## Gunsmithing: Revised ### Overview Improvments to the core process of obtaining guns. A replacment for the current gun crafting options which are mostly impossible to due to them being to cheap/easy. New options for ruin loot with parts or higher quality guns. Provides new barter options for ships. Replaces most ways of crafting guns or ammo in favor of a more engaging system. ### Key Features #### Gun crafting A method of turning ruin loot into new guns. Blueprints and Gunparts can be found in ruins. Blueprints contain a random amount of parts that could be assembled together, normally of a similar tier Complex parts like the firing mechanism or laser optics require small parts (springs or electrical components) Most parts will take things like iron or glass but since they cant be reasonbily balanced at present, small parts will act as the real cost to prevent mass production. Gun recipes are defined as a datum where a set combination of parts result in a gun. #### Modular Components Guns will be composed of modular components such as barrels, receivers, stocks, grips, magazines, and scopes. Each component will have its own set of attributes and can be interchanged to create different combinations. This will standerize our current "attachments" magazines, bayonets and flashlights. #### Frames To avoid flooding guns with way to much code im using a Frame item to hold all part logic. Once you attach all parts to the frame you can turn it into a proper gun. the one issue I will already need to have the same logic for handling mags and attachments so this idea may be scrapped. #### Part Tiers 3 Tiers of parts, Surplus/Handcrafted, Standerd Issue, Military Grade Most round start or bought guns will be Surplus. Standerd issue can be for more combat focused ships or average ruin loot. Military Grade will be normally the best item in a ruin Some guns can only be certin tiers like Handmade guns being locked to Surplus while a bulldog shotgun can only be Military Grade #### Blueprints A Blueprint has a set tier but can roll up or down per part Take a starting part and pick a random part which could be combined to make a gun, Pick one of the parts and repeat. In theory this means not every blueprint can make a full gun but it will encourge ships to trade. Blueprints could also include none critical gun things like ammo recipes, attachments, scopes, or mags You take a Blueprint to a machine that could craft something in the Blueprint #### Machine Lathe Crafts most core parts like the frame, barrel, or grip. Recipes will have a semi random list of steps for instance add 5 metal, Use tool: metal sawing, add gun spring, Interact with lathe, tool: hammering, tool: filing, Result is a candor firing mechanism others are simpler like a barrel or grip Unlike surgery steps are clearly displayed by default. #### Ammo Reloading Bench A simple machine that lets you load up bullet, case, primer and powder. This is probally simplifed such as combining primer, powder, and the bullet. A similar quality system already exists for ammo with surplus and standered and you count count some of the ammo types like dragonsbreath or AP as high quality #### Shopping This opens up alot of options to add or tweak in the outpost The price of most stuff could be tuned down in exchange for becoming surplus Letting you buy new crafting components would also help ships fill in gaps they missed from looting like finding a nice blueprint but not having the materials/small parts like springs Guns should be more expensive to make if you tried to buy all the parts from outpost then just buying them directly. This encourages using outpost to fill missing gaps. #### Scrap guns These are going to be much easier to make modular as I am making them from the ground up. This will rework our current scrap guns by taking the modular reciver and turning it into a frame. The one big diffrence for scrap guns is they can be crafted without a machine. you will most likely use the same materials they use but modyifed similar to how you would a lathe but with handtools. A few chambering varients covering the worst damage ammo. Just subtypes with a diffrent recipe. Rifle: single shot, internal mag, Semi auto Shotgun: single barrel, doublebarrel, revolver: 50 cal? pistol: luty smg #### Tools This comes with a soft port of CEV-Eris tool qualites. A hammer, file and hacksaw are my current additions having the HAMMERING, FILING, and METAL_SAWING qualities tools, including exisiting ones like the screwdriver will all be used in machines or hand crafting #### New ship SRM/Hunters Pride ship!