BurgerBB Posted February 1, 2018 Posted February 1, 2018 Firing pins were originally intended as a band-aid solution to a griefing/powergaming problem on Medium/Low RP servers but for some reason they were introduced to Aurorastation despite firing pins never being needed or asked for in the first place. Firing pins cost an insane amount of credits to purchase, they are not craftable, you can't even purchase them as an antag item, and as far as I know you can only get them by cargo, in maint if you're super lucky, or by security. While Aurorastation has a problem with powergaming, it is not done by science because if they were to leave the research department and fire a single round and an antagonist, they would be booked for powergaming/validhunting, and ICly punished for failure to follow Directive 4. Firing pins is just an insulting amount of babysitting for crewmembers. I highly suggest making firing pins cheaper, craftable, and easier to obtain. Thoughts?
Kaed Posted February 1, 2018 Posted February 1, 2018 I'm not super keen on them being expensive, especially the testing ground ones those ones are already region locked, why do they also need to be cost locked? I also don't know that they're planning to add a disguised firing pin that looks like a flower pin, so antags will be getting something.
BurgerBB Posted February 1, 2018 Author Posted February 1, 2018 The location of the firing range is annoying too because it's a long walk and a level downstairs. I don't get why the testing chamber doesn't counter as a firing range either.
BurgerBB Posted February 2, 2018 Author Posted February 2, 2018 Firing pins are good. RIP science militia. It would just be better to ban/warn kids who act like gordon freeman when instead they should be acting like the NPCs.
K0NFL1QT Posted February 2, 2018 Posted February 2, 2018 Firing pins are good. RIP science militia. It would just be better to ban/warn kids who act like gordon freeman when instead they should be acting like the NPCs. There would be nobody left. I prefer environments where abuse is mechanically limited, so people don't assume they can do whatever they physically can. It makes sense for a research facility to minimise the chance of gun misuse of all things. You can still test weapons at the range, but getting them to work outside of where they're supposed to be tested now becomes more challenging. I will agree that the 'chance to break a pin' when extracting it from a weapon should probably go though; pointless RNG is neither fun nor realistic.
Pacmandevil Posted February 2, 2018 Posted February 2, 2018 Testing pins are going to get added to the protolathe in my expansion, however normal pins are not. And they're quite a bit better than a band-aid fix actually. a bandaid would be something like lockboxes, which make minimal sense. but regardless, I'd be biased when arguing about that, so I'm not going to bother. and I think it'd be better for you to learn the mechanic before saying things about it, as you can buy them in the uplink.
Pacmandevil Posted February 2, 2018 Posted February 2, 2018 and it's based on pin "durability". A testing pin will never break. most others will. you can replace a pin with another pin to get it out 100% of the time.
BurgerBB Posted February 2, 2018 Author Posted February 2, 2018 I would be minimally happy with craftable test range firing pins, however I think the test range should also include the small testing chamber south of the proto lathes and whatnot. Like on top of craftable test range firing pins, there should also be craftable loyalty implant pins.
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