000 » #244278

Image
Oh yeah, There's already a thread for this, why is this here?
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iamgoofball
Github User
Joined: Fri Apr 18, 2014 5:50 pm
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Re: Discussion on the latest changes to guncrafting

Post by iamgoofball » #244482

that was for my guncrafting

this is for his guncrafting
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firecage
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Joined: Thu Apr 17, 2014 4:22 pm
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Re: Discussion on the latest changes to guncrafting

Post by firecage » #244524

iamgoofball wrote:that was for my guncrafting

this is for his guncrafting
Understandable. But when I look at the commits on the PR, it is exactly the same PR(Well, for the most part)
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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
Byond Username: Deitus

Re: Discussion on the latest changes to guncrafting

Post by Deitus » #244776

my opinions aren't worth shit but despite this im just gonna throw out my two cent's on the whole guncrafting thing:
-interesting idea, probably would not work out overall due to people worrying about powercreep sec ruining muh murderbones
-if it is implemented, should require research or SOMETHING to make it so there isn't roundstart syndi equipment equivalents for sec

im really torn about this because on the one hand i think that the original armory was fine as it was, but on the other hand having sec be able to "evolve" the same way the other departments can as the round goes on would be nice, not to mention it creates a good counter to blobs other than just RnD (yes i actually like blob and think it should get tlc, but thats a topic for a different thread).

overall its gonna be hard either way because this is inherently gonna need a lot of testing and balancing, which is a) hard to do, b) nobody wants to do, and c) hard to implement / test. my opinions on goof aside, ill keep an eye on it and chime in every once and a while.
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Weepo
Joined: Sat Jan 07, 2017 3:52 pm
Byond Username: Weepo

Re: Discussion on the latest changes to guncrafting

Post by Weepo » #244934

As an RD player the idea of the sec team busting into research to do R&D and get 'tha best gunz' fills me with both delight and anger.
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Arianya
In-Game Game Master
Joined: Tue Nov 08, 2016 10:27 am
Byond Username: Arianya

Re: Discussion on the latest changes to guncrafting

Post by Arianya » #244938

To avoid splitting discussion, and as this is existing coding seeking feedback, might be better to use https://tgstation13.org/phpBB/viewtopic.php?f=10&t=9258 as the central thread?
Frequently playing as Aria Bollet on Bagil & Scary Terry

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