Gunsmithing; And how it works

A place to record your ideas for the game.

Moderators: MisterPerson, Code Maintainers

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Gunsmithing; And how it works

Postby John_Oxford » Mon Apr 06, 2015 2:09 am #80563

NOTE: This is going to be a simplified version of the orginal concept, because the orginal concept would take up to much FPS for what it is.


INTRODUCTION:

This is going to be a very time consuming, resource requiring, grindy process, due to the fact that you are making /GUNS/

Initally, cargo will recieve a additional tab on their computer titled "Gunsmithing" which will allow them to order different machines, tools, blueprints, attachments, augments, and configurations to make a firearm in a limitless combination of shape, size, weight, fire rate, power, and quality.

Your First Crate

The crate at the top of the list, named "Shop Assembly Crate" will contain 2 computer boards, and a micro screwdriver, aswell as a book titled "Gunsmithing; And you!" which will link to a wiki page explaining the process of making guns, ect ect.

The Contents

The first computer board will be for a CNC Machine, where all the parts for the gun will be made.
This is a basic sprite for it (Subject to change):
Image


The Second computer board will be for the CNC control console, which will need to be linked to a CNC machine (Ideally, these should be right next to eachother)
This is the basic sprite for it:
Image


The Micro Screwdriver will be used to take apart, and put back together gun parts
Basic Sprite (It is supposed to be micro, not much room for detail):
Image


Ordering Guns
Every crate will contain a disk, that you would insert into the console, in order to lathe parts for the gun (Via CNC Machine)
Once the disk is in, click on the CNC machine, and it will open a window, showing you all the parts of the gun, and what you need to make each one.
Click on one (or the select all button) to add them to the que.
The CNC machine will individually print all the parts for the gun.
Gun Assembly
NOTE: Before i get into adding guns that arent already in the game, its best we figure out the parts for all the ones that already are in the game
NOTE 2.0: There will be a blueprint ( Piece of paper titled "Blueprint: -gun name- ) that shows step by step instructions on assembling the gun

For example, lets say you got blueprints for the detectives revolver, and CNC'd all the parts.
-NOTE: I dont have all the sprites for the gun being made, i will begin work on those in my free time if this is added)-
Here would be all the parts for the revolver:
38. Cylinder
38. Frame
38. Barrel
38. Trigger Assembly
38. Iron Sights
38. Grip
38. Hammer

Gun being put together (All the parts that get put on, would be individual pieces that you would need to slide on, then use the micro screwdriver on the entire assembly)
Image

Example of Modification:
Lets say the detective wanted cargo to suit his gun up, by refurbishing it with tactical furniture.
Lets say he wanted a Polymer grip, A 357 Barrel, and a Docter™ Optic
Image

In order to construct it, you would go in this order
Trigger Assembly Onto the frame, Microscrewdriver (MS), Hammer onto the frame, MS, Grip onto the frame, MS, Cylinder onto the frame, MS, Iron sights onto the Frame, MS. Once that is all put together, a detectives revolver would come out.
NOTE: You are able to put the finished gun on the CNC machine to change its description (Serial Number, Manufactuer, Model Number, Gun name)

Summary

I can make sprites for guns being put together (Revolver with the grip and barrel off, Cylinder in, ect ect) I intend to make all the sprites for the guns in the game before making more guns, that arent in the game already.

NOTE: I have not the slightest idea how to code, if any coders would be willing to help me out, that would be much obliged.

Post your Ideas down below.

GIFS OF GUNS BEING CONSTRUCTED WILL BE POSTED ONE BY ONE BELOW

Stetchkin:
Grip Onto Frame, MS, Trigger Assembly onto Frame, MS, Internal Hammer onto Frame, MS, Barrel Assembly, MS, Slide, MS, Iron Sights, MS - Completed Stetchkin
Image

C20-r:
Trigger Assembly onto Frame, MS, Trigger Assembly Cover onto Frame, Blowback Piston onto Frame, MS, Piston Cover onto Frame, Optic onto frame, MS, Magazine into gun. Completed.
Image

Double Barreled Shotgun:
Trigger Assembly Onto Frame, MS, Stock onto Frame, MS, Barrels onto frame, MS, Grip onto Frame, MS, Shoulder Strap onto Frame, MS - Completed
Image

Pulse Rifle:
Power Pack to Frame, MS, Barrel Onto Frame, MS, Trigger Assembly Onto Frame, MS, Pulse Emitter to Frame, MS, Stock to Frame, MS, Grip to frame, MS, Iron Sights to Frame, MS - Completed
Image
NOTE: You will be able to take the Pulse emitter and mix it with other non energy weapons to create limitless ammounts of types and choices for weapons

Pulse C20-r
(Made from using pulse parts from tazers/pulse rifles)
Image
The buttstock becomes the powerpack from the Pulse rifle, The gas piston system becomes the pulse emitter, And normal 12mm magazines are replaced with 12mm Pulse magazines, which are essentially just batteries. The pulse magazine comes from MSing it, then inserting a battery ( Of any type, Higher the charge, the more the ammo, Each shot is 2k in charge )
Last edited by John_Oxford on Tue Apr 07, 2015 7:03 pm, edited 10 times in total.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image



Jacough
 
Joined: Fri Apr 18, 2014 2:24 pm
Byond Username: Jacough

Re: Gunsmithing; And how it works

Postby Jacough » Mon Apr 06, 2015 3:42 am #80571

The only thing cargo would do is mass produce and hoard the guns to themselves because hurrr Guncargonia.
Image

qwert
 
Joined: Tue Oct 21, 2014 2:24 pm
Byond Username: Ohlos

Re: Gunsmithing; And how it works

Postby qwert » Mon Apr 06, 2015 5:28 am #80579

Jacough wrote:The only thing cargo would do is mass produce and hoard the guns to themselves because hurrr Guncargonia.


firing pins

User avatar
Shaps-cloud
In-Game Game Master
 
Joined: Thu Aug 14, 2014 4:25 am
Byond Username: Shaps

Re: Gunsmithing; And how it works

Postby Shaps-cloud » Mon Apr 06, 2015 6:07 am #80580

Maybe give it to the Warden so he can tool around and make customized firearms when the brig is moving slowly. Of course, maybe his time would be better spent watching and communicating with the other officers, so I dunno
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.

Image

User avatar
Fragnostic
 
Joined: Mon May 19, 2014 2:11 am
Byond Username: Fragnostic

Re: Gunsmithing; And how it works

Postby Fragnostic » Mon Apr 06, 2015 10:59 am #80603

This would need a lot of changes in order to work well: I feel that there really shouldn't be machines to make a lot of this and rather benches or drill presses. R&D already has the modular reciever, so why not expand upon it? Guns could be really custom and wacky, or have the ability to be upgraded. Of course, in order to mass produce, say rifles, you would need tower caps. This requires Botany or the public Garden. Either way of acquiring wood is a good enough balance.
Imagine triple-barreled shotguns, rapid-fire 10mm submachine guns, tacticool laser cannons with laser sights and flashlights, syndi-revolver upgraded with a tensile band that accelerates the wheels movement(fires 2x as fast). Not all of these have to be almighty death machines. Maybe you could upgrade your foam force guns, or have a laser tag minigun to mow down the red/blue team or laser tag cannon for cover fire.
Image

User avatar
DemonFiren
 
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Gunsmithing; And how it works

Postby DemonFiren » Mon Apr 06, 2015 11:18 am #80604

Hm. This might even give us an excuse to copy over (EVEN MORE BAYGOTRY) plastic for polymer grips and the likes. Plastic requires botany and chemistry to make, or a portable chem dispenser and the public garden.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Mon Apr 06, 2015 7:09 pm #80674

I feel that there is a differance between modifying guns (Adding a extra barrel to a double barrel) and making guns part by part, which is what im trying to do.

The crate could require Warden+ Access, so cargo doesnt go batshit crazy and make guns EVERY SINGLE ROUND
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

TheNightingale
 
Joined: Fri Mar 20, 2015 5:07 pm
Byond Username: TheNightingale

Re: Gunsmithing; And how it works

Postby TheNightingale » Mon Apr 06, 2015 8:56 pm #80700

You can only build a part (i.e. you only have its blueprint) if you've already deconstructed two of that part already. Disassembling a gun for its parts should have a chance to destroy a part - double so if it's a syndicate gun (due to their unfamiliar nature). You can order part crates (not blueprint crates) from Cargo, for high costs - they'll have four or so random parts for a particular gun. There's a taser part crate, an energy gun part crate, etc. They need Security access to unlock, because, well, they're not actual guns, just parts from them.

The stages of getting infinite .38 revolvers:
Find one .38 revolver (the Detective's)
Disassemble it for its seven unique parts
Because RNG, receive five parts
Order some .38 crates until you have two of each part
Disassemble them all
Now you can make all the parts for a .38 revolver. Do this with a few other guns and maybe you can customise them - e.g. a laser gun with a L6 stock and barrel (to make a rapid-fire laser), or a combat shotgun with an energy gun cell and charger (to make an energy shotgun).

User avatar
Scones
 
Joined: Mon Nov 10, 2014 2:46 am
Location: cooler than thou
Byond Username: Scones

Re: Gunsmithing; And how it works

Postby Scones » Mon Apr 06, 2015 10:21 pm #80723

Access won't stop Cargo, it is seriously better to cut them out of the equation 100%

Everyone knows that Supply is more like a pirate port stocked with cutthroats and smugglers among other lowlife scum who will order and open anything remotely deadly that they can get their grubby hands on.
plplplplp WOOOOooo hahahhaha

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Mon Apr 06, 2015 10:26 pm #80726

We cannnn move this over to Research or Sec, Or make a micro department in engineering. What ever you guys like, this idea is a democracy. Not a dictatorship.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
Scones
 
Joined: Mon Nov 10, 2014 2:46 am
Location: cooler than thou
Byond Username: Scones

Re: Gunsmithing; And how it works

Postby Scones » Mon Apr 06, 2015 10:29 pm #80728

Like I said, the equipment should just go in a crate in the corner of the Armory. Circutboards/metal at least, and then the machines could require some basic micro manips/lasers/matter bins if you really want to force interdepartmental interactions. I sort of saw this as a thing for the Warden to do in their free time when nobody is being hustled in and out of the Brig.
plplplplp WOOOOooo hahahhaha

User avatar
lumipharon
 
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Gunsmithing; And how it works

Postby lumipharon » Mon Apr 06, 2015 10:58 pm #80747

I wish you could make, or order via cargo basic pistols (like glocks on NT) just so I can be an autist and enact gun licences, concealed carry permits and gun registration etc as a warden and/or HoP.

Jacough
 
Joined: Fri Apr 18, 2014 2:24 pm
Byond Username: Jacough

Re: Gunsmithing; And how it works

Postby Jacough » Tue Apr 07, 2015 2:20 am #80795

Shaps wrote:Maybe give it to the Warden so he can tool around and make customized firearms when the brig is moving slowly. Of course, maybe his time would be better spent watching and communicating with the other officers, so I dunno


Replace the shit ass lawyers with "armory officers" with basic brig and armory access. They could be responsible for the construction and distribution of guns. Being security they'd of course be held to a higher standard and would receive a harsher punishment if they say, start handing out guns to every grey shirt on the station. I like the idea of building guns, just not the idea of giving the job to cargo.
Image

User avatar
imblyings
 
Joined: Fri Apr 18, 2014 5:42 pm
Location: >using suit sensors
Byond Username: Ausops

Re: Gunsmithing; And how it works

Postby imblyings » Tue Apr 07, 2015 11:31 am #80859

We're going full payday with this aren't we, seeing as we already have nitrile gloves, the navy suit and the actual heister antag item box.

also, how are you going to code the weapon part sprites coming together, especially since not all of them are aligned the same and more importantly, not all of them are the same scale, with some weapons being just slightly different scales that would screw over sharing part sprites or some sprites that pretty much do some weird wacky shit to stay within a 32x32 and not be able to fit certain parts on.
The patched, dusty, trimmed, feathered mantle of evil +13.

deathhoof
 

Re: Gunsmithing; And how it works

Postby deathhoof » Tue Apr 07, 2015 12:09 pm #80867

Please remove modular reciever. There is no reason why a trigger mechanism, something we can make today, should be a bajillion research levels in the future. Make trigger mechanisms something that can be made from metal sheets so that more improvised guns can be made. In addition to improv shotty, I want and improv hand cannon, and perhaps even an improv slingshot type weapon for doubling the damage of small thrown items.

User avatar
ClumsyAlcoholic
 
Joined: Thu Apr 02, 2015 7:49 am
Byond Username: ClumsyAlcoholic

Re: Gunsmithing; And how it works

Postby ClumsyAlcoholic » Tue Apr 07, 2015 1:47 pm #80878

deathhoof wrote:Please remove modular reciever. There is no reason why a trigger mechanism, something we can make today, should be a bajillion research levels in the future. Make trigger mechanisms something that can be made from metal sheets so that more improvised guns can be made. In addition to improv shotty, I want and improv hand cannon, and perhaps even an improv slingshot type weapon for doubling the damage of small thrown items.


So what you are saying is that guns shoud be available to every grayshirt without even asking cargo/science. Play traitor deathmatch if you want that.
MOSIN BOY HERE

deathhoof
 

Re: Gunsmithing; And how it works

Postby deathhoof » Tue Apr 07, 2015 2:31 pm #80891

ClumsyAlcoholic wrote:
deathhoof wrote:Please remove modular reciever. There is no reason why a trigger mechanism, something we can make today, should be a bajillion research levels in the future. Make trigger mechanisms something that can be made from metal sheets so that more improvised guns can be made. In addition to improv shotty, I want and improv hand cannon, and perhaps even an improv slingshot type weapon for doubling the damage of small thrown items.


So what you are saying is that guns shoud be available to every grayshirt without even asking cargo/science. Play traitor deathmatch if you want that.


Would be less lethal than thrown spears. I got hit by a throwm spear a while ago, it impaled 4 of my limbs at the same time and after taking 5 or 6 steps I fell into crit and as I was dragged to medbay 5 spears fell out of that one spear and I would have died if I wasnt injected with atropine.

User avatar
ClumsyAlcoholic
 
Joined: Thu Apr 02, 2015 7:49 am
Byond Username: ClumsyAlcoholic

Re: Gunsmithing; And how it works

Postby ClumsyAlcoholic » Tue Apr 07, 2015 3:44 pm #80904

deathhoof wrote:
ClumsyAlcoholic wrote:
deathhoof wrote:Please remove modular reciever. There is no reason why a trigger mechanism, something we can make today, should be a bajillion research levels in the future. Make trigger mechanisms something that can be made from metal sheets so that more improvised guns can be made. In addition to improv shotty, I want and improv hand cannon, and perhaps even an improv slingshot type weapon for doubling the damage of small thrown items.


So what you are saying is that guns shoud be available to every grayshirt without even asking cargo/science. Play traitor deathmatch if you want that.


Would be less lethal than thrown spears. I got hit by a throwm spear a while ago, it impaled 4 of my limbs at the same time and after taking 5 or 6 steps I fell into crit and as I was dragged to medbay 5 spears fell out of that one spear and I would have died if I wasnt injected with atropine.


We don't need more gun types.(unless it's foam force)
MOSIN BOY HERE

User avatar
danno
 
Joined: Wed Apr 16, 2014 5:07 pm
Location: e-mail me if you want a pizza roll
Byond Username: Dannno

Re: Gunsmithing; And how it works

Postby danno » Tue Apr 07, 2015 3:49 pm #80905

It's unfortunate you put so much time into this, because I can't imagine anyone would try coding this when it's controversial because it involves guns yadda yadda
it also doesn't seem that useful or consistent, most guns look like they are made of entirely different parts and steps
the guns it provide don't really fill any niche ingame
the "micro screwdriver" is entirely redundant, why not just use a screwdriver
Hornygranny wrote:wtf i like danno now

Image
I don't even play ss13 anymore, pretty much due to dannos stupid bullshit

PostThis post was deleted by John_Oxford on Tue Apr 07, 2015 6:37 pm.
Reason: -

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Tue Apr 07, 2015 6:38 pm #80931

imblyings wrote:We're going full payday with this aren't we, seeing as we already have nitrile gloves, the navy suit and the actual heister antag item box.

also, how are you going to code the weapon part sprites coming together, especially since not all of them are aligned the same and more importantly, not all of them are the same scale, with some weapons being just slightly different scales that would screw over sharing part sprites or some sprites that pretty much do some weird wacky shit to stay within a 32x32 and not be able to fit certain parts on.


Parts will be remade (If you wanted a Pulse C20-r, the Pulse part from the Pulse rifle would be completely resprited to fit the c-20r
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Tue Apr 07, 2015 6:40 pm #80932

Jacough wrote:
Shaps wrote:Maybe give it to the Warden so he can tool around and make customized firearms when the brig is moving slowly. Of course, maybe his time would be better spent watching and communicating with the other officers, so I dunno


Replace the shit ass lawyers with "armory officers" with basic brig and armory access. They could be responsible for the construction and distribution of guns. Being security they'd of course be held to a higher standard and would receive a harsher punishment if they say, start handing out guns to every grey shirt on the station. I like the idea of building guns, just not the idea of giving the job to cargo.


Thats a brilliant idea, but the shitstorm stirred up from removing a job is unimaginable. However, if you did, converting the court room into a CNC room, and the lawyers office into a "Armory Officers" office. Would be a good idea.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Tue Apr 07, 2015 6:59 pm #80936

The microscrewdriver exists to increase the complexity of operation, this isent ment to be simple.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Tue Apr 07, 2015 7:00 pm #80937

The microscrewdriver exists to increase the complexity of operation, this isent ment to be simple.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
DemonFiren
 
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Gunsmithing; And how it works

Postby DemonFiren » Tue Apr 07, 2015 7:36 pm #80945

That is one epic quadpost.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Tue Apr 07, 2015 7:48 pm #80949

C-C-C-C-C-COMBO BREAKKKER!!!
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

Jacough
 
Joined: Fri Apr 18, 2014 2:24 pm
Byond Username: Jacough

Re: Gunsmithing; And how it works

Postby Jacough » Wed Apr 08, 2015 7:00 am #81046

John_Oxford wrote:
Jacough wrote:
Shaps wrote:Maybe give it to the Warden so he can tool around and make customized firearms when the brig is moving slowly. Of course, maybe his time would be better spent watching and communicating with the other officers, so I dunno


Replace the shit ass lawyers with "armory officers" with basic brig and armory access. They could be responsible for the construction and distribution of guns. Being security they'd of course be held to a higher standard and would receive a harsher punishment if they say, start handing out guns to every grey shirt on the station. I like the idea of building guns, just not the idea of giving the job to cargo.


Thats a brilliant idea, but the shitstorm stirred up from removing a job is unimaginable. However, if you did, converting the court room into a CNC room, and the lawyers office into a "Armory Officers" office. Would be a good idea.


The lawyer's only job is to be ignored by security and whine about how they're not taking them seriously enough and then either go braindead or get banned for grey tiding security. I doubt anyone will shed a tear for them.
Image

TheNightingale
 
Joined: Fri Mar 20, 2015 5:07 pm
Byond Username: TheNightingale

Re: Gunsmithing; And how it works

Postby TheNightingale » Wed Apr 08, 2015 12:14 pm #81084

Or they can assist the Detective in investigations and act as a prosecutor in trials, shouting; "OBJECTION!" every second sentence.

User avatar
DemonFiren
 
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Gunsmithing; And how it works

Postby DemonFiren » Wed Apr 08, 2015 12:37 pm #81089

Generally, when I play Lawyer, I advise Security on technically legal ways to screw over shitlers.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image

User avatar
AdenAbrafo
 
Joined: Wed May 14, 2014 7:38 pm
Byond Username: AdenAbrafo

Re: Gunsmithing; And how it works

Postby AdenAbrafo » Wed Apr 08, 2015 3:33 pm #81102

What is expected to come from this if it does get coded and put in? The majority of those contributing to the thread have made it clear that they think guns should still be kept under the control of security but what is the point of replacing the lawyer with a gun workshop? What gameplay purpose does this serve besides arming an already heavily armed department?
It's neat but it just seems like a bad idea.
Nick Elwood says, "brain your guitly of incompitence and sencected to public flogging and banishment"
DEAD: Andrew Mitchell says, "LIONUS HAS ANGER ISSUES AND AUTISM"

User avatar
Phalanx300
 
Joined: Fri Aug 08, 2014 7:26 pm
Byond Username: Phalanx300

Re: Gunsmithing; And how it works

Postby Phalanx300 » Wed Apr 08, 2015 3:45 pm #81103

AdenAbrafo wrote:What is expected to come from this if it does get coded and put in? The majority of those contributing to the thread have made it clear that they think guns should still be kept under the control of security but what is the point of replacing the lawyer with a gun workshop? What gameplay purpose does this serve besides arming an already heavily armed department?
It's neat but it just seems like a bad idea.


Would be an improvement over the lawyer job, so there's that.

User avatar
danno
 
Joined: Wed Apr 16, 2014 5:07 pm
Location: e-mail me if you want a pizza roll
Byond Username: Dannno

Re: Gunsmithing; And how it works

Postby danno » Wed Apr 08, 2015 3:47 pm #81104

John_Oxford wrote:The microscrewdriver exists to increase the complexity of operation, this isent ment to be simple.

doesn't add any complexity at all. the same effect would be achieved with a normal screwdriver. the effect being nothing.
Hornygranny wrote:wtf i like danno now

Image
I don't even play ss13 anymore, pretty much due to dannos stupid bullshit

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Wed Apr 08, 2015 11:31 pm #81158

The MS can be obtained from no where except cargo, Screwdrivers spawn everywhere, therefore, making the demand for MS'es higher than that of normal screwdrivers, increasing the complexity of the operation.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Wed Apr 08, 2015 11:33 pm #81159

To note, instead of adding a gunsmithing area, we could make it where if you put some boards onto a table, it makes it a work bench, and if you put the gun on the work bench, you can take it apart, and swap parts out with other guns, or order high quality parts from cargo, instead of having a CNC machine that /makes/ parts.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
Nienhaus
 
Joined: Wed Apr 16, 2014 7:18 am
Byond Username: Nienhaus2

Re: Gunsmithing; And how it works

Postby Nienhaus » Thu Apr 09, 2015 12:31 am #81161

I really like this idea.
Hey.

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Thu Apr 09, 2015 7:43 pm #81300

I want to state, Security is already armed (See: Armory) What we could do (Credits to the guy on the other post) Is make the armory start completely empty (Minus Armors, Or we could add Armorsmithing) Requiring security to build guns in order to have any resistance against heavily armed antagonists (See: Nuke Ops)
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
lumipharon
 
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Gunsmithing; And how it works

Postby lumipharon » Thu Apr 09, 2015 11:20 pm #81372

But most serious threats to the station occur in the first 10-20 minutes (nuke ops, wizard, blob, rev).

If the armory starts empty, then either the station gets fucked up the ass because not enough FREEDOM.
OR it implies that guns are easily made, in which case the station will most likely have an overdose of FREEDOM within 30 minutes, as the warden/whoever shits out 30 guns.

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Thu Apr 09, 2015 11:49 pm #81374

Well, we could make this a sub-section of engineering, and the gunsmiths themseleves choose who they give guns to, Sec may also rekt their shit if they don't give guns to sec.


Image


Engineering Pod is moved to the North East Space access, North of the singularity.

CE's office is moved to the pods location, IE: Giving the CE a window out into space

CNC Shop is built in place of the machine shop
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
lumipharon
 
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Gunsmithing; And how it works

Postby lumipharon » Thu Apr 09, 2015 11:58 pm #81377

engie pod is accessible for atmos techs, not just engineers. If you do want to go that path, you could just use the room next to the grav gen.

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Fri Apr 10, 2015 12:01 am #81378

It's still accessable to Atmos, They just need to run along the West Maint tunnel for engineering.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

PostThis post was deleted by MisterPerson on Fri Apr 10, 2015 5:51 pm.
Reason: Really? Come on, don't be an asshole

User avatar
imblyings
 
Joined: Fri Apr 18, 2014 5:42 pm
Location: >using suit sensors
Byond Username: Ausops

Re: Gunsmithing; And how it works

Postby imblyings » Fri Apr 10, 2015 3:20 pm #81482

the no guns in armoury at round start thing could be slightly alleviated by having a random spawn of assembled weapons and spare weapon parts that more or less totaled the existing weapons that the armoury has, while making sure at least one gun of each type gets spawned.
The patched, dusty, trimmed, feathered mantle of evil +13.

User avatar
Wyzack
 
Joined: Fri Apr 18, 2014 11:32 pm
Byond Username: Wyzack

Re: Gunsmithing; And how it works

Postby Wyzack » Fri Apr 10, 2015 5:44 pm #81520

I just really want to be able to tweak my goddamn detective's revolver so badly for some slightly more lethal ammunition, maybe 9mm or 45 caliber? Something like 20 brute with no knockdown would probably be good
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!

Kor wrote:I wish Wyzack was still an admin.

EngamerAzari's real number one fangirl <3
certified good poster

User avatar
Fragnostic
 
Joined: Mon May 19, 2014 2:11 am
Byond Username: Fragnostic

Re: Gunsmithing; And how it works

Postby Fragnostic » Fri Apr 10, 2015 6:44 pm #81536

^Ugh, I know it makes sense in-game, but the differences in damage/effect between calibers is so bad. Like .45 should do some decent damage, but deal a lot knockdown/stamina damage. 10mm should do less than .357 but more than .45, rather than slam into a target, should zip right through. 9mm should do 15, but all guns in 9mm should have an insanely small click cooldown for some sick magdump on greyshits or bad security.
Image

User avatar
Drynwyn
 
Joined: Fri Apr 18, 2014 5:09 pm
Byond Username: Drynwyn

Re: Gunsmithing; And how it works

Postby Drynwyn » Fri Apr 10, 2015 6:53 pm #81538

Wyzack wrote:I just really want to be able to tweak my goddamn detective's revolver so badly for some slightly more lethal ammunition, maybe 9mm or 45 caliber? Something like 20 brute with no knockdown would probably be good

You can do this with a screwdriver, but it has a chance to break your gun.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.

User avatar
Wyzack
 
Joined: Fri Apr 18, 2014 11:32 pm
Byond Username: Wyzack

Re: Gunsmithing; And how it works

Postby Wyzack » Fri Apr 10, 2015 7:05 pm #81540

Oh i know. I would just prefer to have a weaker bullet in exchange for not wrecking my precious firearm
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!

Kor wrote:I wish Wyzack was still an admin.

EngamerAzari's real number one fangirl <3
certified good poster

User avatar
Gamarr
 
Joined: Fri Apr 18, 2014 8:10 pm
Byond Username: Gamarr

Re: Gunsmithing; And how it works

Postby Gamarr » Fri Apr 10, 2015 7:20 pm #81544

Don't want guncargo involved? Make new department! Electrician/Machinists! Maybe one of each in an office to handle all your gadget, wiring, power and APC problems. Yes, engineers are supposed to handle part of that but with using RIGs to fix breaches and other such things, I feel the powernet is woefully misunderstood by many and often left fucked because people dun know how to find where a break in the wire is. This goes same for all the little toys cargo can make with the lathe; a smithy being part of this whole endeavor seems rather fitting. A machine that makes your parts though seems like it'd just get out of hand and abused.

Electrician/machinists could do with some superior, magnifying goggles, required to do the precision smithing on the guns? Handled like surgery, with fuckups if you move and you stab your hand with that little bastard screwdriver on accident. Instead of a surgery table, they got two workbenches.

User avatar
Wyzack
 
Joined: Fri Apr 18, 2014 11:32 pm
Byond Username: Wyzack

Re: Gunsmithing; And how it works

Postby Wyzack » Fri Apr 10, 2015 7:33 pm #81546

This might work with some of the technician idea Loonikus put forward a few weeks ago
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!

Kor wrote:I wish Wyzack was still an admin.

EngamerAzari's real number one fangirl <3
certified good poster

User avatar
John_Oxford
Github User
 
Joined: Sat Nov 15, 2014 5:19 am
Location: The United States of America
Byond Username: John Oxford
Github Username: JohnOxford

Re: Gunsmithing; And how it works

Postby John_Oxford » Fri Apr 10, 2015 10:44 pm #81564

We could have a room designated for mechanics/techniticans, as a sub-section of engineering.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524

Signature Content:
Spoiler:
Offical In-Game rank:
Image

Image

Image

Image

TechnoAlchemist wrote:you where always right john, you where always right

>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.

NikNakFlak wrote:this isn't a game you can't just post whenever you want


I don't even know what the fuck tg is.

Image

Image

User avatar
Gamarr
 
Joined: Fri Apr 18, 2014 8:10 pm
Byond Username: Gamarr

Re: Gunsmithing; And how it works

Postby Gamarr » Sat Apr 11, 2015 5:10 pm #81666

There is nothing that engineering has that would be related to this other than basic tools (which you go to cargo for and they should be doing plenty of as it is) or some spare circuit parts for Airlock or APCs, both of which come from cargo's lathe too. When the spares in engineering should stay where they are. So why being beside engineering doesn't make sense to me when the office should be equidistant from Cargo/R&D, as that is who they work with. You get new parts from R&D when needed/upgrades, and basics/supplies from cargo. Instead of bugging R&D, who usually are busy anyway, you swing by this office, ask the dude, and he'll get it later if he doesn't already have it. You could say it is similar to the QM, but the QM seems to fuck around more than deal with the gadget/tool side of the lathe.

The job is not an integral part of things running, but an electrician-type job has been a long time needed imo given size of the station, few number of engineers that seem very often busy as it is, and the massive powernet.

Next

Return to Ideas

Who is online

Users browsing this forum: zxaber