What guns from WWI to now would y'all like to see?

vanyel

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Aug 27, 2015
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seems a bit out of her league
I kinda figured the Metal Storm would be too much, but I just couldn't resist the thought of having silly-mode Steele getting knocked through a wall by the recoil. And I guess the Gyrojet is rather less than well known despite being around since the 60s.

Looking through the wiki, it seems we don't have a proper grenade launcher yet, and we could use an upgrade to the 'Rudimentary Revolver'. An M79 'Bloop Tube' could take care of the first and for the second I think a Colt Single Action Army could fit nicely.
 

Alecsandr

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Dec 11, 2015
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I kinda figured the Metal Storm would be too much, but I just couldn't resist the thought of having silly-mode Steele getting knocked through a wall by the recoil. And I guess the Gyrojet is rather less than well known despite being around since the 60s.

Looking through the wiki, it seems we don't have a proper grenade launcher yet, and we could use an upgrade to the 'Rudimentary Revolver'. An M79 'Bloop Tube' could take care of the first and for the second I think a Colt Single Action Army could fit nicely.
m79 and m32 mgl are both on the roster as crowd control heavy weapons, one is lust based the other has yet to be decided, the SAA is also on the roster, the only reason the gyro jet is not widely known is the fact it was a commercial failure as it only had limited market with the military who didn't really have a role for it
 

vanyel

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Aug 27, 2015
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Probably the best fit for the non-lust launcher would be a mix of kinetic and burning, maybe with a chance to stun.

The real problem with the gyrojet was that it was rushed through the design process, which led to multiple issues with the production and accuracy of the ammo. If they'd had another 6 months to iron out the kinks the military would have loved to use them, since the guns themselves are lighter and simpler to manufacture. Unfortunately there was a war on and they needed more guns now rather than better guns later. Looking through the history of the gyrojet, I just saw they made a full auto m16 variant. I can't imagine what shooting that would have been like, but now I really want try it... And now I'm trying to picture a metal storm using gyrojet ammo.

Totally non-serious silly-mode-only suggestion: a punt gun.
 

Alecsandr

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Dec 11, 2015
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everytime i hear punt gun, i think of a t-shirt cannon launching footballs. idk i was leaning more in the direction of corrosive/cyro for the mgl seeing as we've got thermal-kinetic coming in the form of shotguns with dragons breath rounds, hell i may just leave it to popular vote at this point, or flip a coin that's the problem with grenade launchers you've got soo many damned options
 

vanyel

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Aug 27, 2015
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What about making the mgl use ammo from your inventory? That way we could have different damage types without needing to use different weapons, and by the time it becomes available we'll have access to backpack upgrades so carrying enough ammo won't be an issue. Most of the mechanics are already in place for the goozooka, the only thing that would need to be added is a way to choose what ammo to use and that could be as simple as only being allowed to carry one type at a time. Would probably have to deal a lower amount of damage though, to make up for the versatility.
 

Alecsandr

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Dec 11, 2015
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What about making the mgl use ammo from your inventory? That way we could have different damage types without needing to use different weapons, and by the time it becomes available we'll have access to backpack upgrades so carrying enough ammo won't be an issue. Most of the mechanics are already in place for the goozooka, the only thing that would need to be added is a way to choose what ammo to use and that could be as simple as only being allowed to carry one type at a time. Would probably have to deal a lower amount of damage though, to make up for the versatility.
i don't think i'll get that involved with it seeing as the goozoka is a key item and not an equippable one i'm thinking of going with concussion, lower damage but can hit and stun multiple enemies
 

vanyel

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Aug 27, 2015
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i don't think i'll get that involved with it seeing as the goozoka is a key item and not an equippable one i'm thinking of going with concussion, lower damage but can hit and stun multiple enemies
Sounds like a good plan.
 

cool.alexia

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Feb 16, 2017
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The real problem with the gyrojet was that it was rushed through the design process, which led to multiple issues with the production and accuracy of the ammo. If they'd had another 6 months to iron out the kinks the military would have loved to use them, since the guns themselves are lighter and simpler to manufacture.
Wow, it's been a while since I discussed guns on the internet.

Economy whise I doubt the gyrojet was ever anything else than a neat idea on paper. Yes, the guns were a lot cheaper to manufacture, but the bullets are more expensive. An army is gonna need a lot more bullets than guns. It does not make sense trading a cheaper gun for more expensive bullets, and that is IMO the achilles heel of the gyrojet. Even with a gyrojet 2.0, even if you get every bullet to burn at the same rate (I guess we know too little about the burning process to predict the behaviour that accurately), I am doubtful of the economics.

There are even other considerations like how many bullets a soldier can carry into battle, where I am doubtful of the heavier gyrojet. Some single digit percentage of the bullets will hit humans. In modern combat you'd rather have a more bullets to lay down cover fire than more expensive bullets.


But on topic, I'd rather not see more WW2/modern bullet based weapons in my smut game. In my headcannon I always have to let the bullet bounce off a shield, because sleeping with a bleeding oponent is a turn off for me. That's one part of why I focus on melee weapons. In that sense, I'd rather see something more weird like a smart, self guided gyrojet gun. Hurts like hell but does not break the skin.
 
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vanyel

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Wow, it's been a while since I discussed guns on the internet.

Economy whise I doubt the gyrojet was ever anything else than a neat idea on paper. Yes, the guns were a lot cheaper to manufacture, but the bullets are more expensive. An army is gonna need a lot more bullets than guns.
And
There are even other considerations like how many bullets a soldier can carry into battle, where I am doubtful of the heavier gyrojet. Some single digit percentage of the bullets will hit humans. In modern combat you'd rather have a more bullets to lay down cover fire than more expensive bullets.

Yeah, that's part of the reason 5.56 is so widely used. A .45 (preferred side-arm for most of the veterans I've met) has more stopping power but you can carry a lot more 5.56 ammo for the same weight. And it's not just that the gyrojets were cheaper to build, the real plus side was that they were simpler, meaning there was much less that could go wrong with the gun itself. Soldiers can (and will) find ways to break anything, so it's always best to try to minimize the potential for them to fubar their guns.

It does not make sense trading a cheaper gun for more expensive bullets, and that is IMO the achilles heel of the gyrojet. Even with a gyrojet 2.0, even if you get every bullet to burn at the same rate (I guess we know too little about the burning process to predict the behaviour that accurately), I am doubtful of the economics.

With modern propellants and manufacturing it would be fairly easy to get predictable, uniform burn rates. The ammo would be a bit more expensive, not by all that much, and the difference would shrink as the caliber increased. A gyrojet 2.0 would probably actually be best suited for snipers (or tanks), what with its quieter detonation and how it will have more of an impact the farther it goes.

But on topic, I'd rather not see more WW2/modern bullet based weapons in my smut game. In my headcannon I always have to let the bullet bounce off a shield, because sleeping with a bleeding oponent is a turn off for me. That's one part of why I focus on melee weapons. In that sense, I'd rather see something more weird like a smart, self guided gyrojet gun. Hurts like hell but does not break the skin.

You can always imagine that you're using rubber bullets or beanbags. Hell, there's even a simplified version of the metal storm system that uses non-lethal rounds and straps to the underside of a rifle like a grenade launcher. You can fire three beanbags out of a pre-loaded barrel and to reload you just swap out for another barrel.
 

Alecsandr

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Dec 11, 2015
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In my headcannon I always have to let the bullet bounce off a shield, because sleeping with a bleeding oponent is a turn off for me. That's one part of why I focus on melee weapons. In that sense, I'd rather see something more weird like a smart, self guided gyrojet gun. Hurts like hell but does not break the skin.

how do you do any combat that isn't lust based then, cause you specifically break/overload the shields to get through them melee weapon or ranged doesn't matter in this sense. i've always rationalized it the same way we did in dnd, unless you were trying to kill the opponent then after the combat you tend to their wounds before interacting with them, on that note, i think bruises and broken bones from where bullets hit armor and shields is easier to write off than say plasma burns, or like anything that deals 'corrosive' damage
 

cool.alexia

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Feb 16, 2017
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With modern propellants and manufacturing it would be fairly easy to get predictable, uniform burn rates. The ammo would be a bit more expensive, not by all that much, and the difference would shrink as the caliber increased. A gyrojet 2.0 would probably actually be best suited for snipers (or tanks), what with its quieter detonation and how it will have more of an impact the farther it goes.

I think you overestimate how stable the burning process is (or me underestimating it. who knows, right?) At least for bullets, they tend to have quite a big variation in their burn rates. At different points in the barrel a b can have quite varied speed. The barrel has an averaging effect, so at the muzzle the bullets have a similar speed and spin rate. The girojet however burns mostly outside of the barrel. Also the nozzles are responsible for the spin rate, so difference in burning results in different spin rate. At different points of the flight. Every variation in burning changes the trajectory far more than for conventional guns. That's why I am sceptical of its accuracy.

how do you do any combat that isn't lust based then, cause you specifically break/overload the shields to get through them melee weapon or ranged doesn't matter in this sense. i've always rationalized it the same way we did in dnd, unless you were trying to kill the opponent then after the combat you tend to their wounds before interacting with them, on that note, i think bruises and broken bones from where bullets hit armor and shields is easier to write off than say plasma burns, or like anything that deals 'corrosive' damage

I mainly tease them to submission, yeah. For gunshots I imagine the characters evading when it doesn't bounce off the shield. I've seen pictures of what a modern bullet can do, and I'll have none of it.

For melee it is easier to justify in my brain. People hit each other with pointy sticks, but they don't actually truly want to hurt eachother. Just as two friends sparing together. That's how I frame melee for sexy time.

In DnD it is simpler to rationalize, because in my group, nobody wants to screw after a fight. So I'm OK with blood and wounds.
 

Thebiologist

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Jun 24, 2017
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@Thebiologist
unfortunately he's been gone since april and his design doc links aren't much help as one is basically a collection of tooltips/descriptions, one is his breakdown on how he's designed his weapons, and the last one is his raw coding data which i can't make heads nor tails of

Good news everyone. I'm back. Had to leave because of work, but now I have more free time. I see you want to learn how to code weapons? Some quick rundown:

Since they are WWI-WWII weapons I've picked a bullet based weapon.

The code:

package classes.Items.Guns
{
import classes.Engine.Combat.DamageTypes.DamageFlag;
import classes.GLOBAL;
import classes.GameData.TooltipManager;
import classes.ItemSlotClass;
import classes.StringUtil;

public class RudimentaryRevolver extends ItemSlotClass [Here, you can see the code name for the rudimentary revolver, quite ingeniously named RudimentaryRevolver. So, if you want to make a Mauser pistol just make a code name for it, for exameple MauserPistol and replace the RudimentaryRevolver line so it looks like: public class MauserPistol extends ItemSlotClass ]


public function RudimentaryRevolver() [here it is the public function, this allows other code to call for this script, same as above, ]
{
super();
this._latestVersion = 1; [version info, don't touch this]
this.quantity = 1; [quantity, also don't touch this]
this.stackSize = 1; [the size of the stack, don't touch this for weapons, unless they are grenades, but those count as combat items anyway]
this.type = GLOBAL.RANGED_WEAPON; [this indicate the item type, in this case, a ranged weapon, for melee weapons it's GLOBAL.MELEE_WEAPON]
this.shortName = "Revolvr"; [short name for the UI buttons, this is what the inventory and vendor will show up on the UI buttons, following the example of the mauser pistol you can name it Mauser P. for example]
this.longName = "rudimentary revolver"; [full name for parser and descriptions]
TooltipManager.addFullName(this.shortName,StringUtil.toTitleCase(this.longName)); [this is the tooltip manager, you don't want to touch this]
this.description = "a rudimentary revolver"; [basic description]
this.tooltip = "Six shots. More than enough to kill anything that moves - a thousand years ago, if you were some sort of militant savant. These days all this weapon has going for it is a sense of style and modest reliability. It’s hard not to be robust with less than ten parts!"; [tooltip]
this.attackVerb = "shoot"; [attack verb for the attack button]
attackNoun = "shot"; [attack noun for scenes]
TooltipManager.addTooltip(this.shortName,this.tooltip);
this.basePrice = 700; [price]
this.attack = -2; [accuracy, as you can see, the values can be negative, meaning it will decrease accuracy in this case]
baseDamage.kinetic.damageValue = 9; [damage type, in this case kinetic, but there are many types, corrosive, venom, psionic, burning, etc.]
baseDamage.addFlag(DamageFlag.BULLET); [damage flags, in this case bullets]
this.defense = 0; [bonus defense]
this.shieldDefense = 0; [bonus shield defense]
this.shields = 0; [bonus shields]
this.sexiness = 1; [sexiness bonus]
this.critBonus = 10; [critical bonus]
this.evasion = 0; [bonus dodge chance]
this.fortification = 0; [bonus HP]
this.version = _latestVersion;
}
}
}

Let's check one of the many bizarre weapons I've made some time ago. I think Kattom Asgood sells them all.

package classes.Items.Guns
{
import classes.Engine.Combat.DamageTypes.TypeCollection;
import classes.GLOBAL;
import classes.GameData.TooltipManager;
import classes.ItemSlotClass;
import classes.StringUtil;

public class ChironexScourge extends ItemSlotClass
{


public function ChironexScourge()
{
super();
this._latestVersion = 1;
this.quantity = 1;
this.stackSize = 1;
this.type = GLOBAL.RANGED_WEAPON;
this.shortName = "Chiro";
this.longName = "Chironex scourge";
TooltipManager.addFullName(this.shortName,StringUtil.toTitleCase(this.longName));
this.description = "a Chironex scourge";
this.tooltip = "Scourges are a family of living weapons. Rifle-like in appearance, they fire large organic spikes filled with powerful toxins. The Chironex is the standardized strain of the scourge family and sees extensive use by the Ashei military.";
this.attackVerb = "shoot";
attackNoun = "venomous spike";
TooltipManager.addTooltip(this.shortName,this.tooltip);
this.basePrice = 1300;
this.attack = 4;
baseDamage = new TypeCollection();
baseDamage.poison.damageValue = 15;
this.defense = 0;
this.shieldDefense = 0;
this.shields = 0;
this.sexiness = 0;
this.critBonus = 0;
this.evasion = 0;
this.fortification = -8;
this.version = _latestVersion;
}
}
}

Here you can see the differences right? it's not very different, just adjust some values, change some text and you have a brand new weapon.

Now let's make a Mauser pistol as an example.

package classes.Items.Guns
{
import classes.Engine.Combat.DamageTypes.DamageFlag;
import classes.Engine.Combat.DamageTypes.TypeCollection;
import classes.GLOBAL;
import classes.GameData.TooltipManager;
import classes.ItemSlotClass;
import classes.StringUtil;

public class MauserPistol extends ItemSlotClass
{


public function MauserPistol()
{
super();
this._latestVersion = 1;
this.quantity = 1;
this.stackSize = 1;
this.type = GLOBAL.RANGED_WEAPON;
this.shortName = "Mauser";
this.longName = "Mauser pistol";
TooltipManager.addFullName(this.shortName,StringUtil.toTitleCase(this.longName));
this.description = "a Mauser pistol";
this.tooltip = "Yadda, yadda, red Myrs are Germans in space, but also ants. Add whatever description here";
this.attackVerb = "shoot";
attackNoun = "shot";
TooltipManager.addTooltip(this.shortName,this.tooltip);
this.basePrice = 7000;
this.attack = 7;
baseDamage = new TypeCollection();
baseDamage.kinetic.damageValue = 12;
baseDamage.addFlag(DamageFlag.BULLET);
this.defense = 0;
this.shieldDefense = 0;
this.shields = 0;
this.sexiness = 0;
this.critBonus = 0;
this.evasion = 5;
this.fortification = 0;
this.version = _latestVersion;
}
}
}
There you go, a brand new weapon, and it took 2 minutes to code. Hell, most of the time you spend making new weapons you waste it thinking about a cool tooltip.

But what if you want to make a freaking grenade launcher? that doesn't fire bullets, that fires grenades, so it's an explosive.

I've made a grenade launcher too, but well, it didn't make it in game, still, it was cool as hell.

package classes.Items.Guns
{
import classes.Engine.Combat.DamageTypes.DamageFlag;
import classes.Engine.Combat.DamageTypes.TypeCollection;
import classes.GLOBAL;
import classes.GameData.TooltipManager;
import classes.ItemSlotClass;
import classes.StringUtil;

public class GrenadeLauncher extends ItemSlotClass
{


public function GrenadeLauncher()
{
super();
this._latestVersion = 1;
this.quantity = 1;
this.stackSize = 1;
this.type = GLOBAL.RANGED_WEAPON;
this.shortName = "G.Launcher";
this.longName = "RM-20c grenade launcher";
TooltipManager.addFullName(this.shortName,StringUtil.toTitleCase(this.longName));
this.description = "a RM-20c grenade launcher";
this.tooltip = "The RM-20c is a military grade, airburst grenade launcher rifle, a slick and lightweight version of old timely grenade launchers, armed with a wide variety of 20mm smart grenades, capable of dealing with hostiles in multiple types of situations, from clearing a room full of armed hostiles to non-lethal crowd control. Currently loaded with HEAB rounds. "; [You know, I've spent 30 minutes researching about grenade launchers to make that description and it didn't even made it in-game]
this.attackVerb = "shoot";
attackNoun = "grenade";
TooltipManager.addTooltip(this.shortName,this.tooltip);
this.basePrice = 15300;
this.attack = -1;
baseDamage.burning.damageValue = 10; [Here I added burning damage, it's an explosive, so half kinetic, half burn, makes sense right?]
baseDamage.kinetic.damageValue = 10;
baseDamage.addFlag(DamageFlag.EXPLOSIVE); [notice the change here, now the flag is EXPLOSIVE instead of BULLET]
this.defense = 0;
this.shieldDefense = 0;
this.shields = 0;
this.sexiness = 0;
this.critBonus = 6;
this.evasion = 0;
this.fortification = 0;
this.version = _latestVersion;
}
}
}
Feel free to ask any questions.

Also here is a LINK to the original thread, not the submission thread, but the WIP thread, there I explain with more about the code and the damage types and damage flags.. Wow, I've made 191 pages worth of code just for weapons, what the hell was I thinking about?

Hell, I can also code them for you, if they are 50 weapons it shouldn't take much, just don't swamp me with 300 weapons all at once. Also, no custom unique combat effects, those are a pain in the ass, made the game crash 10 times before I've managed to make my cryorifle freeze people (and that didn't even make it in game XD).
 
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Alecsandr

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Dec 11, 2015
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Ooh, nice. I don't know why I didn't think of the Mauser.
c96 is on the list and is in fact already got its tooltip in the doc, this is what it'll look like Except it will be the normal black instead of the flat dark earth pictured here

1507065-690768437678190-273836002660617967-n.jpg
 
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Alecsandr

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Dec 11, 2015
218
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Good news everyone. I'm back. Had to leave because of work, but now I have more free time. I see you want to learn how to code weapons? Some quick rundown:

Also here is a LINK to the original thread, not the submission thread, but the WIP thread, there I explain with more about the code and the damage types and damage flags.. Wow, I've made 191 pages worth of code just for weapons, what the hell was I thinking about?

Hell, I can also code them for you, if they are 50 weapons it shouldn't take much, just don't swamp me with 300 weapons all at once. Also, no custom unique combat effects, those are a pain in the ass, made the game crash 10 times before I've managed to make my cryorifle freeze people (and that didn't even make it in game XD).


Thank you sooooo damn much this will really help. i do have one question that weighs on my mind currently. Is there a flag that allows you to hit more than one enemy at a time, like the carpet grenade of the merc class?
 

null_blank

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Oct 29, 2015
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c96 is on the list and is in fact already got its tooltip in the doc, this is what it'll look like Except it will be the normal black instead of the flat dark earth pictured here

Oh my god I thought they went too far when someone tacti-tooled a Mosin Nagant.
 
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Alecsandr

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Dec 11, 2015
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Oh my god I thought they went too far when someone tacti-tooled a Mosin Nagant.
honestly the only two things i'm keen on keeping on it's description are the ported bull barrel and the detachable mag, stripper clips are more of a bitch than you'd think
 

Thebiologist

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Jun 24, 2017
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Thank you sooooo damn much this will really help. i do have one question that weighs on my mind currently. Is there a flag that allows you to hit more than one enemy at a time, like the carpet grenade of the merc class?

Nope, that's an ability and needs to be coded separately as an attack implementor.
 

Alecsandr

Well-Known Member
Dec 11, 2015
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Nope, that's an ability and needs to be coded separately as an attack implementor.
ahh okay i figured it might be weird to have a grenade launcher only hit one enemy during a multi person encounter, but i can live with it since those multiperson encounters usually don't happen outside of quests and dungeons
 

null_blank

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Oct 29, 2015
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ahh okay i figured it might be weird to have a grenade launcher only hit one enemy during a multi person encounter, but i can live with it since those multiperson encounters usually don't happen outside of quests and dungeons

What about using a different type of munition? Instead of a indirect fire, area of effect grenade why not a direct fire, mini-missile armed with a small shaped charge
 
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Alecsandr

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What about using a different type of munition? Instead of a indirect fire, area of effect grenade why not a direct fire, mini-missile armed with a small shaped charge
because it's a luxation gas grenade fired from the m79, it wouldn't be a bad idea on other weapons but in this case it's sorta just gonna be one of those things i'll have to deal with
 

Crowdawg11

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Mar 22, 2018
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Jawja
If you do end up doing the Winchester 1897, it needs to have a slamfire special attack where you fire a few rounds in rapid succession. That ability is what that particular weapon is most famous for.

Also, I thought the revolver already in the game was basically a Colt SAA clone? The description makes it sound more like that than a modern double-action revolver.

I also second the motion for bayonets.
 

Violent_Peace

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Sep 16, 2015
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Mercs can pretty much slam fire it was in the game they have rapid fire.

Also doubt it would get in if it had that special attack perk because remember what Fen said you can't have certain weapons that do cool things that would be game breaking.
 
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null_blank

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Oct 29, 2015
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because it's a luxation gas grenade fired from the m79, it wouldn't be a bad idea on other weapons but in this case it's sorta just gonna be one of those things i'll have to deal with
I just realized, Khan's Modded Arc Caster is an example of a ranged weapon that allows you to engage multiple targets without need for a perk.
 

Thebiologist

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Jun 24, 2017
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I just realized, Khan's Modded Arc Caster is an example of a ranged weapon that allows you to engage multiple targets without need for a perk.

Holy fuck how the hell did I miss that one? I went back to check as soon as I saw your post and I couldn't find anything odd about it and then it hit me like a ton of fucking bricks:

this.type = GLOBAL.RANGED_WEAPON;

I've been ignoring that part of the script because I assumed all ranged weapons had the same type, so I didn't even notice that, and I've spent well over a month working with a metric ton of weapon scripts.

So, good news everyone! I know how to make grenade launchers hit multiple enemies at once.
 
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