Smart Guns - Repost

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HighwaterOffical
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Smart Guns - Repost

Post by HighwaterOffical » 06 Feb 2015, 18:13

Because Unknown wants to be a hipster, let me quote apop:

To make it more simple for me, since, I just went through 80 wonky suggestion threads, here's a new format for suggestions:

Know that, I based this format, off of the thoughts I have, when I read a suggestion.

You don't HAVE to use this format, but it will make things, a fucking billion times easier on me.

Also, if you EVER make a poll, expect your suggestion to be ignored, no matter how good it is, until it's in a topic without a poll.

---------------------------------------------------------------

Because i'm tired of having people say "Oh yea lets add smart guns" or "We should totally add smartguns" and then not bothering to do it. SO. Here goes:


M56 Smartgun
One of these will spawn in each squads armory, ontop of the riot shield. It wont just be the gun on the table, It will be a box, with a vest, the targeting optic, and a IRONMAN type backpack, and a pair of gloves, all of which are linked together to be the set up of the weapon itself, If all the equipment is put on, and the weapon is picked up (Requires 2 hands) ONLY THEN can you fire the weapon.

The Vest

Houses the pump for the hydraulics of the arm, the battery, and coolant system for the gun

The Targeting Optic

Highlights non human mobs (Monkeys, Xenos, Mice, ect. ect.) with a bright red flashing outline once they are in sight (Dosent see through walls)

The backpack
Houses 1000 rounds of ammo, which can be refilled simalarly to the machine gun, by simply clicking on the backpack with a box of ammo (4 ammo refills will spawn on the same tile as the gun)

The pair of Gloves
Generally apart of the arm kit that goes along with the vest, Consists of electronics to connect the gun to the rig that the user wears, and hydraulics to support the 500 pound gun. Aswell as recoil dampeners.



Specs will generally consist of a STUPID fire rate, but the same damage of the SMG, Or perhaps lower.


ALSO

There will be a Admin/HiT/Centcomm Assault Team version

The M57D "Dirty" Smartgun

Basicly, acording to xenopedia, it fires rounds that splinter inside the target into millions of radioactive particles, causing INANE toxin damage, (Could be translated to fire)

Everything matches the specs above, but it will have green bullets, to represent radiation (obviously) And when it hits, it will some what match the damage of the 44 magnum, and continue to do burn damage for a period of time. For balance issues, it should also have a slower fire rate, but sound a hell of alot heavier.

The User will also have radioactive/fire shielding for safety procautions
Pssssssssssssstt... I would love to make some sprites for this to, -nudges apop-
My format is good enough as is. It wasent a fucking wall of text. Cool them jets m8
Last edited by HighwaterOffical on 06 Feb 2015, 18:16, edited 1 time in total.

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RE: Smart Guns - Repost

Post by Nalsur » 07 Feb 2015, 06:27

+1 Smart Guns are a must-have. As long as they are smart. Though I am not the fan of the whole complexity behind the backpack thing. Original smart gun did not seem so cumbersome.
Though it still had the support harness.

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RE: Smart Guns - Repost

Post by xomega000x » 07 Feb 2015, 17:01

Well, the Smart-gun sounds quite good, but there should be only one per squad so we don't get too... "OP."

Expect MrJJJ to post and complain here that the Mahreenz are too "OP"...
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RE: Smart Guns - Repost

Post by MrJJJ » 08 Feb 2015, 00:39

Omega is now thinking that I am gonna complain immediatley
Marines are not op :)
I agree with complexity, because we don't want anyone who walks by or running away from aliens suddenly pick up the smart gun and unleash hell
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RE: Smart Guns - Repost

Post by SecretStamos (Joshuu) » 08 Feb 2015, 15:23

MrJJJ wrote: Omega is now thinking that I am gonna complain immediatley
Marines are not op :)
I agree with complexity, because we don't want anyone who walks by or running away from aliens suddenly pick up the smart gun and unleash hell
They should require a special vest and a backpack (harness) to use. The gloves and eyepiece could probably be left out.

Similarly, the Smartgun itself could slow the user down a bit, making it harder for the marine to outrun aliens without first discarding their weapon.
Last edited by SecretStamos (Joshuu) on 08 Feb 2015, 15:23, edited 1 time in total.

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RE: Smart Guns - Repost

Post by apophis775 » 08 Feb 2015, 19:39

I will say this:

Smartguns will NEVER make an appearance in the CURRENT iteration of the server.

However, they are planned to be eventually implemented as a replacement to the SAW, once we convert to new bay.

There was a... delay... this weekend with the ownership change, but should be back on track.
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RE: Smart Guns - Repost

Post by DernSquirres » 08 Feb 2015, 19:56

apophis775 wrote: I will say this:

Smartguns will NEVER make an appearance in the CURRENT iteration of the server.

However, they are planned to be eventually implemented as a replacement to the SAW, once we convert to new bay.

There was a... delay... this weekend with the ownership change, but should be back on track.
Shit apop, you scared me. I thought at first you meant that they would NEVER EVER show up on this server.

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RE: Smart Guns - Repost

Post by SecretStamos (Joshuu) » 08 Feb 2015, 20:31

I'm not really sure how to go about making an icon for the Smartgun that fits correctly in a single inventory slot.

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RE: Smart Guns - Repost

Post by Nalsur » 08 Feb 2015, 21:11

Honestly nothing surprising about them not appearing until the transition to new Bay12.

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RE: Smart Guns - Repost

Post by HighwaterOffical » 09 Feb 2015, 14:45

Well shit, Time to play the waiting game. *Table taping*
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RE: Smart Guns - Repost

Post by xomega000x » 10 Feb 2015, 01:22

Wait, by moving to Bay12 you're leaving BYOND?

Because I don't really fee comfortable to err... Download another Engine.
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RE: Smart Guns - Repost

Post by Nalsur » 10 Feb 2015, 02:55

xomega000x wrote: Wait, by moving to Bay12 you're leaving BYOND?

Because I don't really fee comfortable to err... Download another Engine.
Bay12 is a CODE of another SS13 Server. That we use as a base for OUR CODE. But right now Dev's are moving the server to a more up to date and advanced Bay12 Code version. With new features and possibilities and shizzle.
So no, no changes of engine, if you haven't got it by this point.
Last edited by Nalsur on 10 Feb 2015, 02:57, edited 1 time in total.

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RE: Smart Guns - Repost

Post by xomega000x » 10 Feb 2015, 11:20

Nalsur wrote: Bay12 is a CODE of another SS13 Server. That we use as a base for OUR CODE. But right now Dev's are moving the server to a more up to date and advanced Bay12 Code version. With new features and possibilities and shizzle.
So no, no changes of engine, if you haven't got it by this point.
Alright, thanks, all I wanted to know.
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RE: Smart Guns - Repost

Post by MechaMaestro » 12 Feb 2015, 13:12

Switching to a new engine would not be the end of the world, because let's face it, BYOND is hot garbage on a good day.

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RE: Smart Guns - Repost

Post by apophis775 » 14 Feb 2015, 15:02

I'd like to move to our own engine one-day, but I don't think we have the population to do that effectively.

So instead, we are doing a total conversion, of Bay12, to a new version of Colonial Marines.
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RE: Smart Guns - Repost

Post by apophis775 » 09 Mar 2015, 16:00

Anything else on this?
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RE: Smart Guns - Repost

Post by MrGabol100 » 09 Mar 2015, 19:15

apophis775 wrote: Anything else on this?
Everythin' has been said, we want you to put your hand into this, or any other developer.
Last edited by MrGabol100 on 10 Mar 2015, 12:59, edited 1 time in total.

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RE: Smart Guns - Repost

Post by LordeKilly » 09 Mar 2015, 19:34

+1, I don't know how to put it in, but +1 all the way.
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RE: Smart Guns - Repost

Post by HighwaterOffical » 10 Mar 2015, 17:28

No, not really, we were kinda hoping you would add it. Considering no one said "NO I DONT WANT SMART GUNS ------111111111111111"
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RE: Smart Guns - Repost

Post by SmoothGuy » 11 Mar 2015, 10:49

This is a MANDATORY, would be a big ups for marines, as they're now extremely underpowered compared to the aliens if swarmed
I'm pretty sure that developers can make targeting system decent, nice idea!

+1 !
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RE: Smart Guns - Repost

Post by apophis775 » 12 Mar 2015, 18:29

Don't tell me what's mandatory...

Also, this won't happy for a VERY long time, if it happens at all. The amount of work to get this to function, is STAGGERING, and we are trying to move to new Bay code, of which, nothing we do would carry over, as they entire weapons system was re-done for new Bay.
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RE: Smart Guns - Repost

Post by apophis775 » 04 Apr 2015, 22:48

Closed
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