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Ammo...

To make the game more realistic, there should be the ability to buy different ammo types for each gun like armor pirecing, phosphorus, flechettes, tracers, nonleathals and all that fun stuff :) Also possibly the ability to make custom bullets with the proper skill, like putting silver azide in hollow-point bullets and making explosive bullets or making mercury-filled bullets. It would make the game more realistic and add to the strategy of combat.
Perhaps this could be something a person could make with the metalsmithing skill they're coming up with.
It doesn't really fall under metalsmithing…more of a...damn....can't think of it exactly...word...on end of tongue...fuck...arg...police have a division for it...think it has 'istics' on the end...I'm gonna go nuts until I think of it.
Ballistics.
YEESS!
Thanks Murphy, I figured you'd nab it.

I'm not actually really even sure how metalsmithing would even fall into the SinDome world…every real metallic weapon/device/what have you is pretty much just you're general assembly-line mass-produced etc...

Well, metalsmithing would probably include machining of different parts and whatnot, maybe someone with high enough skill could make better quality products than that mass-produced stuff?
You know, you can go out and buy a factory made knife these days, but some specialized knife shops carry these incredible hand-made knives, it's incredible how sharp they are compared to your factory-made equivalent. Look around in the 'net for hand-made swords and whatnot, you'll find these amazing damascus steel blades.
If you look under the topic of new skills in the General Discussion board you'll see that Johnny discusses the usage of metalsmithing for creating weapons and the like.
I was looking through some CP gun guides and stuff cuase I'm hardcore.

Anyways…

For shottys...

Slugs-This round fires a single bullet instead of a swarm of small projectiles. The large projectile is devastating, and has AP effect.

APFSDS (Armor Piercing, Fin Stabilized, DiscardingSabot)-
The projectile here is a small (5,5mm) arrow, with finsto increase accuracy, encased in a plastic "sabot" which separate whenleaving the barrel. The light projectile has a high speed, enhancing it'sarmor-piercing abilities

HE-explosive.

HEAT-This small shaped-charge cartridge deal 4D6 damages toa single target. Armor is x1/2, but anything that goes throug is at full value.

Gas-The area of effect is a 2 m diameter circle. Effects are the same as gas grenades, and varies with the load: tear gas, biotoxin, sleep gas.

Flare-They allow daylight visibility in a 15 meter radius.If fired directly at a target, they do 2D6+2 damages upon impact, and 1D6/2each round for 10 rounds or until removed.

Smoke-Fill a 3-meter diameter area with a dense, sight-blocking smoke. Different colors available for signaling purpose

Flashbang-Effect : a stunning blast combined with a dazzling flash.Inflicts 4D10 stun damages, soft armor offers no protection, rigid nesare x1/4. A target failing his Save is stunned for 1D10 minutes. This affects all the targets in a cone 25 m long and 3 m wide, starting at the muzzle of the gun.


Termite-This round fire a narrow (half normal width at range)spray of molten metal at 3 000� C, burning through almost anything.Damages are 8D6 AP. Those damages are healed at at third of the normal rate. Each shot has a 10% chance of ruining the barrel.


Stundart:This cartridge fires a not-so-small high voltage capacitor.Two metallic protrusions in the front allow the round to discharge its electrical load into the target, giving the round the same effect as a Taser (-2 StunSave).


Slasher-This antipersonnel shell strings monowire between twospecially-weighted slugs. As the slugs travel, they spread appart, pulling the monowire. Damages are 3D6, armor is x1/3. The monowire is 1-meter long,and has a 50% chance of wrapping around the target.

Non-lethal shell-This round is made of a compact gel. The damages (4D6) are used fora Stun Save. At least half the damages rolled goes through soft armor.One quarter of the commotion damages are inflicted as real damages, from bruise. Even if nothing goes through armor, the target must succeed a 12Difficulty REF roll to remain standing.

other..

Safety rounds-Used in airplane hijacking or other situations where overpenetration would be a threat, they shatter harmlessly against a hard surface (10 SP or more). In other case, SP are doubled, but damages that goes through are also doubled. In 2020 those uncommon rounds are used by police forces,or in Orbit, where hull breach is a major concern


Fragmenting/expanding bullets -This cover a wide range of bullets. The idea is to have a bullet that increase it's size in the target, making a larger wound cavity. Damagesto flesh are x1,5, but armor is x2.


Armor-Piercing -Damages to flesh is divided by two, but so is the armor.
Exemple: a 9 mm AP round fired at a 10 SP armor will do (2D6+1-5)/2damage points to the wearer of the armor.

Fragmentation flechette - This cartridge, available in caseless or PlastiCase caliber, fires a subcaliber alloy flechette at high speed. This gives the flechette a good penetration through armor. Then a chemically time-delayed filling of stable explosive breaks the arrow apart, creating a large wound cavity. But they're not very efficient against hard armor. Soft armor SP is x1/2and damage to flesh is normal. Very rare and illegal, these rounds are usually found in orbital weapons.


Dual-Purpose-They do damages x1,5 to an unarmored target, and are considered AP if the target is armored.

Tracer bullets-They're designed for autofire at night or on air targets. You can see the light spot of the bullet and adjust your burst on the target. Obviouslyit also give away the location of the shooter. Tracer bullets do 1D3 extra damage (they're burning !), but SP si also x1,5.


Amror-Piercing Incendiary-They work as normal AP (armor SP and damage vs. flesh halved), but if the bullet go through the target's armor, it does an extra 1D6 damage during the first turn and 1D6/2 damage the second turn. They also have a 50% chance of igniting any flamable they hit.

Plastic bullets-For practice, and eventually riot control. The projectile is made of hard plastic, with a lower propellant load. Damages are x1/3.


Rubber bullets -Damage is Stun only beyond 3m. Below that range, 1/2 ist real, 1/2is Stun

Taser bullets-D�g�tsDamages: 1D6 (12 mm) + Taser effect. The Stun save is at +2. There is a 10% chance the taser doesn't work. This bullet can only be used in large calibers (12mm and above).

Chemically-propelled flechette-It's a subcaliber, discarding sabot flechette designed to deliver any drug it is loaded with. It is considered AP, and does 1D3 (6mm) to 1D6damage. Drug is injected if the bullet penetrates the armor.

High-Penetration Bullet-The bullet is considered AP on any armored target, and normal if the target is unarmored.

Will any of these ever see light in the game? Maybe, maybe not. A whole world of code it seems. Be badass though.

Would definately be badass.  And there's already a munitions skill that could easily define your ability to make rounds like this.    And if you make them wrong.  Boom!!   destroy your weapon, or maybe even yourself.
Now just imagine some of this ammo in an Mp11…..
Quote: from Biohazard on 11:34 am on June 15, 2006[br]Now just imagine some of this ammo in an Mp11…..

Kittens.

I think this all would be good and cool, but if you're going to get into that specific of categories, then wouldnt it also be more realistic to  bring in grain amounts? I mean, I have had some experience shooting pistols and rifles and the like, and you choose a very specific round and grain dependent on what you're hunting. I use a .270 and if I am hunting deer I use a 130 Grain Fulll Metal Jacket round. But if I am hunting something bigger, like Elk I would use a 180 Grain BoatTail or Hollow point.  I know that is for a rifle, but the same situation could be for pistols. Like, dependant on how good you are you might want to tone your round up or down. There are some rounds that can go much longer then others. Most pistol rounds do not have a very high grain amount, but the projectile is smaller and generally doesnt need to go as far. BUt if you have really low skill and you try and use a high grain, high velocity bullet, then your chances of missing are higher. Just a thought.
i dont know if all that is necessary. while, yes, it is realistic, and diff types of ammo would be pretty cool, incindiary rounds, hollow points, etc, picking the weight of your bullet when all conflict happens at close range would be overkill.

there has already been the discussion of sniper, which would be prolly the longest shot, and i saw something about a wjf gun that can shoot into the next room, but i dont think that there's any need for grain depending on range. most guys that are shootin are standing in your face to shoot.  point blank.

But in the same sense, later on in the game wouldnt it be cool to be able to use different rounds and attack cars as they drive by? Like Patrol Cruisers and stuff? And if you had armor piercing, you could bust thropught the doors and easily get at the Officer(s) inside.
I'm hoping sometime in the near future, all conflict will not necessarily happen at close range.  :)