Weaponry crafting system

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Sarah_U.
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Weaponry crafting system

Post by Sarah_U. » 27 Dec 2016, 19:00

Summary (a quick, 2-3 sentence summary):
Add a system for crafting parts and assembling various weapons; Possibly leading to upgrading said weapons.

Benefits (How this will benefit the server and game as a whole):
This would allow to provide a way for survivors to get weaponry by placing the means, but not the end of that production on the colony.
This would allow for more indepth roleplay and management of supplies on the side of the marines.
This would open GREAT opportunities for research to create and develop using this system.
The mechanic would allow for future development, like the dismantling of weapons and whatnot.
This would also come with many other useful perks.

Details (Description of how you think this would work, the benefits, etc):
Here's an overly simplified example of how this could work, beginning by the pieces required.
Standard issued shotgun:
  • Wooden Stock - 2 wooden planks, handcrafted.
  • Weapon Barrel - 2 metal, autolathe/parts assembly.
  • Ammunition Chamber - 2 metal, autolathe/parts assembly.
  • Weapon Grip - 1 metal, autolathe/parts assembly.
Proceeding with the equipment required for the item.
Part assembly:
Basically, it intakes metal and other materials to create parts for systems. It could go from simple to extravagent mechanisms depending of the staff. This machine could potentially be used to make attachments with(out) research's improvements.
Weapon assembly:
The weapon assembly takes items, store them for later use and allow for a crewmember to quickly assemble them using an onboard assembly guide provided on a monitor nearby (Or restrict it to certain crewmembers, I don't mind).
In the future, the weapon assembly could potentially store weapons for disassembly and/or upgrade. Perhaps, it could even make advanced weaponry like SPEC weapons, flamethrowers, etc... Obviously at a late-stage and with a lot of effort.

Implementation (Optional, if you have an idea how to implement it):
[N/A]


Post-Scriptum: I know this is quite the suggestion, but I felt like it was lacking for a while and despite any comments... The Sullaco is a fully manned, military spaceship. For long-distance missions and the like it would be quite special to have a 80+ man spaceship without a way to resupply itself in weaponry must it be necessary.
Also, a measure can be placed to sabotage the equipment to prevent acquisition incase of boarding must the need be felt. This is a framework suggestion, anything is viable and modifiable. Thank you very much for your time.
Last edited by Sarah_U. on 28 Dec 2016, 10:51, edited 2 times in total.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Snypehunter007
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Re: Weaponry crafting system

Post by Snypehunter007 » 28 Dec 2016, 10:37

Why would a military ship, require you to make your own gun before an operation instead of assigning one to you?
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NoahKirchner
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Re: Weaponry crafting system

Post by NoahKirchner » 28 Dec 2016, 10:45

Snypehunter007 wrote:Why would a military ship, require you to make your own gun before an operation instead of assigning one to you?
I do believe the suggestion was more for survivors than the marines.
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Re: Weaponry crafting system

Post by Snypehunter007 » 28 Dec 2016, 10:49

NoahKirchner wrote:I do believe the suggestion was more for survivors than the marines.
Sarah_U. wrote: Benefits (How this will benefit the server and game as a whole):
This would allow for more indepth roleplay and management of supplies on the side of the marines.
This would open GREAT opportunities for research to create and develop using this system.
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Sarah_U.
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Re: Weaponry crafting system

Post by Sarah_U. » 28 Dec 2016, 10:50

What Noah said, plus I have some examples of upgrading and enhancing in there. It's a basic that'd be useful for many scenarios including the distribution and destruction of surplus and/or creation of equipment.

+ It'd open paths to new mechanics afterward.
I mean, even if it's accepted it'll take time to implement and the dev team could potentially wind it up to their own likings. Potentially, they could even translate that mechanic to make the entire item list of the server craftable on some extent, but I reckon that'd be dumb since limited supplies are always a good element in a 'survival scenario'.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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NoahKirchner
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Re: Weaponry crafting system

Post by NoahKirchner » 28 Dec 2016, 11:18

[quote="Snypehunter007"][/quote]
Ya, it would be able to help the marines, but I'm pretty sure the majority of the marines will not want to go bother looking for resources and whatnot early into the round, and as such will either make it planetside while sitting around in the FOB with their thumb up their ass, or it'll be done in research/cargo and sent down for a marine to use later on.
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apophis775
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Re: Weaponry crafting system

Post by apophis775 » 28 Dec 2016, 13:57

Denied. Maybe one day in the future, but we aren't ready to add a generic crafting system yet.
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flamecow wrote: "unga dunga me want the attachment" - average marine

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