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Discussion on the latest changes to guncrafting

Posted: Sun Jan 15, 2017 3:07 am
by ma44
For some reason goofball made me in charge of all guncrafting changes and I made some, all changes here.

https://github.com/Iamgoofball/-tg-station/pull/8/files

This topic is meant to be a discussion, so please discuss or something.

Re: Discussion on the latest changes to guncrafting

Posted: Sun Jan 15, 2017 4:51 am
by calzilla1
BEE GUN
EDIT:also, a gun that,when exported, gives 100,00 credits

Re: Discussion on the latest changes to guncrafting

Posted: Sun Jan 15, 2017 4:56 am
by Haevacht
It's broken again. Test your shit.

Re: Discussion on the latest changes to guncrafting

Posted: Sun Jan 15, 2017 12:59 pm
by kevinz000
Haevacht wrote:It's broken again. Test your shit.
Goofball.balance + Ma44.balance = -(1.#INF)
Goofball.bugs + Ma44.bugs > 9001
qdel(goofball)
qdel(ma44)
(get out and fix your shit stop fucking testmerging stuff that's not even touched what the fuck happend to quality standards?)

Re: Discussion on the latest changes to guncrafting

Posted: Sun Jan 15, 2017 1:03 pm
by kevinz000
Image
Oh yeah, There's already a thread for this, why is this here?

Re: Discussion on the latest changes to guncrafting

Posted: Mon Jan 16, 2017 4:11 am
by iamgoofball
that was for my guncrafting

this is for his guncrafting

Re: Discussion on the latest changes to guncrafting

Posted: Mon Jan 16, 2017 10:33 am
by firecage
iamgoofball wrote:that was for my guncrafting

this is for his guncrafting
Understandable. But when I look at the commits on the PR, it is exactly the same PR(Well, for the most part)

Re: Discussion on the latest changes to guncrafting

Posted: Tue Jan 17, 2017 12:50 am
by Deitus
my opinions aren't worth shit but despite this im just gonna throw out my two cent's on the whole guncrafting thing:
-interesting idea, probably would not work out overall due to people worrying about powercreep sec ruining muh murderbones
-if it is implemented, should require research or SOMETHING to make it so there isn't roundstart syndi equipment equivalents for sec

im really torn about this because on the one hand i think that the original armory was fine as it was, but on the other hand having sec be able to "evolve" the same way the other departments can as the round goes on would be nice, not to mention it creates a good counter to blobs other than just RnD (yes i actually like blob and think it should get tlc, but thats a topic for a different thread).

overall its gonna be hard either way because this is inherently gonna need a lot of testing and balancing, which is a) hard to do, b) nobody wants to do, and c) hard to implement / test. my opinions on goof aside, ill keep an eye on it and chime in every once and a while.

Re: Discussion on the latest changes to guncrafting

Posted: Tue Jan 17, 2017 10:02 am
by Weepo
As an RD player the idea of the sec team busting into research to do R&D and get 'tha best gunz' fills me with both delight and anger.

Re: Discussion on the latest changes to guncrafting

Posted: Tue Jan 17, 2017 10:10 am
by Arianya
To avoid splitting discussion, and as this is existing coding seeking feedback, might be better to use https://tgstation13.org/phpBB/viewtopic.php?f=10&t=9258 as the central thread?