Something like the vehicle building system but for guns

so this is just a thought , but i wonder if we can overhaul the modification system for firearms and replace it with something like the vehicle building system , not that this one is bad , i actually love it , but as i said , just a thought
so you could get that glock 19 you have an put a supprossor and stock on it , but you can , if you have the skill for it , make completely custom guns just like the vehicle system

That would need sooooo much work.

But, let’s take barrel length, for example. I think we could easily have barrels of different length for certain guns, and have them affect recoil, accuracy and even damage. But it could still be doable with the current system.

And are talking about individual gun parts sustaining damage, and have that affect the gun’s performance?

[quote=“BeerBeer, post:2, topic:12682”]That would need sooooo much work.

But, let’s take barrel length, for example. I think we could easily have barrels of different length for certain guns, and have them affect recoil, accuracy and even damage. But it could still be doable with the current system.

And are talking about individual gun parts sustaining damage, and have that affect the gun’s performance?[/quote]
kind of , yes , but still , i thought the system was already implemented , just needed a bit of changing around to work with guns

[quote=“Gnorse, post:3, topic:12682”][quote=“BeerBeer, post:2, topic:12682”]That would need sooooo much work.

But, let’s take barrel length, for example. I think we could easily have barrels of different length for certain guns, and have them affect recoil, accuracy and even damage. But it could still be doable with the current system.

And are talking about individual gun parts sustaining damage, and have that affect the gun’s performance?[/quote]
kind of , yes , but still , i thought the system was already implemented , just needed a bit of changing around to work with guns[/quote]

Trying to cannibalize the vehicle code into some custom firearm construction code would just be an absolute mess at best. Any system like this would basically need to be build from the ground up, and would add a huge amount of complexity both to firearms, and ongoing efforts to balance firearms. Even then, I see very little overall benefit to it. Yes, you can get a little more granular with your weapon upgrades, but whether that actually offers anything of notable, tangible benefit to the game is of question.

Guns and Vehicles differ in very fundamental way:

Guns are single-tile objects.
Vehicles are multi-tile objects.

Vehicles therefore reside variable space in game world, thus the vehicle physical geometry matters at that scale.

Guns reside single tile at best, so their physical geometry is totally irrelevant in the game world scale.

ANYTHING that can be done in “gun visual editor” can be done by simple parameters of the gun and its attachments as data values even now. So why build a “visual gun designer” when it really doesnt do anything but add visual elements - make it very simple puzzle-subgame with really limited sensible outcomes - why not make “gun data visualizer” that takes gun item data and turns it to visual model if such model is needed for “immersion purposes”, as data for player and not as data for game environment?

If you want to make “funny weapons” then you’d need to relax the gun attachments variables anyway, so you can fit those 20 scopes in instead of one or create octabarrel-weapons. This stuff can be done by altering the data-based weapons (extra barrels as attachments…) and thus it doesnt need visualization for “design purposes”, just relaxed ruleset what you can attach to your guns in data-format.

Visualization can go both ways, but I don’t see making that mini-puzzle give anything to the game except “more microing to do” which is pointless. Such visual designer is obviously mod-thing for those who want to play such minipuzzle-games with weapons theme.

how about not complete wackiness but like. you can instead get “one handed base” “two handed base” and “launcher base” items that you can attach parts like “long barrel” or “slide receiver” to. several of the customizations replace parts already, like sight mods replace the stats of the normal sight rather then modify it. so you can use that and only add mod slots on the weapon base that don’t exist on regular guns.

And custom polearm head.

Halberd shotgun
Naginata shotgun (though that would take a double-barrel shotgun)
Warhammer (Pancor) Jackhammer

Honestly this.
If we could get over the realism thing by turning it into a mod, we could have a custom firearm system, but it wouldn’t use vehicle construction code at all. Vehicle construction code is tied tightly to vehicle functions.

cough
http://smf.cataclysmdda.com/index.php?topic=3212.msg46816#msg46816

Fully customizable guns would be cool, but definitely not in a fashion similar to vehicles in any way: it is completely pointless for a roguelike with minimal graphics, and would be a severe headache for programmers.

[quote=“wad67, post:9, topic:12682”]cough
http://smf.cataclysmdda.com/index.php?topic=3212.msg46816#msg46816[/quote]
The suggestions and drawings in there are pretty interesting.
If someone writes such an editor i’ll definitely use his code even though i don’t really care about guns.

Problem with getting such a patch merged upstream is that in some other thread devs said they don’t want the player to be able to produce any kind of real gun because he lacks the tools and should not be allowed to build or find working factories either.

[quote=“User, post:11, topic:12682”][quote=“wad67, post:9, topic:12682”]cough
http://smf.cataclysmdda.com/index.php?topic=3212.msg46816#msg46816[/quote]
The suggestions and drawings in there are pretty interesting.
If someone writes such an editor i’ll definitely use his code even though i don’t really care about guns.

Problem with getting such a patch merged upstream is that in some other thread devs said they don’t want the player to be able to produce any kind of real gun because he lacks the tools and should not be allowed to build or find working factories either.[/quote]

A fork or a mod would most likely solve that problem.
The real issue is finding someone skilled enough/ or has the inclination to actually make such a mod.