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ma44 guncrafting
Posted: Tue Jan 17, 2017 12:29 am
by onleavedontatme
The ideal scenario for guncrafting is that it lets people build guns that fill different combat niches but aren't strictly better than each other in every situation.
We already have a variety of different guns to fill different niches.
If gun crafting was balanced it'd just be redundant and recreate our current system for no reason. It likely won't be redundant though, and overpowered instead, since it took us 6 years to get to our current gun balance and its still not perfect.
Please stop using your time on this, I wish I'd been able to realize or articulate this earlier.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 12:33 am
by Luke Cox
We have a solid foundation to build on. Most of the work is going to be balancing it all. Charge and rate of fire are the best means of mitigating powerful upgrades, so those two things should have few to no upgrades.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 12:35 am
by DemonFiren
Congratulations, you're voicing everyone's fears.
Watch as they are ignored, anyway.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 12:39 am
by Luke Cox
In respect to guncrafting being "redundant", I'd argue that having a bunch of different guns for different scenarios is actually very clunky and inefficient when we could simply have one universal guncrafting system. It's also much more satisfying to build your preferred gun from scratch than to go grab the one you want from the armory.
In other words, F U N
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 2:24 am
by danno
kor is unfortunately right
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 2:26 am
by captain sawrge
Luke Cox wrote:In respect to guncrafting being "redundant", I'd argue that having a bunch of different guns for different scenarios is actually very clunky and inefficient when we could simply have one universal guncrafting system. It's also much more satisfying to build your preferred gun from scratch than to go grab the one you want from the armory.
In other words, F U N
It's supposed to be clunky and inefficient.
Our balance is pretty poor as it is and the game's combat basically revolves entirely around guns. Forcing there to be at least a little thought and adaption to different situations helps that out a little.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 2:36 am
by ShadowDimentio
I want to build a gun that fits how I like to play and have FUN.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 2:48 am
by PKPenguin321
Kor wrote:The ideal scenario for guncrafting is that it lets people build guns that fill different combat niches but aren't strictly better than each other in every situation.
We already have a variety of different guns to fill different niches.
If gun crafting was balanced it'd just be redundant and recreate our current system for no reason. It likely won't be redundant though, and overpowered instead, since it took us 6 years to get to our current gun balance and its still not perfect.
Please stop using your time on this, I wish I'd been able to realize or articulate this earlier.
!!!
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 2:58 am
by John_Oxford
"the game isn't perfectly balanced"
congrats you just completely destroyed your own argument without me having to say a word.
"you arent allowed to have fun your way thats not allowed you have fun my way"
kor your dumb and should feel dumb.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:08 am
by ShadowDimentio
Guncrafting would add a whole new layer to being robust. With enough parts there would be a huge sprawl of different gun combinations, and with it you could build a gun that strongly specialized in range/damage/accuracy/fire rate or whatever, or you could build a gun with some of each. There'd certainly be some art and preference in play, but that'd just add to the FUN.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:22 am
by captain sawrge
ShadowDimentio wrote:Guncrafting would add a whole new layer to being robust. With enough parts there would be a huge sprawl of different gun combinations, and with it you could build a gun that strongly specialized in range/damage/accuracy/fire rate or whatever, or you could build a gun with some of each. There'd certainly be some art and preference in play, but that'd just add to the FUN.
Guns are already really robust without even more damage or huge capacities that negate their main flaw.
I don't really see any way modifications could do anything except throw off the current balance and shake up everything else balanced with what we currently have in mind.
Fucking up balance isn't fun. Having overpowered nonsense just for the sake of it is actually just really fucking stupid and bad for 99% of the people involved. It's shitty to deal with it in-game, it's shitty for admins having to deal with people fucking around with broken nonsense, and it's shitty for coders to try and work with. It promotes more awful power creep shit and generally detracts from the game.
It's sort of a neat idea but it really doesn't fit at all.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:28 am
by Sweaterkittens
captain sawrge wrote:
Fucking up balance isn't fun. Having overpowered nonsense just for the sake of it is actually just really fucking stupid and bad for 99% of the people involved. It's shitty to deal with it in-game, it's shitty for admins having to deal with people fucking around with broken nonsense, and it's shitty for coders to try and work with. It promotes more awful power creep shit and generally detracts from the game.
This does a great job of putting words to my sentiments when people say "The game is hard to/can't be balanced". Yes, due to the nature of SS13 it's a rough game to balance and it'll never be perfect. This is not Esports and it doesn't have to be perfect. But that being said, having wildly unbalanced stuff simply because "it's already unbalanced" is really, really not fun.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:36 am
by Luke Cox
Could someone copy/paste a list of the guncrafting components for me? I think you people are making this ten times more difficult than it needs to be.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:41 am
by ChangelingRain
There ARE interesting things you can do with guncrafting, but if it's just damage(which either silly and way too strong or nearly worthless; all that matters is how fast the guy dies, and if you have a flat bonus to murder.....), range(which is nearly unnoticeable unless it's very short???), accuracy(which is, um, literally already 100%, unless you mean with spread weapons, which is idiotic because see damage), fire rate(hello welcome to damage redux I'm not even going to say it again), guess what it results in? That's right, a Flat Murder Bonus if you assemble a gun in a specific way.
Interesting guncrafting things would be, like, projectiles that, on hitting a target, firing another shot in a random direction from the target, projectiles that actually ricochet off of solid objects, a 'spread' modifier that just makes the weapon fire X more shots in a spread but divides all of those shot's damage by X, and other things that are not literally Flat Murder Bonuses.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:49 am
by Super Aggro Crag
Guncrafting fucking sucks tell me when we get a blacksmith job so I can forge my own plasteel billhook and razor sharp diamond boomerang
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:52 am
by ShadowDimentio
So instead of buffing stats you tape a weird gimmick onto a gun
Unless the gimmick is /REALLY/ good, I fail to see why anyone would choose that over buffing stats.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:54 am
by captain sawrge
ShadowDimentio wrote:So instead of buffing stats you tape a weird gimmick onto a gun
Unless the gimmick is /REALLY/ good, I fail to see why anyone would choose that over buffing stats.
You are fucking with me right now.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 3:55 am
by ChangelingRain
ShadowDimentio wrote:So instead of buffing stats you tape a weird gimmick onto a gun
Unless the gimmick is /REALLY/ good, I fail to see why anyone would choose that over buffing stats.
Because buffing stats results in abominations. Gimmicks are easier to balance with compared to slapping on damage bonuses, and gimmicks don't care about what tier of amazing research part you jam in.
Like, you know, I just said/implied.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:12 am
by ShadowDimentio
>Gimmicks are easier to balance than buffing stats
X [Doubt]
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:17 am
by captain sawrge
The easiest way to balance buffing stats is not to do it, so I suppose technically you are correct.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:18 am
by Super Aggro Crag
Dimentio be smarter than you are
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:26 am
by Sweaterkittens
You're not listening, Shadow.
Joan is saying that, despite the fact that firerate/damage/accuracy/etc are all good gun mechanics in most games, they do not make good stats to fiddle with in SS13. The way that gunplay works for us, there's very little give and take. In a game dedicated to gunplay those stats offer very interesting tradeoffs. In SS13, those stats basically boil down to a configuration that will kill someone the "best", because things like accuracy and range don't really come into play the same way.
If it helps, consider a modern shooter - in this scenario a player can choose between a P90 and a Sniper Rifle. The sniper offers the advantage of high alpha, long range and pinpoint accuracy, with a small magazine and relatively poor handling in close quarters. The player with the P90 has the advantage of a large magazine, very good fire rate and excellent handling in close quarters, with the downsides of being very inaccurate at range and having relatively low damage. This is a great example of a good give and take with the stats of the guns.
Now if you try and translate that to SS13, you lose a lot. Accuracy is always 100%, so that's mostly irrelevant. Same with range, the top-down system does not work well with long-range weapons and there's no way to utilize it well. Handling is irrelevant because aside from requiring two hands for certain weapons, everything's the same. So what you're left with is two guns where one shoots more and the other will kill much much faster. And that's basically what we already have. Allowing people to tinker with this stats will, as Joan said, make for one gun setup that's just *better* than anything else.
Gimmicks aren't easy to balance, don't misunderstand her. But it would certainly make for a more interesting system than being basically forced to build a gun like X if you want to do well.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:31 am
by Luke Cox
Messing with stat is fine so long as there's a significant trade-off in other stats. Like I said in the last thread, automatic speed taser snipers should not be possible. However, a semi-auto taser sniper with a huge ass cooldown is fine by me.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:38 am
by ShadowDimentio
We're having two slightly different conversations, which is mostly my fault. I was basing my stat discussion on my conceptual version of guncrafting, where there would be a whole bunch of different gun parts, the vast majority of which being optional. A gun is still a gun without a scope or a bayonet and all that. But the crux of my version of guncrafting would be that mods would be scarce outside of the armory, and would be a mixed bag, being either specialized, a mixed bag od bonuses and downsides, or expensive.
Here's a repost of my suggested gun parts from the old thread. Warning: Long and robust, like my
cock vocabulary.
Outline: A gun consists of several parts, separated into categories, and a gun may hold only one part from each category, completed with a firing pin.
*BASE
*BARREL
*STOCK
MUZZLE
GRIP
SCOPE
ENERGY MODS
BALLISTIC MODS
The three categories marked with a * REQUIRE a part from the category to be present in the weapon, otherwise the gun WILL NOT FIRE.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:39 am
by Sweaterkittens
But that highlights a problem in and of itself, Luke. Tasers don't have damage, range is mostly useless past a certain point, and accuracy is always 100%. Why would you ever want anything other than a taser that fires as fast as possible?
I really think that if we want to introduce gun crafting we need to turn an eye to our current weapons systems and see if we can make it more engaging before we try to remake it completely. If we want to make CR20 fast-firing innacurate submachine guns, lets do it. If L6's could be belt-fed heavy machine guns that get more innacurate the more you fire them, or if using a scope on a sniper could be made more conducive, that's great. I think that trying to make a brand new weapons system using the current admittedly poor one we have is destined for failure.
EDIT: I'm also not particularly excited about the idea of RnD getting even MORE incredibly powerful weaponry that only they can access. Being expensive or time-gated is hardly a meaningful hurdle when research can bang this shit out within the first 20 minutes and be running around in flight suits with guns tailored for EXACTLY how they want to kill everyone.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 4:46 am
by ShadowDimentio
Sweaterkittens wrote:But that highlights a problem in and of itself, Luke. Tasers don't have damage, range is mostly useless past a certain point, and accuracy is always 100%. Why would you ever want anything other than a taser that fires as fast as possible?
Take accuracy and rate of fire to be mutually exclusive. Sure you could have a taser that both shot fast and was accurate, but achieving that would need a much more heavily modded gun than just a plain old taser that works just fine. Plus this is >implying the warden feels like handing you a superpowered taser that could potentially get stolen and fuck sec's life up.
Sweaterkittens wrote:EDIT: I'm also not particularly excited about the idea of RnD getting even MORE incredibly powerful weaponry that only they can access. Being expensive or time-gated is hardly a meaningful hurdle when research can bang this shit out within the first 20 minutes and be running around in flight suits with guns tailored for EXACTLY how they want to kill everyone.
R&D Gate means that R&D will have to have achieved a certain level of research before those items are unlocked for the warden, not that R&D would be able to make them. The warden would retain all authority over guncrafting.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 7:08 am
by Luke Cox
Sweaterkittens wrote:But that highlights a problem in and of itself, Luke. Tasers don't have damage, range is mostly useless past a certain point, and accuracy is always 100%. Why would you ever want anything other than a taser that fires as fast as possible?
I really think that if we want to introduce gun crafting we need to turn an eye to our current weapons systems and see if we can make it more engaging before we try to remake it completely. If we want to make CR20 fast-firing innacurate submachine guns, lets do it. If L6's could be belt-fed heavy machine guns that get more innacurate the more you fire them, or if using a scope on a sniper could be made more conducive, that's great. I think that trying to make a brand new weapons system using the current admittedly poor one we have is destined for failure.
EDIT: I'm also not particularly excited about the idea of RnD getting even MORE incredibly powerful weaponry that only they can access. Being expensive or time-gated is hardly a meaningful hurdle when research can bang this shit out within the first 20 minutes and be running around in flight suits with guns tailored for EXACTLY how they want to kill everyone.
Tasers are the only weapon in that position, range can very much matter in the case of snipers, and why WOULDN'T you want a laser gun that fires absurdly fast? We have damage (could work as stun duration for tasers), firing rate, projectile speed, and charge to work with. There's plenty we can do with that. R&D isn't getting the gun lathe either, security is.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 7:19 am
by Haevacht
More random bullshit utility items, less standard default-ish weapons.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 7:23 am
by ShadowDimentio
And on the concern that sec is going to get crazy good guns and turbofuck anyone that they think is valid, keep in mind that handing out turbofuck guns only works for you as long as they stay in the hands of your dudes.
If a random traitor gets their hands on a lasergun now they're a big threat, imagine a turbofuck lasergun that vomited lasers all over or could hit you from the far end of a hall in the hands of someone that knew how to use it. Thus, I doubt the warden will be handing out guns, let alone fully modded guns unless the shit's already hit the fan and it's quite literally time to whip out our dicks guns and see whose is bigger.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 8:29 am
by danno
ShadowDimentio wrote:I want to build a gun that fits how I like to play and have FUN.
and I want to build a cool computer and have fun playing anything but this shitty game but I have 50 dollars and simply put;
it's not fucking practical or feasible, you monkey
captain sawrge wrote:
Fucking up balance isn't fun. Having overpowered nonsense just for the sake of it is actually just really fucking stupid and bad for 99% of the people involved. It's shitty to deal with it in-game, it's shitty for admins having to deal with people fucking around with broken nonsense, and it's shitty for coders to try and work with. It promotes more awful power creep shit and generally detracts from the game.
this aaaaaaaaaaaaaaand
captain sawrge wrote:
You are fucking with me right now.
this
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 9:15 am
by Luke Cox
Haevacht wrote:More random bullshit utility items, less standard default-ish weapons.
It's tied to R&D, and there are probably material costs too. If anything, this can be made so that security can't have roundstart tasers. Anti-sec autists should be drooling over this.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 9:49 am
by Arianya
My issues with ma44/goof guncrafting is the following:
a) It introduces lack of clarity into our weapons system, which is never going to be a good thing. If I'm looking in my backpack when I hear a energy shot and I see in chat "Honk McGee fired energy frame", in the split second I have no information on what gun he's using. Is it a tazer gun thats just intending to disable someone? Is it a laser shotgun thats going to kill everyone?
I've not seen the new inhands in use for this system yet but some modular method of naming the guns will probably be essential (i.e. energy frame + laser pointer + splitter mirror = Laser Shotgun) to ensure that the already pretty much "blink and you've lost" combat doesn't become even less clear, and leave people unsure how far they can escalate situations.
b) Balance concerns. I won't harp on about this, as others have already gone back and forth on this, but there's a reason why tazers and eguns have relatively low ammo and why 10/25/50 shot guns would be extremely problematic. Saying "but they take longer to recharge" isn't really good enough, with the availability of pre-made rechargers around the station and the possibility to build new ones. Part of the point of limited ammunition is that sec officers can't spend 6 years hanging out in maint tazing everyone they meet without worrying about fatigue. Part of the advantage given to antagonists is that their weapons can be reloaded on the fly via magazines/clips, eschewing the reliance on rechargers.
Ideally, from my point of view, the aim of guncrafting at the moment should be to get to the point of matching existing gun balance (same values, same effects, no speed snipers or laser machine guns) and from there, once everyone is happy with that, expand from there to take advantage of the new system. I'm aware thats not a very "sexy" thing for a new feature to do, but its also the method that would probably calm most of the complaints and also make mantainers not flinch at the very mention of guncrafting.
c) The meta. Even assuming we action the other issues and get guncrafting into a good place balance wise, theres still going to be an overwhelming desire to game the system and find the most efficient/effective weaponry that can be made. Maybe it'll be shotgun tazers, or machine gun disablers or who even knows what, but its a risk we open ourselves to by making a modular system. It might be one we're happy to accept for the gain in features (and leave it to administrators to regulate the system, possibly by implementing configs for individual parts?), but its worth noting.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 5:37 pm
by ShadowDimentio
Luke Cox wrote:Haevacht wrote:More random bullshit utility items, less standard default-ish weapons.
It's tied to R&D, and there are probably material costs too. If anything, this can be made so that security can't have roundstart tasers. Anti-sec autists should be drooling over this.
I will strangle ma44 if they require baseline stuff like tasers to have a (rare) material cost.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 9:51 pm
by Yakumo_Chen
I think that the biggest problem with guncrafting is that it allows the station to pump out an ungodly number of guns through security, making rounds like Blob or War Ops that are highly dependent on limiting weapon supply even more difficult to balance. Blob is already currently getting completely wrecked in balance due to changes like Duel Weilding, and War Ops also very rarely wins compared to regular Nuke Ops.
Many modes have a high dependency on the antag needing to not being loud or obnoxious enough before every single crew member stops their regular job to go fuck up the antags. Time for each side to Go Loud can be an important facet. Game Balance is as a result highly dependent on how many methods and how fast the crew can Go Loud themselves to deal with antags. For gamemodes like Blob where the entire premise is that the crew is allowed to Go Loud immediately, this becomes essential.
Re: ma44 guncrafting
Posted: Tue Jan 17, 2017 11:58 pm
by Luke Cox
Arianya wrote:Actual constructive criticism and not whiny bullshit
Fair points, although I think that they can be easily addressed.
a) This is pretty straightforward. In the final version, we could easily implement a dynamic naming scheme for guns. Something like (modifier) + (base) + (barrel). For example, xray laser sniper, automatic laser rifle, taser shotgun, etc.
b) Easily the most valid concern. The best way to address this is to minimize upgrades to capacity and to scale power usage well. Automatic weapons and tasers should burn through charge like no tomorrow. You'll have to decide between a weaker but more reliable gun or a powerful battery-hungry death wand.
c) Kind of the same as point b, I don't think there's going to be a single best weapon for every situation.
Bear in mind that we can tie a lot of powerful upgrades to research levels and material costs. Security can't just pump out guns like no tomorrow. In fact, as I said earlier, this could even be a nerf to roundstart sec if you wanted it to be. Also, there's the possibility for syndicate weapon modules.
Re: ma44 guncrafting
Posted: Wed Jan 18, 2017 12:38 am
by ShadowDimentio
Yakumo_Chen wrote:I think that the biggest problem with guncrafting is that it allows the station to pump out an ungodly number of guns through security, making rounds like Blob or War Ops that are highly dependent on limiting weapon supply even more difficult to balance. Blob is already currently getting completely wrecked in balance due to changes like Duel Weilding, and War Ops also very rarely wins compared to regular Nuke Ops.
>Blobs are currently getting wrecked
Played blob last night with Digdug, we stomped the shit out of the crew. Mostly because nobody fought us and we were robust, but that's pretty much to be expected. Git gud bad blobs :^)
>War awps are currently getting wrecked
Only occasionally played war awp but not terribly long ago I did. I ran straight to the disk and fought through a bridge filled with all of the most robust, most well-equipped people the station had to offer and won almost by myself (a fellow awp and cayenne showed up mid firefight and promptly died). I only ended up losing because the AI locked me in the room with the disk and I was out of C4 and all the other awps got fucked. Git gud bad awps :^)
Re: ma44 guncrafting
Posted: Wed Jan 18, 2017 6:14 pm
by Super Aggro Crag
This guncrapping should be removed. In its pslace will be a system of rails and attachments that do functionally nothing, but change the name of the weapon to "tactical (weaponname)". Upon wielding one you get a "you feel like a space marine" message
Re: ma44 guncrafting
Posted: Wed Jan 18, 2017 6:26 pm
by Wyzack
Crag has solved the balance problem. All hail crag.
Re: ma44 guncrafting
Posted: Thu Jan 19, 2017 1:19 am
by Super Aggro Crag
Wyzack wrote:Crag has solved the balance problem. All hail crag.
It ain't easy being the best but I do
Re: ma44 guncrafting
Posted: Wed Feb 08, 2017 6:42 pm
by calzilla1
I assume this project is ded?
Re: ma44 guncrafting
Posted: Wed Feb 08, 2017 7:19 pm
by kevinz000
calzilla1 wrote:I assume this project is ded?
It is.
Re: ma44 guncrafting
Posted: Wed Feb 08, 2017 7:34 pm
by ShadowDimentio
This is a fun quarantine. Nobody in or out. HEY YOU! GET OFF THAT FENCE! //shooting
GUARDS! WE HAVE A BREACH AT SECTION 16-B, SUSPECT HAS ENTERED THE QUARANTINE! ALL INTERIOR FORCES, CONVERGE ON THE AREA AND SHOOT TO KILL!
Re: ma44 guncrafting
Posted: Wed Feb 08, 2017 9:35 pm
by John_Oxford
you can't kill a idea.
you can only kill the person with the idea.
Re: ma44 guncrafting
Posted: Wed Feb 08, 2017 10:21 pm
by PKPenguin321
John_Oxford wrote:you can't kill a idea.
you can only kill the person with the idea.
yeah but you can thoroughly prove an idea is shit in practice, which we did