Ranged Weapons Crafting (with pictures)

Discussion in 'Blocks and Crafting' started by Valkyrie_pl, Mar 29, 2014.

  1. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Took a few weeks to polish this out, but here it is finally, in its undoubtedly still flawed form. Let me present to you my *humble* vision of how ranged weapons crafting can work in Starbound. We have pictures!

    Foreword
    So far ranged weapons are not really all that useful, especially on higher tier planets. Not to mention that finding one that is exactly to your likings borders with miracle. I am pretty sure that there were tons of suggestions for advanced crafting and it is true that we need such a thing. And as far as I know it is also planned. Nevertheless I'd like to propose a possible way of doing this.

    First off though I'd like to thank my friends who helped me make this all happen: Arto, Batty and Maxiter.

    Firearms in a new way
    In order to adapt weapons to the new system and make them more fun to use, a new set of statistics was needed. It also allowed to make every type of weapon usable on pretty much every level of playing, from the beginning to endgame.

    The most prominent change is the heat mechanic. Taken pretty much directly from the first Mass Effect, it gives every weapon a certain limit of heat it can absorb before going into an overheat stall. For the most part it works the same way as current energy drain system, but instead of depleting a bar, we are filling it. This also separates energy reserves from our ability to fire a weapon since heat bar and energy bar don't mix. When a gun reaches overheat stall, it will become unusable for a few seconds before starting to cool off again.

    Another important change is maximum range. Based on recent multiplayer-focused FPS games, every gun (except grenade and rocket launchers) now has damage falloff. Past its maximum range, gun will deal less and less of its potential damage. Therefore it is almost impossible to make a perfectly accurate fast firing assault rifle with amazing range. If you want to shoot far, you will have to sacrifice things like fire rate and so on. Not to mention recoil that also is now a factor.

    Currently there are eight major statistics for each gun:

    [​IMG] DPS
    Damage per second, exactly what it says on the tin.

    [​IMG] Damage
    Damage dealt by a single bullet or whatever else that particular gun is shooting.

    [​IMG] Fire rate
    Rate at which the gun shoots. Expressed in shots per second.

    [​IMG] Control
    Ability to aim exactly where your cursor is. Affected by gun’s recoil and character’s movement. A gun has certain control level which is further affected by shooting (each shot decreases control by a certain amount) and what player character is doing. Crouching increases control, standing still does not affect it and walking, running and jumping screws it up more and more. Value shown is for character standing still.

    [​IMG] Heat per shot
    Amount of heat generated by a single shot of a weapon.

    [​IMG] Heat tolerance
    Amount of heat that the gun’s heat sink can absorb before going to an overheat stall. All weapons have the same default cooling ratio (% based) and overheat stall time (in seconds), unless modified via parts and / or mods.

    [​IMG] Range
    Distance at which the gun still deals its full damage. Past that point damage will be gradually reduced. For grenade launchers range affects the distance grenades will fly, while rocket launchers are not affecter by range at all.

    [​IMG] Armour penetration
    The amount of enemy’s armour rating that is not taken into account when calculating damage done.


    Weapon types
    A small disclaimer first. I am completely aware that even now there are weapons in Starbound that this classification may not cover and there are definitely ones that cannot be built with parts I am proposing. That is because this system here is just a basis for something bigger Devs might do. So if something is missing it would just be a thing to add later.

    When thinking of how to make ranged weapons more fun, I tried to make two things true. That all will be useful on every stage of the game and that all will have its uses. Upsides and downsides. As the result, I came up with seven weapon types, each of which serves a different purpose or, to be more precise, performs best in different situations.

    Note: Each type has given basic statistics (described under performance overview). Those are the one that are later affected by parts used.

    "Standard run of the mill guns that shoot metal at your enemies. Classic, useful and effective. Very popular due to vast amount of possible modifications, which make this type very adaptable to one’s preferences."

    Ballistic type is what we currently use on Earth as firearms. Also quite a common sight in Starbound. You can make almost everything with this type. From a powerful revolver to fast shooting assault rifle to accurate sniper rifle.

    This type is jack of all trades. You can build weapon for any occasion, but it won't outshine more specialized toys. There are not additional special mechanics working for this type of weapon.

    Performance overview
    Ballistic weapons deal medicore damage, but have reasonable rate of fire. This, however, means quite strong recoil (less control) and rather fast heating. Range is also medicore.

    Key features
    - Easy to accommodate to one’s preferences.


    "All kinds of flamethrowers, including those that use stuff other than just flames. Obviously of limited range, they are good at inflicting certain types of damage (fire, toxic, poison and cold) and area denial with fluid types that can spill their contents on the ground, where it stays for some time making “wet floor” signs an understatement."

    These are really two types, but making it separate would be overly complicated. Default type created is gas and can be altered to fluid with a mod. There are two differences between the two. Unlike gas type, fluid fires in an arc and upon hitting the ground - stays there for a short time.

    The best way to describe the purpose of those are as support weapons and area denial. This is the simplest weapon to inflict certain damage type and knowing Starbound, we will see resistances and weaknesses at some point. Also fluid type, when spilled on the floor, can create fire walls, puddles of acid and so on, making it easy to block chokepoints.

    Performance overview
    Both gas and fluid types have similar basic stats. They don't shine in damage all that much, but fire a continuous stream of whatever you happen to have in the tank. That kind of fire rate joint with possible damage over time from flames or poison makes for quite potent weapon, which, unfortunately, suffers from rather short range. Heat output is also not that much of an issue.

    Key features
    - Easy status inflicting; you can set the enemy on fire, poison him, spray acid on him or freeze him (which slows him down).
    - Area denial via spilling magazine contents on the ground.


    "Flashy weaponry that uses electromagnetic radiation to amp your average light up to lethal levels. Having virtually no recoil of their own and no travel time to speak of, lasers make for a very accurate long range weaponry. Such benefits come at a price or rather small killing power in comparison to most other tools of destruction available, but focusing your fire and keeping that one target lit up will gradually increase damage dealt, somewhat negating that disadvantage."

    Basic laser behaviour was inspired by recent Fallout games, that being instant travel time and no recoil. Sorry, Star Wars fans. On their own, lasers have rather low damage and the only way to fix that is focusing fire. That is also the main purpose of this weapon type. Continuously hitting one target will gradually heat it up, thus increasing damage it takes from lasers. It does not work so well when there is only one shooter, but several beams combined will do the job quicker. When not hit, target gradually cools off.

    Albeit I don't like giving straight stats, I'd say that maximum damage dealt to a fully heat up target would equal around 200% of gun's damage. Getting that target fully heat up though would take either time or multiple beams.

    Performance overview
    Lasers deal rather low damage, but beams hit instantly and gun has no recoil, so long range shooting is not that much of a problem. Heat output is, though. Lasers tend to overheat at quite a fast pace. More than medium range.

    Key features
    - No recoil.
    - No projectile travel time.
    - Continuously hitting a target will gradually increase damage dealt. This mechanic works for all laser weapons simultaneously, so more beams will increase damage dealt faster.
    - When working in team, a perfect gun for taking down big, single targets.


    "Probably called like that only by humans and universally known as coilguns, this contraptions use magnetic fields to pepper enemies with unhealthy doses of metal and don’t make you reek of cordite which to many may be the key selling point. Projectiles are specifically designed to be able to pierce targets and fly further for another scheduled meeting with live tissue, which makes this weapon type very effective in crowded, tight corridors. Sadly, this makes it less effective against single targets, because shots fly through instead of causing serious internal damage to the primary target."

    Gauss guns are meant to serve as a good weapon choice for corridor fights. They pierce through multiple enemies, potentially killing a whole line of foes. They deal less damage than your average ballistic gun would though, so using it against single targets would be a waste. The key to maximizing its effectiveness is lining up those shots so they hit as many targets as possible.

    Performance overview
    Damage dealt is lower than average one for ballistic guns, but better than lasers. Fire rate is reasonable, which of course means quite the recoil and heating. Medicore range.

    Key features
    - Shots pierce through enemies, gradually dealing less damage with each penetration.


    "Considered the heavy hitters among the more regular weapons, these demons toss blobs of superheated plasma with use of always helpful magnetic fields. While heat output does not allow for too long of a continuous fire, in terms of sheer short-lived firepower there are few things that can match plasma."

    Plasma guns serve as the means of dealing a lot of damage in a short time. They overheat quickly, but before they do, most of the things on the other end of the barrel will melt of evaporate. Means of dealing such damage is also quite varied since this weapon type comes with a lot of different magazine types, all of which provide different kinds of murder.

    Performance overview
    Damage dealt is high, but so is heat output. Fire rate goes around medicore thus providing good control. Plasma guns can do two things in a short time: deliver lots of damage and overheat. Effective range of plasma guns is somewhat shorter than medium.

    Key features
    - Best burst damage among regular weapons (that is excluding grenades and rockets).


    "Good old simplification of grenade tossing for those too lazy or just plain weak, the grenade launchers utilise explosives to fire explosives at your enemies, so they then explode, how much more awesome can it get? Depending on the payload, one can get an amazing number of useful projectiles, serving various functions and killing in various ways. Especially good in role of artillery or other forms of indirect fire."

    Grenade launchers serve two main purposes. As a potent damage dealer and as means of indirect fire. Ammo can be modified to detonate on contact, after a set period of time, based on proximity or remotely. Perfect for firing from behind cover to enemy's cover.

    Performance overview
    Very potent damage comes with high heat output. Firing more than 3 grenades without overheat might be a challange. Fire rate is also really slow, but also provides good control since recoil does not really affect your next shot. Range is somewhat an issue, but can be partially remedied by supercharged ammunition and barrel extension.

    Key features
    - Firing in an arc.
    - Ammunition can be adapted for various purposes.


    "The final form of hand held death and destruction, delivering its results in neatly packed containers of pure annihilation; propulsion source included! Rockets serve as a long range burst damage dealers that swiftly reach the target to work their magic. Aside from requiring a clear line of sight, they have very short travel time and most of the ammo types deal splash damage that partially negates the necessity for accuracy. Also rockets do not suffer from range limitations, so they always deal full damage."

    Rocket launchers basically serve as heavy artillery. They fly fast, in a straight line, deal lots of damage (with splash) and most probably will overheat your gun within one or two shots. Refire rate of those is low unless you have one that fires two or three smaller rockets in bursts, but damage output of these would be similar to one big rocket anyway.

    Performance overview
    Huge damage, huge heat output. It's not that easy to aim rockets correctly, especially at long distances due to weapon being cumbersome (not so great control). Fire rate is the lowest of any weapons, but range is not an issue at all.

    Key features
    - Possibly best burst damage on pretty much any range.
    - No damage falloff.


    The workstation
    The very place of work we'd need is called "Gunsmith Workbench" (as pretty just everything here this name is just a proposition). It allows us to put range weapons together and apart, swap parts and so on. As to when it would be accessible or what one would need to craft it - don't ask me. I'm not that good with balancing, besides I'm sure that Devs have some plans in regard to this.

    As to where we will craft certain weapon parts, it would probably be robotic workbench. I leave that decision up to Devs.

    Now this is the window that would appear upon using Gunsmith Workbench:

    [​IMG]

    [​IMG]


    Don't be shy now, let me explain what is what. There are eleven types of parts that come together to make a weapon. You don't need all of them to make something work (essential parts are marked). Let's see what kind of parts do we have:

    [​IMG] Body (essential)
    This is the main part or any gun and it is absolutely necessary. Think of it as the frame on which the weapon is built. Body part determines type of weapon, whether it is one- (compact body) or two-handed (heavy body) and if it has one or two mod slots. For lasers it also defines the colour of the beam.

    [​IMG] Magazine (essential)
    Another essential part of a gun. Since there is no such thing as magazine capacity in Starbound, our magazine takes a bit different role. It determines the kind of ammo the gun will use and therefore - how it will shoot. Most basic example: ballistic weapon with Standard magazine will shoot normal bullets, but if we put there Buckshot magazine instead, it will turn into a shotgun.

    [​IMG] Barrel (essential)
    Gun's barrel can affect firearm's performance in many ways, depending on weapon's type. For some it will be basic gun stats, for other it may change firing pattern (rocket launchers).

    [​IMG] Muzzle Tip
    Ending of a barrel, usually influence some minor stats or spread of shotguns.

    [​IMG] Trigger (essential)
    In most cases, trigger determines firing pattern. That meaning if the gun fires fully automatic, in bursts or otherwise.

    [​IMG] Sight
    Again, there is not really any aiming down the sights in Starbound, but sights are present on pretty much every firearm there is, so they have their vital use in here as well. Two stats that are most influenced by sights are range and control. If you want a sniper rifle to shoot targets far away, you won't slap just iron sight on your rifle, you'd need a good scope. On the contrary, shooting with such scope on the move will be madness, so for closer encounters it's better to pick something else.

    [​IMG] Stock
    Stocks mostly influence control of the gun. Unavailable for one-handed weapons and rocket launchers.

    [​IMG] Heat Sink (essential)
    Part of the new proposed mechanic that substitutes energy drain. Various kinds of heat sinks will change the way your gun overheats and cools down. Everyone will find something that fits his or her desires.

    [​IMG] Underbarrel
    Aside from really simple strap-ons, only available for two-handed weapons. Underbarrel attachments provide alternative weapons, defences or abilities. Activated or used with RMB (right mouse button), aka alternative fire.

    [​IMG] Mod
    Depending on weapon's body, there may be one or two slots for those. Mods augment gun's stats or alter its performance.

    [​IMG] Paint
    Last, but no least, is paint. Basically, it affects the colour scheme of your gun.

    How it works anyway
    We get this empty window once we use the bench. We can either start putting parts in, hit the [ASSEMBLE] button once we're done and then get our ready weapon from that nice orange-y slot OR put already constructed weapon is said slot and hit [DISMANTLE], so it will be divided into its components which we can then swap and so on.

    You can also rename your gun by typing said new name and clicking... you've guessed it, [RENAME].

    Parts compatibility
    Now you may wonder why there are lots of lines connecting various part slots. That is because some parts cannot be used with other ones, not to mention that you can't put laser magazine on a gauss body. These lines along with parts' outlines will glow red when there is a problem with compatibility, more or less marking which parts are about to punch each other.

    Here we can see only some parts being incompatible:

    [​IMG]

    From glowing links we can deduct that there are following conflicts:
    Muzzle tip - magazine
    Barrel - mod
    Mod - mod
    Body - underbarrel

    There may be more conflicts between body and other glowing parts, but it is impossible to tell before other conflicts are resolved.

    Here's an example of completely everything being screwed up:

    [​IMG]


    Weapon parts for crafting
    Here we come to the last part or this section, that being the list of parts for every weapon type presented above. There's a small problem though, as that is a lot of material and putting it here would be a lot of unnecessary work, since it looks best when presented in a nice table. Uploading it to google drive sadly screwed up the tables, so instead I present you with a:

    DOWNLOAD LINK

    It holds a .rar file (~113kB ) with seven .doc files inside. One for each weapon type. Upon clicking download just choose the middle option and confirm that you're a human (code rewriting). No registering or additional mumbo jumbo necessary. I'd like to simply give you that via google docs, but (as mentioned) that wasn't possible. :c

    It is the most comfortable to read these files by joining pages (so there is no space between them). It creates a quite compact set of tables.

    A quick description of what is what in the .doc files.

    First off, body parts are not present themselves. They serve as the frames for building a weapon of a certain type. Fields marked with purple are only available or only address two-handed weapons (heavy bodies), while fields marked with light yellow do the same for one-handed (compact bodies). Normal, white fields affect both.

    Second off, there are no definite, numerical stats given. Two reasons for that. One: I suck at balancing. Two: Stats should scale with item quality (materials used) and game difficulty. Body crafter from steel will not be as good as one made of Impervium.

    If something has one plus (+) next to it, it means minor stat rise.
    If it has two (+ +), it means significant stat rise.
    Same go for minuses.

    Each page describes parts of one type (eg. magazine). There are seven columns:
    Name - self explanatory.
    Pros - good stuff that certain part gives.
    Cons - bad stuff that certain part gives.
    Grants - certain parts can grant your weapon a class or an icon that will inform of special property. For example, for most weapon types triggers will grant an icon informing of firing pattern of that gun.
    Special effects - any unique changes to weapon's behaviour is mentioned here.
    Restrictions - some parts can't be used with others or have other limitations; all are mentioned here.
    Notes - descriptions of mechanics and other things.

    Some parts are interchangeable between various weapon types, other are not. Unless certain part is impossible to mount on a particular weapon type, this parts can be moved between types and will remain compatible:
    - Trigger
    - Sight
    - Stock
    - Heat sink
    - Underbarrel
    - Mod (some are unique to given weapon type(s))


    Explanation based on icons and weapon type / class alone.

    Ballistic. Two-handed. Incendiary ammo mod. Burst fire (2 rounds). Rapid heat sink (faster cooling, but longer overheat stall).
    [​IMG]

    Fluid. Two-handed. Acid magazine. Auxilary cooling system. High capacity heat sink (slower cooling, more heat tolerance).
    [​IMG]

    Laser. Two-handed. Blue beam color. Initial attack delay, but vastly increased firing speed. Basically a laser gatling.
    [​IMG]

    Gauss. One-handed. Faster projectiles (granted for every Gauss weapons). Fully automatic.
    [​IMG]

    Plasma. Two-handed. Slower projectiles. Vent heat sink (must cool down before each shot). Single fire trigger. This weapon piece is actually a plasma cannon. Guess what it can do.
    [​IMG]

    Grenade launcher. One-handed. Either supercharged ammo or extended barrel - or both (faster projectiles). Balanced heat sink (slower cooling, but shorter overheat stall).
    [​IMG]

    Rocket launcher. Two-handed. Nitrogen ammo mod. Tripple barrel granting burst fire of three, smaller rockets.
    [​IMG]


    Possibilities
    So, we have parts, guns, workbench... Probably we'll be able to find parts in chests and then put them together. There is one more thing though that may make all this even more interesting. That being random bonuses that come with parts. This idea comes from Terraria, where you could randomly craft or find items with either negative, positive or both bonuses.

    So when crafting a weapon part, there could be a chance that we'll craft superior piece that will give some minor bonus. For example a magazine that boosts damage a bit. And so on. This will create more possibilities of creating weapons that are more to your likings.

    That's all, folks + tiny Q&A
    So that's my proposition for weapons crafting. There should probably be as sophisticated equivalent for melee weapons if this one gets implemented, but I'm not up for making that as well. Once again thanks to my friends who helped me with comprehending all of this (and there's a lot as you see).

    Hope you like it and thanks for reading!
    And I hope I didn't omit any embarrassing typos. That was a lot of text.


    Q&A
    (will add to this section if important questions come up in the comments)

    Q: There are weapons in SB that you cannot make with parts presented.
    A: I know. This is just a draft for a crafting system. There should probably be more parts and even weapon types added to make it anywhere near polished.

    Q: What stats do additional underbarrel weapons actually have?
    A: That should probably be mentioned in that particular part description. There isn't really any room for those stats in the weapon description window of current design.

    Q: I don't think this weapons are well balanced.
    A: Oh, you noticed? As mentioned, I suck at balancing, so instead of definite values I presented a generalized draft. I leave balancing up to Devs.

    Q: Why do I have to download parts list? I don't trust that.
    A: I'd put all this on google drive if I could (as mentioned), but uploading tables apparently screws them around. Especially when there is one row that suddenly turns into two rows. From lack of other options I chose to simply upload the files elsewhere and did check if they download properly.
     
  2. PrimeSilver

    PrimeSilver Void-Bound Voyager

    This is good stuff and in think it would be a great addition to the game. I just don't really understand what gauss weapons are. They sound like ballistic weapons but with the ability to pierce. Is that all?
     
  3. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    So, as far as technicalities go, Gauss weapons use magnetic fields to shoot whatever can be influenced by magnetic fields at ridiculous speed.

    From gameplay standpoint, they serve as a weapon that is relatively weaker vs single targets, but deals more damage when fighting several foes at once since it can pierce them and therefore damage multiple with each shot. Especially good in corridors where enemies will naturally line up.

    As I mentioned somewhere up there, I tried to make each weapon type do "something" and be useful for certain things more than others.
     
  4. Daftboy

    Daftboy Space Spelunker

    Really nice post, good job to you and your friend !

    I find the crafting system really nice and it fit totally with the game , so I hope devs will consider your idea seriously :)

    But there is just something I dislike: Rocket launcher and Grenade.
    It's a 2D game so I don't think it fit here... And I don't want to see lolpods in multiplayer...

    Plus think about the range ( of the weapon and of view with the " ctrl " key )... Someone could be busy at mining or building something, and a noob at 10 feet from him ,out of his screen, aim him with " ctrl + mouse " and shoot a rocket right in his body... The poor guy will die before understanding what just happened and loose all his stuff.

    I'm agree the game have to be hostile etc but THIS will not be punitive... just a d*mb death (in my opinion).


    So I support your thread but please, don't add rocket in this game. :down:
     
  5. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Both grenade launchers and rocket launchers are already in this game Link 1 Link 2. And they are nowhere as OP as you may think. You usually can't shoot more than maybe twice in a row on full energy (in current system) and they don't do THAT much damage to players iirc.

    Plus my vision of those has not-so-great accuracy over huge distances, so hitting someone off-screen with a rocket would be tricky, especially if they move. Not to mention that their fire rate is rather pathetic.
     
  6. Daftboy

    Daftboy Space Spelunker


    Didn't know that they are already in the game , I'm not against your idea but understand that I want to avoid nooby camper rocket...
     
  7. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Balancing things out is not within boundaries of this suggestion here, so let's hope that whatever endgame weapons Devs will present us with will be far from annoying, overpowered or gamebreaking. :3

    For one, they can always lower the rockets' speed, so dodging them at greater distance will be easy, effectively making rocket launchers not so useful against soft targets.
     
  8. Farandil

    Farandil Master Chief

    Very nice idea . This should be available from the beginning of the game to craft simple one shot, bolt action rifle or simple pistol . And add more advanced on higher tiers .
     
  9. PrimeSilver

    PrimeSilver Void-Bound Voyager

    How about homing weapons? And guns that shoot constant volts of electricity or shoot a single thunderbolt would go where?
     
  10. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Parts and possibilities mentioned in this topic and .doc files are merely basis upon which Devs may build something more advanced. Provided parts and mods don't even fully cover what game offers right now (mostly in the special ammo department). So, answering your question, they (weapons) would either receive their own category or parts that'd make it possible to construct them. If Devs decide to add them of course.
     
  11. Nathaniel Hallé

    Nathaniel Hallé Aquatic Astronaut

    Your post is really awesome, I was hoping for gun crafting for quite a while now, the way you imagine this is PERFECT! Hope they'll see your idea, it worth looking!
     
  12. YeBittenDog

    YeBittenDog Aquatic Astronaut

    VERY well thought out. Some great ideas here and with a little "stream lining" I could see it being implemented easily in the game. Great job.
     
  13. Derpislav

    Derpislav Big Damn Hero

    ...Why this is just like The Thread I Never Posted? Great minds think alike? Because this is so similar to what I was going to suggest, I will obviously upvote...
    Even the heat system, lol. It feels like I'm reading a post by myself from the future. The only difference is, I didn't intend to separate it into categories like plasma or rocket by body - parts from every category could be used in any other, the projectile would be determined by the "bolt" part and ammo used. Bodies would be rather like Lightweight, Magnetic Rail, Precise, etc... For example, you could build an assault rifle and then decide naaah, switch the Rotary bolt for a Particle accelerator and bam, you got yourself a gauss. So you switch the... let's call it "Slug" because no matter if it's plasma, flamethrower* or a rocket, it would mean a single, powerful projectile... for "Pellets" and you got yourself a fast-firing, piercing shotgun.
    *Yes, I want flamethrowers to be able to use contentrated blobs, not only jets and streams.
    The above thing is just my take at it, you can safely TL;DR it

    I have nothing to add, maybe renaming the "muzzle tip" to "barrel attachment" so not only muzzles can be put there. For example, for 2h weapons different cooling mechanisms.
    Heat vents - makes the "body" expand to the full lenght of the barrel, gaining "ribs" with vents between them. Slightly lowers other stats, but when you crouch, the vents open (you movement is very restricted while cooling the weapon) getting rid of the heat faster. Firing the weapon stops vents from working for a couple of seconds.
    Gatling - Heat builds up A LOT slower, cooling is slow, but NOT stopped by firing the weapon, but it kicks like a mule. Of course you can still build a gatling sniper rifle, but you will need every other part to decrease recoil. Firing this on the move is like trying to win a lottery.
    Axis double/tri/etc-barrel - When the heat limit for one barrel is filled, it switches to another, essentially granting you 2 or more heat bars that don't interfere with each other. This one has okay accuracy compared to gatling, but like it, firing in bursts and while stationary is recommended.
     
  14. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    This works here to some degree. You can swap triggers, scopes and so on between weapon types. Reason I didn't go for changing gun type with just one part (there's more than just "body") is because different weapon types work differently. Gauss has its barrel riddled with electromagnets, while rocket launchers just have a rather space-y tube. Most weapon types have their unique barrels, magazines, etc. that can't be swapped to other type since it'd just not be logical to work. Your system of bolts and ammo types seems good, but it's also more game-oriented and less realistic. For whichever approach Devs might want to go, they can choose which to pick here.

    Totally possible here with the right barrel and mod. And you can set the ground on fire as well.

    Not really much to add here. This would be a completely new part since strapping things to the tip of a barrel and barrel itself are two different things.

    A what now. I... I am not even going to try and explain why such idea is super silly. :p ... Okay, I'll throw one thought at you: Have you ever tried to stabilize your weapon and hit something far away when said gun tried to fly away and pierce the sky due to recoil from amazing rate of fire? I don't have time now to check, but while it's probably possible to make a fast shooting sniper rifle with parts I gave as examples, it would most probably be a highly inaccurate weapon for one or more reasons and thus rather useless, especially as a "sniper" rifle.

    I never thought of how long should the cooling last for any of the heatsinks I put in the parts list, but I didn't consider it to be so long that having even one more bar for additional heat was justified. If heating is such an issue, there is always that Auxilary Cooling System mod you can strap on two-handed weapons that will help cool your weapon while draining energy.

    I also had that one idea at some point that planet's ambient temperature could influence cooling rate. And, due to lack of temperature transferring medium in space (on the moon / asteroid biomes), guns would completely cease to cool over there. This could be a chance to add yet another kind of heat sink - that is slower to act, but simply ejects heat via a separate part. Vide Mass Effect 2 & 3. Thus enabling gun use in no atmosphere environment.
     
  15. Derpislav

    Derpislav Big Damn Hero

    It's a game. Plus I am the biggest fan or realism there is, but every single time I tried to suggest something realisitc everyone responded with "It's a game". So I changed my way of thinking to one where I can always apply the Rule of Cool.
    It's a game. Rule of Cool.


    No, seriously. When I play shooters set in future, I cry every time I see what these weapons are capable of. The same way I cry when I see weapons like, for example, the bolter from Warhammer which is essentially reinventing the wheel, but making it worse. Because a high-caliber pistol wasn't cool enuff + it's a game, sure, slugs CAN be superior to normal ammo that served us just right for years. Because they look damn manly.*
    Don't even get me started on tesla weaponry. Don't.

    Soooo... I agree with the force of thousand suns. But I'm yet to find another person who would like to see realistic crafting in starbound (...starbound is literally anything but realism) and making parts interchangeable would make it a lot more enjoyable for... everyone but me. Just give it a semi-scientific reasoning and nobody is going to question why you can use magnets on gauss, rocket launcher and a flamethrower.

    And about the cooling - I don't like weapons that turn the game into a Touhou spin-off, but if someone decided to go for as many bullets as his processor can handle... These barrels would be for him.
    *Call me a hypocrite, but I'm going to use revolvers as my main weapons. Because sure, why not, it's a game. They CAN be a match to these amazing pieces of technology that hurl superheated gas with almost lightspeed. What they lack in, ummm, several thousands of years of development... They make it up with their sheer manliness.
    Gatling sniper would bassically become a heavy machine gun



    ...prościej mi to napisać po polsku, po prostu zmierzam do tego, żeby gra była przyjemna dla każdego, sam przeboleję NO JAK ON PŁONĄCYM GRANATEM ZE STRZELBY PRZEZ TĄ ŚCIANĘ. To zaawansowane SF gdzie ograniczenia, przez które powstały takie a nie inne rodzaje broni już nie istnieją. Nie użyje się tych samych magnesów do wystrzelenia pocisku z gaussa co do skoncentrowania gazów/nadania pędu rakiecie, ale zasada jest na tyle podobna by dla prostoty zmieścić to w jednej części. Gdyby każdy rodzaj broni miał odrębne części, potrzeba by całych baz tylko do ich przechowywania. Nawet kiedy skompresuje się je w jedne, uniwersalne, będzie ich dużo. Prawdopodobnie za dużo dla graczy skupiających się na walce i odkrywaniu, nie tworzeniu. Szkoda.
     
  16. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    So we are speaking tropes now.

    A miniaturized rocket launcher, what's wrong with that? :D (gosh this emotes are creepy)

    You don't have to give it any reasoning, people will go with anything. And yeah, sadly not many people like realistic approach. Which sometimes cause games to get dumbed down tragically, but that's another topic.

    Some shotguns in the current game do.

    Well that part took me by surprise, especially since I don't really venture into Polish sites anymore.

    So, I must agree that in the current state of this proposition, there'll be TONS of new parts that may be hard to store and building a ground bunker just for that is a sad possibility. Nevertheless, that's what these kind of games are usually for. In most you end up building separate storage houses. Minecraft, Terraria, it happens every time. Chests everywhere. It comes with the package. If someone is focusing on combat and exploration, he or she can always just craft their own gun from parts available at workbench or whateverbench, swap parts out if they find better ones and toss out all the other, unless unique. There is no obligation to hoard stuff. :3
     

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