PROPOSAL: Weapon & Gun organization by DVD - #6
Conversation
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@portfiend may need your eyes on this idk how to add new pages. |
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Updated the header post for a quick blurb. I also want to add that, in the event that this PR: impstation/imp-station-14#3773 is merged, it will mean that how ammunition/bullets are handled from the ground up will be changed, and I'll have a whole shpiel to explain how it's structured but the basic idea is that there's more or less one set of bullet projectile entities (ammo types like incendiary/uranium/etc.) rather than an entirely separate set for every ammo type. Ammo types would remain, but the brunt of damage would be handled on a per-gun basis. So you would only need a new entity if you want to use a different sprite, or if the damage type is something very different. |
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Personally I like this organization a lot more than the standard one as you can actually find what you are looking for easier. That said under machine guns I would replace the high capacity with high fire rate so it would read like "Sacrifices accuracy in favor of high rate of fire and/or magazine capacity" if just because it will also cover things like small, fast inaccurate SMGs or the like |
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OKAY overhaul of the doc done. Please give thoughts and feedback. i assume we'll figure out a way of formalizing votes on design or whatever |
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Something I am curious is how should weapon ammunition itself be handled, as in, should ammo work kinda like it does currently with specific ammo calibers or should it be more abstracted into wider categorised based in weapon types I personally wanted to advocate for ammo abstraction as that just makes things easier design wise |
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yeah i think that was the general plan- each category having a distinct type of ammo that is accepted |
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Nice to know, it's something Funky has also been considering a bit at least as well Could probably also get added to the design document for clarification |


This PR is a .md version of DVD's google doc on weapon organization.
It has been adapted to convey a general overview of design decisions we can make in order to make what guns do and feel like more intuitive to players.
source: i know jack shit about guns and its bad in there for me!!!!!!! all of these black boxes with sticks and levers look the same
I'll let DVD edit this header post if he wants to give a rundown in his words:
Included in this PR: i also just copied over the wizden feature proposal template