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Constructable Weapons #8010

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merged 8 commits into from Feb 14, 2016

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Shadowmech88
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New weapons:
Blunderbuss:
blunderbuss
A muzzle-loaded firearm that fires objects in a manner similar to the pneumatic cannon. It must be reloaded with welding fuel and have a new object inserted into it after every shot. Standard fuel load is 10u, at which level metal rods do about 16 brute when fired from it. More damage can be achieved by loading more fuel into it, however anything over 10u causes the gun to have a chance to explode, scaling with the amount of fuel used. At the maximum of 30u welding fuel, the gun is very powerful, but has a 50% chance of exploding which will destroy the gun as well as putting the shooter into orange health and breaking their hand. This gun was designed with the goal that a single person armed with one would not pose a serious threat to other crewmembers, but a group of four or five people each armed with one might be able to take down a threat together.
Crafted with a welding tool, wrench, crowbar, and screwdriver using two soda cans, rack parts, a grenade casing, and an igniter.

Tomahawk:
tomahawks
Essentially a makeshift hatchet. Has only 8 force compared to the hatchet’s 15, but has the same throwforce as a hatchet. Deals slightly less damage than the 10 force spear, but makes up for it by being smaller. The glass tomahawk wears down with use, and generally shatters within 10-15 hits. The metal tomahawk does not break.
Crafted using a wrench, cable coil, and glass shard. The metal tomahawk is crafted with a welding tool using a wrench, cable coil, and kitchen knife.

Pipe Tomahawk:
pipe_tomahawks
Same use options as the tomahawk, however plants can now be put into the bowl in order to make it into a blunt of that plant. Additionally, it is equippable in the mask slot. Such an item would allow botanists to use the same tool for smoking and harvesting.
Crafted with a surgical drill using a tomahawk and an ashtray.

Cannon:
cannon
A weapon much like the blunderbuss, however it is a structure rather than an item, and is more powerful. It is loaded using welding fuel.
Crafted with a welding tool using a wheelchair, an igniter, and two soda cans.

Railgun:
railgun
A projectile weapon that fires metal rods using power stored inside capacitors. Capacitors can now be wrenched down onto wires and interacted with to charge them with the power in the grid. The damage and penetration of the railgun projectile scales with the power in the capacitor: from 10 damage and no penetration at one megawatt to 200 damage and 120 penetration at one gigawatt. The exact breakdown can be seen in the graph.
image
The railgun requires a set of rails to fire, these rails will break down over a number of shots and will need to be replaced, with the frequency of replacement depending on the power used in the shot.
Crafted with a welding tool, crowbar and screwdriver using rack parts, cable coil, a grenade casing, two soda cans, and a lightswitch frame/mass driver button frame/access button frame. The rail assembly can be crafted using a wired rod and another rod.

Sword:
sword
A standard sword with 15 force and 1.2 sharpness.
Crafted with a welding tool using two kitchen knives and cable coil.

Executioner’s Sword:
executioners_sword
A large sword with 25 force and 2 sharpness. It cannot fit inside backpacks and has thrice the normal attack delay.
Crafted with a welding tool using a sword and a kitchen knife.

Venom Sword:
venom_sword
A sword which can be loaded with a beaker. On each strike, it injects the victim with 5u of whatever’s inside the beaker. It can only be loaded with regular beakers and small stasis beakers. The blade changes color to reflect the color of the reagents inside the beaker.
Crafted using a sword, a hypospray, and a soda can.

Hivehand:
hivehand
A bioweapon that functions as both a gun and a 20 force sharp weapon. It has a magazine of 10 shots that slowly refill over time. From empty, it takes roughly 30 seconds to regenerate all 10. Each shot deals 10 toxin damage. The Hivehand cannot be dropped, and can only be removed by severing the hand.
Created by injecting Lamarr with creatine.

Revialver:
revialver_full
A single-action revolver that can be loaded with six-chamber cylinders containing glass vials. Upon being hit by a vial, the vial’s contents are splashed onto the target. Intended to be a long-range chemical delivery system that doesn’t function via injection like the syringe gun does.
Crafted with a lighter using a spray bottle, metal rod, pill bottle, and label roll. The cylinder can be crafted with a surgical drill using a regular beaker and a paper cup.

Blinder: A device which, when triggered, blinds everyone onscreen as well as stunning borgs. It does not stun carbons. After every use the lightbulb must be replaced. It is highly likely its power cell will need to be replaced as well since it uses 10000 charge per use. Because of this, it can’t be reliably used to stunlock borgs, and because it blinds the user, attempting to do anything harmful to the borg during the stunlock would be challenging. This weapon was intended to be a makeshift defense against subverted/malfunctioning borgs that would allow the user to escape, since it stuns borgs but not carbons.
Crafted with a screwdriver using a camera and cable coil. Loaded with light bulbs and power cells.

Blast Cannon:
blast_cannon_empty
A gun which can be loaded with tank transfer valves. Upon firing, it reacts the gases inside the tank transfer valve and then creates a projectile based on the power of that explosion. The projectile travels a range equal to the radius of the theoretical explosion, and damages everything on each tile it passes relative to the strength that the explosion would be on that tile. Essentially, it restricts the effects of the bomb to a 1-tile-wide sliver rather than a circle. The tank transfer valve cannot be reused, and must be discarded after each shot. Firing the gun causes the user to fly backwards 10 tiles and be weakened for a short time.
Crafted with a welding tool using rack parts and a bent pipe.

Subspace Tunneler:
subspace_tunneler
A device which consumes bluespace crystals in order to teleport objects. At its most basic level, it can only teleport items to the user’s location. When loaded with a matter bin, the gun can store items within itself. Stored items can be dispensed in a random order by firing at a turf. This action does not require a bluespace crystal. The amount of items that can be stored is based on the total w_class of all the items combined. The amount of items that can be stored simultaneously scales with the quality of the matter bin. If the subspace tunneler is loaded with a super matter bin and a natural bluespace crystal, it can store structures and machinery as well as items. Retrieving an object with the subspace tunneler has a 100% chance of consuming a loaded artificial bluespace crystal, and a 50% chance of consuming a loaded natural bluespace crystal. Certain items have been disallowed from being retrieved due to the power they possess, for example the nuke disk, supermatter shard, and any entity with the INVULNERABLE flag. Certain other items have been disallowed from being retrieved due to how much of a nuisance it would be to lose/have to replace such items. Examples include the brig timers, APCs, multi-tile structures like sleepers, atmos equipment like vents/pumps/gas miners, door control buttons, fireplaces, and airlocks.
Crafted with a welding tool and screwdriver using rack parts, a subspace ansible, a subspace amplifier, a subspace transmitter, and an ansible crystal.

Miscellaneous Changes:
The chance of a sharp weapon to sever a limb that is over its damage threshold, per strike, is now slightly increased based on the weapon’s sharpness. Sharpness one weapons will remain unchanged. Sharpness .8 weapons have a slightly lower chance, per strike, to sever a limb. Sharpness 1.2 and 1.5 have a slightly higher chance, per strike, to sever a limb. In addition, weapons with sharpness 2 and above become able to sever limbs at a lower damage threshold. The damage necessary for severing to become possible scales inversely with the sharpness of a weapon above 2 sharpness. At 100 sharpness, a weapon becomes able to sever limbs without fail.

Added a cylinder spin sound to the Russian revolver.

Fixes some typos.

I'm completely open to criticism about any of the changes. If you have concerns, please voice them.

@9600bauds
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whoops nevermind

My only feedback is that there seems to be little point to the Blunderbuss when floortiles are free and deal around 15 brute on throw.

@Shadowmech88
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I'll wait a while before making any changes, but I could always simply buff the blunderbuss's damage.

@ghost
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ghost commented Feb 1, 2016

👍 more ghetto stuff is always great. One point of contention though, it's technically not a sword if it's crafted with knives but a messer :^)

@ghost
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ghost commented Feb 1, 2016

@Exxion
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Exxion commented Feb 1, 2016

HOLY FUCK
👍

@Shadowmech88
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@DrCelt If I understand your video correctly, classifying a large bladed weapon as a messer was based on the design of the handle, that is the handle being riveted onto the tang on either side, such as is common with knives.

However to create my sword, you slice the blades off of two knives with a welding tool, weld the blades together, and then wrap cable around the bottom to form a grip, meaning the sword does not have a proper knife's handle of any kind.
This being the case, I'm not certain that it would be classified as a messer.

@Exxion
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Exxion commented Feb 1, 2016

Oh, and I think you should buff the tomahawk. 8 force is less than a fire extinguisher and much less than a toolbox or lit welding tool.
And hatchets have 12 force, not 15, unless I'm mistaken.

@9600bauds
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A few more concerns here. The revialver is nigh-useless until permeability is unfucked.
The subspace tunneler... Well, it can store machinery which is weird. I haven't read the code but I have to assume it only works on unanchored stuff, otherwise it can literally tear apart structures. Lastly it's kind of a lot of power and fun for Science which already has an overabundance.

@Shadowmech88
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@Exxion
Hatchets do have 12 force. They have 15 throwforce.
Also I didn't want to raise the tomahawk's force above that because the spear already has 10 force one-handed. Making the tomahawk that strong would essentially make the spear obsolete as far as one-handed use goes, since the tomahawk is also smaller than the spear. As it is, you're trading some of the spear's power for the tomahawk's ease of storage. You can't even put the spear in your backpack, but you can put a tomahawk in your pocket.
As far as the force differences between the tomahawk and toolboxes/extinguishers and the like, remember that the tomahawk is also a sharp weapon. It has a higher chance of causing bleeding than stronger blunt weapons, and can be used to sever limbs.

@9600bauds
I'm aware of the shortcomings of splashing. It'll probably be fixed before this gets merged.
As far as the tunneler, I'm pretty sure it only works on unanchored objects, because I know that projectiles are anchored and I wasn't able to suck up a rocket that I'd frozen in place.
As far as power to Science, you need to load it with a natural bluespace crystal in order to receive anything that's not an item, and the only people who have a decent chance of getting natural bluespace crystals are miners.
Science, unaided, would only be able to retrieve and store items, and they'd need to print a new artificial bluespace crystal for every single use.

@9600bauds
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Also that cannon barrel on a wheelchair is hilariously oversized to be two soda cans

@Shadowmech88
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I took some liberties with the differences between some of the assembly icons and the final items. I couldn't think of anything larger that Medbay would have easy access to, and the gun barrel was already an item.

@9600bauds
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Maybe make it from metal sheets?

@Shadowmech88
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My goal with this whole thing was to make new things out of existing items.
I really dislike the idea of just warping a metal sheet into whatever you happen to need at the moment with your bare hands.

@9600bauds
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But how else would you make comfy multi-colored leather chairs????

@Shadowmech88
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Don't get me wrong, I'm not saying to remove any of the existing stuff, or that other people shouldn't add more to the lists.
Just that I, personally, won't add new items to the sheetcrafting lists if there's another way the item could be made that isn't sacrificing X sheets of metal and having the item materialize into existence.

@gbasood
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gbasood commented Feb 1, 2016

👍
Can't wait to hear people crying BALANCE

@gbasood
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gbasood commented Feb 1, 2016

Considering the railgun has the potential to deal 200 damage in one blow, I don't know about that

@Shadowmech88
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Yeah but when have you ever seen Engineering successfully put a gigawatt of power into the grid?
Also the 200 damage is just so it wouldn't be null, in reality it actually gibs people at that level.

@Shadowmech88
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Speaking of the HF blade, I increased its sharpness to 100 when wielded.
With the new sharpness code, it's sharp enough to sever limbs without actually damaging the victim.
Though it'll still instakill people just like it used to if you hit them in the chest.

@Shadowmech88
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So it turns out that MoMMIs don't call an item's pickup() when they pick it up, and the can_drop of an item doesn't affect them.
What this means is that a Hivehand won't replenish its ammo when it's held by a MoMMI, and won't stick to a MoMMI's claw. And it's a gun, so they lack the dexterity to fire it anyway.

@LordMyroc
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👎

The idea of more ghetto weapons/tools is fine, but these all look ridiculous, stupid, ridiculously stupid, and stupidly ridiculous, with the only possible exceptions being the tomahawk and the standard sword. Not to mention that half of these seem far too advanced for the scope of ghetto weapons. A railgun? Really? That should be something that science can make after maxing RnD, not something that any random assistant can cobble together. Same goes for the subspace tunneler.

@Shadowmech88
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Well, technically even in real life any random schmuck can build a railgun, it just won't be very strong. The main limiting factor is electricity, the actual technology behind the physics is fairly simple.

@ghost
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ghost commented Feb 1, 2016

Ah stop being such a sourpuss. If they're too easily bult they can be nerfed at a later date.

@LordMyroc
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I'm not commenting on their balance or anything, I'm saying they look ridiculous. When I heard the words "makeshift firearms" my mind immediately thought of zip guns and the like, not an old-timey blunderbuss or a wheelchair cannon.

Maybe I'm being needlessly autistic about maintaining a sense of realism in everyone's favorite 2d spessman experience but I'd prefer ghetto weaponry that didn't look so incredibly silly and out of place on a sci-fi space station.

@Shadowmech88
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When I heard the words "makeshift firearms"

To be fair, I never said "makeshift firearms." I said "constructable weapons."
These are weapons and they are constructable.

@LordMyroc
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...I suppose you did. Fair enough.

I still think they all look too silly for this server, though. And that's saying something, because we already have plenty of silly things in the code.

@ihadtoregisterforthis
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I, for one, welcome our new greytide/medical/science overlords.

return
to_chat(user, "You discharge \the [src] and secure it to the floor.")
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
switch(name)
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Make this a const variable on the object and use that to determine the type to spawn.

…. Blunderbuss base damage doubled. Cannon now uses welding fuel, removed potassium nitrate and gunpowder. Adds changelog.
@PJB3005 PJB3005 added the Update WIKI Update the wiki at some point please. label Feb 12, 2016
@ghost
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ghost commented Feb 12, 2016

👍

@Kurfursten
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I don't like Update Wiki as a tag because that's something that should be done post-merge.

@Shadowmech88
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This is complete as far as I'm concerned, ready for NFD whenever the collaborators are.

@Iamgoofball
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if you're gonna add gunpowder port tg/goon gunpowder functionality so it isn't completely useless

@Shadowmech88
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@Iamgoofball
I'm no longer adding gunpowder/potassium nitrate, the cannon's just going to use welding fuel.
I'll update the OP to reflect that.

gbasood added a commit that referenced this pull request Feb 14, 2016
@gbasood gbasood merged commit b8e0c11 into vgstation-coders:Bleeding-Edge Feb 14, 2016
@Exxion
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Exxion commented Feb 14, 2016

Well the next few rounds before people get used to these things are going to be quite something

@Shadowmech88
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I hope an admin gives someone a tunneler and a bag of bluespace crystals.

@Zth--
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Zth-- commented Feb 14, 2016

Will need better instructions to build the wheelchair cannon

@Shadowmech88
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@Zth--
Build a gun barrel using two aluminum cylinders and a welding tool. Place the gun barrel onto the wheelchair and weld it on. Then stick an igniter onto the assembly.

@SysadminJeroen
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Found a dupe.
Also, why can't you store the swords in your suit storage?

@MemeFury
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Is it a glitch that swinging the executioner sword puts you on delay for using other weapons?

@Exxion
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Exxion commented Feb 14, 2016

@Jeroen52 What can be held in suit storage depends on the suit, not the item.

@MemeFury That's just how attack delays work.

@SysadminJeroen
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@Exxion What about the plate armour?

@Exxion
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Exxion commented Feb 14, 2016

@Jeroen52 If you think the plate armor suit storage should be able to hold swords, try opening an issue on it. Or a PR, as it's a really easy change. You just have to add the sword to the list of items that can fit in suit storage for the plate armor.

@SysadminJeroen
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@Exxion Made an issue, might look into how to do it in the code. Doubt it that I'll be able to pull it off.

@Shadowmech88 Shadowmech88 deleted the Gunsmithing2 branch February 20, 2016 05:17
@Probe1
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Probe1 commented Apr 4, 2016

ADD

IT

TO

THE

WIKI

@PJB3005
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PJB3005 commented Apr 4, 2016

IT

IS

YOU

DORK

@PJB3005
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PJB3005 commented Apr 4, 2016

@Probe1 Probe1 removed the Update WIKI Update the wiki at some point please. label Mar 21, 2017
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