# Improving Firearms
## Why do we need to fix guns?
### Lore
~~No shut up fuck you I don't care that ytour fucking World War Gun was really good (you promise it's good) it's FIVE HUNDRED YEARS IN THE FUTURE MAN~~
Guns that are unique to TG are more interesting because we can ensure they fall in line with our retro-futuristic vibe. By making weapons unique to TG, we can encourage spriters to make things that are closer to their own creations without needing to rely on existing conventions for firearms. In addition, with unique sprites comes unique lore that can help flesh out our world instead of using pre-established real life lore.
In addition, we do not use "mm" or "inches" in ss13, we've always used units as a measurement system. Having 9mm ammo feels out of place.
### Mechanics
By holding on to old gun designs we're expected to keep them somewhat accurate to how those guns actually work. If we wanted to simplify ammo types to stop snowflake bullets only used in one firearm, then there would be complaints about "The makarov and this other pistol don't actually use the same ammo type" and that would lead to people making snowflake ammo types again.
By having weapons be unique to TG, we would have full control over their balancing, any fun mechanics we give them, and we could encourage contributors to be more creative with what's added.
### SFX & VFX
Guns pitch down for some reason, I recognize that we want an auditory way to signal that the gun is out of ammo, but this may not be the best solution. I think pitching upwards may be more in line with other shooters, and sound more natural to our gamer brains.
### Clutter
We have 27 defined ammo types(the define file is wrong and says 24), of these types:
* 14 are unique and are used for energy weapons, makeshift weapons, grenade launchers, rocket launchers, and shotguns
* 9mm is used as a default for pistols, one nukie smg, and two SMGs not normally available
* 10mm is used as the default for guns, but is overwritten in the code by the surplus gun
* 357 is used as the "standard" for revolvers
* a223 is only used by two weapons that can't be aquired normally, the m-90gl carbine and the boarder
* .45 is used by three weapons, the m1911, the c-20r, and the tommygun
* 8 are only used for one weapon
* a7mm - l6 saw
* 4.6x30mm - wt autorifle
* .38 - detective's revolver
* .50 bmg - sniper rifles
* .50 ae - desert eagles
* .75 - gyroget pistol
* n762 - nagant revolver
* .310_strilka - bolt action rifles
This is an absolute massive amount of ammo types to keep track of, especially since some of these are used by turrets. In addition, many of these ammo types have additional subtypes.
## So What Should Be Done?
### Mashups
This is the part that gets most people upset, so we'll discuss it first.
My proposal for ammo is multi-part:
* Take similar ammo types and condense them into one type.
* Rename the new ammo types to fit better in-world (like what was done with Bolt action rifles)
* Possibly rename ammo to it's role in the game (ie. pistol bullet, smg bullet, revolver bullet) then add an official lore name to it's description.
* This would make weapons significantly more intuitive to use. No more guessing your weapon's ammo. You have a revolver and you use revolver ammo; you have a pistol and you use pistol ammo. More friendly for new players.
### Guns
Slowly but surely, we should move towards TG-unique weapons. The Sakhno is a good start.
Add Ideas Here: