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Detective's Revolver Suggestion


Kane

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Firstly, I'd like to ask for as much feedback as possible. Second, sorry for any repetitiveness and incoherence. Feel free to point either of these out, or argue my opinions. Now, to it: The detective's revolver. I'm sure many people have different visions of what their character carries strapped to their chest on a daily basis, or that they'd be permitted to bring their own trusty sidearm to work under a permit. So, what does that sidearm look like? As it stands, the revolver is limited to one person's perspective, and while I'm not saying I dislike the current icon, I'd like to see more variety and personalization with detectives. The gun is already a special thing with the detective, but currently it has no flavor, it's always the same gun. A new take on this weapon with each detective would add something, and draw more attention to the gun as a roleplay piece than 'Holy damn, the detective just drew a bead on that guy and threatened to splatter him." People's characters would have their own special gun, something to keep more in mind than as just a self-defense tool. Now, my take on it: I'd always imagined my own character, Kane DeWitt, as the type of person who'd rather carry their own, familiar gun with them. This might not be in line with the lore standards, but it's how I felt of my own character, that Kane carries his own revolver around as his self defense gun, and it would make other characters feel more distinct. TL;DR I'd like to suggest we add the option to reskin the detective's revolver. And, as a secondary suggestion, the ability to ckey/character lock certain special icons, so that a person may have their own, unique icon put in game, it would function the same as a regular option, but either only appearing for/only available to one character/ckey. Some variants including non-revolvers: http://gyazo.com/020d95169bf094fbd7fd21aa461fc136

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There is a character (Leo Wyatt, I think) who has a revolver modkit as part of their custom item kit.


The gun isn't really "unique" if you can choose from 2-3 options. If a detective wants to have their unique gun, they could simply put in a custom item app for it. I'm not sure if there would be enough demand to come up with an entire update for the gun, otherwise.

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There is a character (Leo Wyatt, I think) who has a revolver modkit as part of their custom item kit.


The gun isn't really "unique" if you can choose from 2-3 options. If a detective wants to have their unique gun, they could simply put in a custom item app for it. I'm not sure if there would be enough demand to come up with an entire update for the gun, otherwise.

I've already made an inquiry to that, and characters are no longer allowed to have custom items in the form of weapon modkits.

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There is a character (Leo Wyatt, I think) who has a revolver modkit as part of their custom item kit.


The gun isn't really "unique" if you can choose from 2-3 options. If a detective wants to have their unique gun, they could simply put in a custom item app for it. I'm not sure if there would be enough demand to come up with an entire update for the gun, otherwise.

I've already made an inquiry to that, and characters are no longer allowed to have custom items in the form of weapon modkits.

 


Leo's modkit was removed from the code following the changes to the custom item rules. As it stands, the rules prohibit such a thing from existing, so it will not be making a return. I feel like variants of the current weapon could be introduced, though.

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I've already made an inquiry to that, and characters are no longer allowed to have custom items in the form of weapon modkits.

I'm a bit curious as to why that is, but all the reasons I can think of why modkits could be bad would also apply to having several variants of the detective's gun.


Well, what's Skull's input?

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I asked Skull about my suggestion first in OOC, before posting this threat, and he didn't seem to be opposed to adding the option to reskin the detective's revolver, even saying it should be easy to do, and we spoke of a few different ways to lock the new icon in, so that the gun can be ICly presumed to always have been that way. Neither of us mentioned any connections between the issues arising from weapon modkits and variants for the detective's gun.

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I asked Skull about my suggestion first in OOC, before posting this threat, and he didn't seem to be opposed to adding the option to reskin the detective's revolver, even saying it should be easy to do, and we spoke of a few different ways to lock the new icon in, so that the gun can be ICly presumed to always have been that way. Neither of us mentioned any connections between the issues arising from weapon modkits and variants for the detective's gun.

Well, alright.


That makes me question why modkits were ever removed in the first place.

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I'm afraid I'm currently unaware as to the reason, besides the rule 3 for custom items: "No weapons. Let's make this clear, despite point one hinting towards this: no regular employee of NSS Aurora is permitted to take non-regulation weaponry, firearms or otherwise, aboard NSS Aurora whilist acting in normal capacity."

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Modkits also became obsolete code. As in, the two custom ones we had became non-functional and some other pieces are missing, if my memory on the matter serves me. As neither player with a custom modkit was active at the time, no effort was made to fix it.

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