Randomized Weapon in the Armory
- BeeSting12
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Randomized Weapon in the Armory
If anyone's familiar with the contraband locker on metastation then they'll know where this idea is coming from. Basically my idea is to add one gun to the armory, usually some sort of gimmick gun. This will replace the temperature gun/drag net and both guns will be added to the list of possible random guns to get. Included will be gimmick ammo for the shotgun, such as meteor shot. List of possible weapons below:
Temperature Gun:
Already in game's code/in armory, no balance issues here.
DRAGnet:
Already in game's code/in armory, no balance issues here.
Meteor Shot Shells:
In game's code, I don't see a problem with adding a box of them to the armory on a random chance. The worst they can be used for is busting open doors or stunning someone. You gotta admit, security using breaching rounds to blow open the door of a cult base sounds funny as fuck.
Laser Rifle:
Slightly higher damage than laser gun, maybe 5 points. Has a zoom-in ability similar to sniper rifles, and also fires slower. A very situational gun, with the added disadvantage of not being able to see around you.
Burst Laser Gun:
Exact same stats as a laser gun, just three shot bursts. Maybe even less damage, though not by much. There won't be a burst disabler or taser for obvious reasons.
Bayonet:
Same damage as combat knife, can be attached to gun and will stab people when used on harm intent. Can only be used on one gun and I thought it would be pretty cool.
Grenade Launcher:
Wouldn't have any replacement grenades so it's a one use gun unless someone manages to bring back another. Probably one of the shittier options because of the nature of having it be one time use.
Clusterbang Flashbang:
I think this is in the game's code. For when you really want to grief catpeople.
I'll probably code this if it gets enough support, I just think it would be cool to see some variety in security's weapons without changing the balance of the armory too much. The ones I can see main problems with are the clusterbang flashbang and burst laser gun, but it will be a random chance and I can always place those with lower chances. Let me know if there's any other gun ideas for this.
Temperature Gun:
Already in game's code/in armory, no balance issues here.
DRAGnet:
Already in game's code/in armory, no balance issues here.
Meteor Shot Shells:
In game's code, I don't see a problem with adding a box of them to the armory on a random chance. The worst they can be used for is busting open doors or stunning someone. You gotta admit, security using breaching rounds to blow open the door of a cult base sounds funny as fuck.
Laser Rifle:
Slightly higher damage than laser gun, maybe 5 points. Has a zoom-in ability similar to sniper rifles, and also fires slower. A very situational gun, with the added disadvantage of not being able to see around you.
Burst Laser Gun:
Exact same stats as a laser gun, just three shot bursts. Maybe even less damage, though not by much. There won't be a burst disabler or taser for obvious reasons.
Bayonet:
Same damage as combat knife, can be attached to gun and will stab people when used on harm intent. Can only be used on one gun and I thought it would be pretty cool.
Grenade Launcher:
Wouldn't have any replacement grenades so it's a one use gun unless someone manages to bring back another. Probably one of the shittier options because of the nature of having it be one time use.
Clusterbang Flashbang:
I think this is in the game's code. For when you really want to grief catpeople.
I'll probably code this if it gets enough support, I just think it would be cool to see some variety in security's weapons without changing the balance of the armory too much. The ones I can see main problems with are the clusterbang flashbang and burst laser gun, but it will be a random chance and I can always place those with lower chances. Let me know if there's any other gun ideas for this.
- AnonymousNow
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Re: Randomized Weapon in the Armory
Random variety that forces security to think about what they've got to respond to threats with is a good idea.
If gun chances can be weighted, it'd be funny as all hell if some stupid officer fields a meteor pen and gets dunked for using lethals, leading to it being out in the wild.
If gun chances can be weighted, it'd be funny as all hell if some stupid officer fields a meteor pen and gets dunked for using lethals, leading to it being out in the wild.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- Qbopper
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Re: Randomized Weapon in the Armory
I like the idea of stuff that forces people to play differently, this is a cool idea
the list of weapons that are able to spawn would require some serious balance passes but solid idea
the list of weapons that are able to spawn would require some serious balance passes but solid idea
Limey wrote:its too late.
- D&B
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Re: Randomized Weapon in the Armory
Should add extremely low chances for ballistics as well, there's many guns that hardly see any use/deployment.
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- DemonFiren
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Re: Randomized Weapon in the Armory
At least make riot grenades orderable from cargo if the launcher is happening.
- BeeSting12
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Re: Randomized Weapon in the Armory
Yeah, and to expand on that, make a surplus weapon crate which would randomly give weapons from this list, probably around 4k-5k credits.DemonFiren wrote:At least make riot grenades orderable from cargo if the launcher is happening.
I'm somewhat hesitant to add too many ballistics because most antags are balanced around energy weapons as security's primary weapon- riot shotguns are generally the best counter to a lot of antagonists because their gear tends to counter energy weapons, ie EMP grenades, double eswords, eshields, etc.D&B wrote:Should add extremely low chances for ballistics as well, there's many guns that hardly see any use/deployment.
I'll probably try coding this at some point this week, adding just the stuff currently found on the list and maybe a few other things if I see something I like. The general goal is to add weapons that aren't used elsewhere in the game/used rarely, this shouldn't replace RND created guns. Most of the weapons added should have tradeoffs, ie the burst laser does less damage and the laser rifle leaves you vulnerable while zoomed in. They should not be 100% OP. Given that, if anyone has any suggestions, please mention them here.
- DemonFiren
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Re: Randomized Weapon in the Armory
I'd make the laser rifle much more different from the ordinary laser gun tbh. A bit of syndie sniper, a bit of moist nugget.
On the plus side, it should probably deal way more than 20 damage. Maybe 60?
On the minus, very low capacity, needs two hands and should require cycling like the mosin - call it manually venting the heat sink or shit like that.
On the plus side, it should probably deal way more than 20 damage. Maybe 60?
On the minus, very low capacity, needs two hands and should require cycling like the mosin - call it manually venting the heat sink or shit like that.
- BeeSting12
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Re: Randomized Weapon in the Armory
Actually yeah that sounds pretty good, I'll work on the burst laser/laser rifle tonight and see if I can get a PR up.
- calzilla1
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Re: Randomized Weapon in the Armory
No traitor items. Dont want Arh und Dee getting illegal tech on a cult round
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
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Re: Randomized Weapon in the Armory
Nothing too overtly military please. Sec is supposed to be a police force not a mercenary kill team. More less than lethal weapons need to be created in general.
- Super Aggro Crag
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Re: Randomized Weapon in the Armory
Have it come with a bunch of animal/super hero costumes and martial arts chip gloves, entire security force made up of superhero nerds.Super Aggro Crag wrote:A box of reinforced bolas and owlrangs
Having stuff spawn in as packs of weapons would make it easier to balance actually, and what pack can be mentioned in the round-start report.
Now to think up of weapon packs that are all of the same general strength.
- pubby
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Re: Randomized Weapon in the Armory
what a weak, poorly-thought out rationaleThe general goal is to add weapons that aren't used elsewhere in the game/used rarely
guess it fits the pattern of gun ideas though
- Anonmare
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Re: Randomized Weapon in the Armory
I kind of wish sec had an ancient grenade launcher that could load flashbangs and chem grenades with the extended range functionality of the sniper rifle and for any grenade launched by it to detonate on impact with the selected tile. It should be break-action and singleshot only, like the M79
- The Clowns Pocket
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Re: Randomized Weapon in the Armory
Variety in gameplay is not a bad goal to have. Mixing up the tools used a little bit is a good way of making people approach problems differently then they might normally.pubby wrote:what a weak, poorly-thought out rationaleThe general goal is to add weapons that aren't used elsewhere in the game/used rarely
guess it fits the pattern of gun ideas though
For example, how would security play differently with just less than lethal ballistic weapons and no laser style weapons, certain tactics would no longer work.
Or for another example, how would a traitor who got information about what security is equipped with this round consider their TC choices.
It just would make strategic decision making somewhat possible, as well as add variety.
- Cobby
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Re: Randomized Weapon in the Armory
Wanting Variety and wanting some of the unused guns to find themselves into the common round is a bit different thoughDr_bee wrote:Variety in gameplay is not a bad goal to have. Mixing up the tools used a little bit is a good way of making people approach problems differently then they might normally.pubby wrote:what a weak, poorly-thought out rationaleThe general goal is to add weapons that aren't used elsewhere in the game/used rarely
guess it fits the pattern of gun ideas though
For example, how would security play differently with just less than lethal ballistic weapons and no laser style weapons, certain tactics would no longer work.
Or for another example, how would a traitor who got information about what security is equipped with this round consider their TC choices.
It just would make strategic decision making somewhat possible, as well as add variety.
Voted best trap in /tg/ 2014-current
- oranges
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Re: Randomized Weapon in the Armory
hey look steelpoint 2.0
- RandomMarine
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Re: Randomized Weapon in the Armory
Glad they fixed the apostrophe bug in this revision.oranges wrote:hey look steelpoint 2.0
Anyway, I'd suggest fluffing it by placing the random spawn in the contraband locker. Imply that the previous shift seized it from some enemy agent.
- Deitus
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Re: Randomized Weapon in the Armory
calzilla1 wrote:No traitor items. Dont want Arh und Dee getting illegal tech on a cult round
recent sec main hereSuper Aggro Crag wrote:A box of reinforced bolas and owlrangs
contraband locker on metastation comes with semi-random loot in it, its always either
>combat shotgun
>stech pistol
>box of bolas/throwing stars
and the evidence lockers sometimes has stuff in it too.
Spoiler:
- AnonymousNow
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- Location: Neptune
Re: Randomized Weapon in the Armory
I'm one of security's biggest antagonists, and yet I'm going to encourage this, because if the selection is wide and varied enough, I think it could be entertaining, especially if it can encourage creative, non-lethal thinking from sectypes. There's a bunch of stunning and wacky guns we can explore.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Spoiler:
- DemonFiren
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Re: Randomized Weapon in the Armory
>stunning
>non-lethal
but why would you not kill them on the spot if they're already stunned
>non-lethal
but why would you not kill them on the spot if they're already stunned
- Qbopper
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Re: Randomized Weapon in the Armory
it's really fucking hard for me to not reply to this seriously because i KNOW somebody actually thinks this wayDemonFiren wrote:>stunning
>non-lethal
but why would you not kill them on the spot if they're already stunned
Limey wrote:its too late.
- DemonFiren
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Re: Randomized Weapon in the Armory
one of the many reasons i stopped playing
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Re: Randomized Weapon in the Armory
That problem is one of policy and server culture and not really in the scope of this idea. If we give the tools we can hope some things change or happen more often. But without some incentive to keep people in the round instead of murdering them like a psychopath as sec/vigilante that probably will keep happening.Qbopper wrote:it's really fucking hard for me to not reply to this seriously because i KNOW somebody actually thinks this wayDemonFiren wrote:>stunning
>non-lethal
but why would you not kill them on the spot if they're already stunned
- BeeSting12
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Re: Randomized Weapon in the Armory
PR up: https://github.com/tgstation/tgstation/pull/31272.
Gonna work on this a bit tonight. Goal is to have at least the burst laser gun and laser rifle done by tomorrow, do the bayonet is tomorrow, and probably do the spawns tomorrow as well since that won't take much time.
Gonna work on this a bit tonight. Goal is to have at least the burst laser gun and laser rifle done by tomorrow, do the bayonet is tomorrow, and probably do the spawns tomorrow as well since that won't take much time.
- Nilons
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Re: Randomized Weapon in the Armory
Careful, you might actually make the warden manage the armoury instead of run around with a combat shotgun
- Nabski
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Re: Randomized Weapon in the Armory
Before I gave up on making a meme of a map, I had replaced the entire contents of the armory with contraband lockers and a mech. This seems like a much more sane and balanced answer.
- BeeSting12
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Re: Randomized Weapon in the Armory
Sprites for both the laser sniper and burst laser would be great, although I can make my own it'd be nice to have something that looks good. Bayonet sprites as well would be nice. (unless there must be one for every gun in which case fuck that, we don't need bayonets.)
- AnonymousNow
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Re: Randomized Weapon in the Armory
How about this sort of thing as a starting point?
Quick and dirty energy gun edits, meant to make a shotgun-like burst laser and a rifle-like sniper laser. An actual spriter can do something with the file proper, if they like.
Quick and dirty energy gun edits, meant to make a shotgun-like burst laser and a rifle-like sniper laser. An actual spriter can do something with the file proper, if they like.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Spoiler:
- BeeSting12
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Re: Randomized Weapon in the Armory
I actually like those sprites. I can color it green to fit the laser gun theme later, and add a scope. Sadly scopes are broken right now so I can add that once they're fixed
- Steelpoint
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Re: Randomized Weapon in the Armory
So long as the weapon choices are balanced out thIs would be a neat idea.
Just don't take away the Temp Gun, it's a weapon for the secretly robust
Just don't take away the Temp Gun, it's a weapon for the secretly robust
- The Clowns Pocket
- Joined: Tue May 02, 2017 4:56 am
Re: Randomized Weapon in the Armory
I mean, it was....Steelpoint wrote:So long as the weapon choices are balanced out thIs would be a neat idea.
Just don't take away the Temp Gun, it's a weapon for the secretly robust
- AnonymousNow
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Re: Randomized Weapon in the Armory
Have to get back to this once a bunch of interesting and unique gun ideas have been made for it.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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