#### Gun Crafting System Ideas Now i LOVE guns and accurate systems. Im a gun nut all the way but.. this is ss13, look to chemistrys realism to see my point. From a gameplay, balance, and coding perspective i cant have guns be completely accurate. It hurts me as well I think while i do this it might be a good idea to make gun stuff work via components like how the tg food works. Need to investigate this idea futher I need to work out how energy weapons fit into all of this.... ### Gun Components Mostly changed my mind on this while writing it ~~The concept revolves around a more in-depth attachment system, breaking guns into 2-5 components that can be enhanced. Some guns might involve simple components like the stock/grip along with the rest of the gun, while more intricate assemblies might exist for complex guns. For instance, a m1911 could comprise the slide, frame, grip, and an encompassing "everything else." The challenge lies in determining the essential parts, considering the variety among guns, but each component should significantly impact the gun's performance.~~ ##### Overlays? Breakup every gun into 4 loose systems to cover most guns. This will probally require spriters to make 4 diffrent sprites or more realisticly cut each sprite into 4 parts. we could just have generic placeholder sprites that turn into the proper gun when its fully assembled. If they are split into seperate parts you could spray paint diffrent parts of your gun c: ###### addendum: Overlays would suck unless we do it for like a "scrap gun" where we make a set of sprites specificly for it, otherwise i dont think spriters want to go through the effort of cutting up all of there guns ##### Firing Mechanism The component responsible for initiating the firing sequence. This will be were all the code for the gun is held with each other part attaching to it and modifying its stats. ##### Handle/Grip What the user holds onto, providing stability and control. Can reduce the screen shake ##### Chamber The section where the round is loaded and held before firing. Reduce time to fire ##### Barrel/Muzzle The part from which the projectile is expelled. Reduces sound or spread, increases projectice speed #### Swappable Parts IRL you can swap parts on alot of guns. I think its a cool idea to have this but im not set on the idea. It would be cool to have a generic AK firing mechanism and let you swap diffrent parts but i dont think it matters that much besides being cool. its alot of effort to maintain. #### Attachments Anything that modifys the gun but is not required for its fuction (ok i know you dont NEED a handle or barrel to fire alot of guns but shutup) We already have flashlights, bayonets, and silencers but they are do for a major rework to work with more weapons since most guns dont accept any of them I think its a good idea to add attachment point(1 is prob best idea cause we have to render these still) to each component of the guns. Break each attachment into a slot so we can have ##### Firing Mechanisn Going to leave this as a wildcard for.. skins and other weird stuff.. dunno what im doing with this yet ##### Handle/Grip Laser, Flashlight ##### Chamber I know this is weird but i will have this handle the scopes since its the closet part where most would attach Im not even going to try to manipluate the screen with scopes. I dont think they work well because its unfair to get killed by something you cant see. They will be close range like glow sights and red dots ##### Barrel/Muzzle Silencer, Bayonet, Muzzle Booster #### Component Tiers An amusing approach could be akin to TF2 skin quality, but I prefer a Rusty, Normal, and Pristine quality system. These tiers could be acquired through mob drops, ruins, or lathes. Any NPC that shoots a gun could have these added to there loot tables Normal parts can be fabricated at the Machine Lathe after you "research" that gun in the lathe regradless of what parts it currently has in it. Pristine parts should be rare loot or in ships desgined specificly for the production of that firearm. Overpowered weapons can be restricted to just pristine parts? bulldogs come to mind as something no one should be able to craft without extreame skill ###### addendum: No research i think. Just have a gun in the lathe or nearby and it will let you craft parts from it ### Machine Lathe An enhancement to ghetto crafting, the addition of a lathe eliminates the need for power. It aims to streamline crafting processes, resembling slap crafting from goof or an assembly line like spears. This feature should maintain clear recipe lists or visually display craftable items and steps necessary to complete an item. Furthermore, it could include a vice for modifying attachments/parts on a gun using a radial menu to modify guns similar to tarkov. ###### addendum: I dont know if a vice system is necersary and i think it would be better to let people assemble the parts by hand or with handtools (either toolbox ones or mabye a few new ones?) ##### Parts Fallout13 servers have weapon parts required to craft guns. It makes sense that most spacemen cant fabricate these parts. We could use these to balance the output of guns since iron has a ton of ways to mass produce and its silly for an gun to cost more iron then a whole ass 1 by 1 meter wall. You could scrap these from guns, buy them at the outpost, or salvage them from ruins/waste planets ### Ammo Bench it should be easier to craft then an autolathe as its replacing alot of recipes from it This function enables ammo reloading and the crafting of new brass. You can dump ammo into it the same way you would a grinder and quickly recycle ammo Ammo could be split into a similar 3 tier system with a low armour, normal, high armour ~~possible ammo varinets of overpacked and underpacked for each tier of just the standerd. underpacked would be more cost effective for gunpowder but overpacked would deal more damage with higher recoil.~~ (i think this may be overkill) To make it not a pain i think most of the work should be done automaticly with good flat modiferes across ammo types For example hollow point could have a +10 or x1.10 for damage and a -10 or /.90 armour pen. +p could have a +5 or x1.05 damage mod * Hollow-Point .38 * ~~-P .38~~ * Standard .38 * ~~+P .38~~ * AP .38 This should remove or improve all current ammo recipes. Gunpowder exists yet its used rarely for ammo because it requires chemistry and i dont want to gate gunsmithing behind chemistry. Scrapping ammo should return its full Gunpowder amount since its mostly a losses process. More ammo will need to be found during looting to offset the higher cost # Latency's Notes * At least 1 or 2 workbenches that has a style indicative of manual hand labor (like an ammo pressing bench, or metalworking bench for guncrafting. An ammo bench and a guncrafting bench would be preferable) * A handful of tools for manipulating parts, 3 or more would be preferable. * A UI for selecting the gun you want to make, based on the parts you have loaded into the bench (should only be able to load one of any given type) * A UI menu for ammo pressing that allows you to make bullets based on the materials you have loaded into it. * A way to make the individual parts of ammo and guns, such as stocks, ammo casings, etc. This would preferably be done with tools if repurposing, or a bench if making brand new. * A way to make gunpowder, and a way to find the ingedients for it on planetspawn.