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Jumpstarting the Firearm Economy

Something has been bothering me for a bit ever since I started playing, and that is the lack of firearms in the Mix, and whether something could be done about to bring firearms to being an actual thing that players might gravitate towards using. So I didn't really know whether to post here or under Theme.

Currently, from my limited IC perspective, I do not think that firearms in the mix are too hard to find for even newer players, or even priced too high. As long as you keep your calibers to small arms, most firearms are in achievable price range for your average ganger, with the added service costs and risks of having a hot piece having to weigh up to being able to bring a gun to a knife fight. It's when you start with the hypothetical modding that the prices start to rise quickly.

But as 0x1mm pointed out on the Sleaze-Sneak Thread, they're just seemingly never used, and for some reason tend to lead to hording of firearms. Which really resonated with me about them being saved for a super special rainy day that never comes.

That being said, I'd like to suggest these ideas to help boost the firearm economy in the Mix.

1.)Please remove the word derringer from the PopPop Defender. As someone who wanted to get into guns and stuff early in the game, every description and examination of the PopPop leads you to believe you have one bullet... like a derringer. This is not the case, and it took me close to a year and [REDACTED] to find out it holds a lot more than a single bullet. Very much unlike a derringer. I think that if it was renamed to something like a zip gun or something like that, it would get the idea across that it was a viable weapon to bring to a fight, instead of a single bullet and a prayer.

2.) Give TERRA carte blanche firearms permits for 9mm and under, with shotgun permits on a per need basis. Experienced officers may even qualify for .357 and .45 with justification and good standing. Even the psychos who are joining to get their authoritarian jollies. Giving TERRA access to firearms is a quick way to add a boost to the number of small arms circulating in the mix. Yes, they will surely be robbed of their guns like their whacking sticks, but that's the point. Literally every corp benefits in some way from turning Red into a bullet hell warzone, and they're the ones making the policies, not the WJF. And I think it might be refreshing if a ganger thinks they're going to rough up a TERRA Agent suddenly to find a gun pointed in their faces and explaining to the ER how you tripped and landed on five bullets.

3.)Expand hiring opportunities for weapons specialists. Currently the website advertises Lord of War as a viable achetype that you can easily become, just like a Medic or a Street Samurai. Except there is literally one single job position in Withmore that fills this job archetype for newer players, and if you don't feel like going corp you're shit out of luck. So expansion of more positions in the Mix (or hell the game in general) that can fulfill this role would be a godsend. And possibly an appropriate addition to the TERRA force if they are militarized.

4.) There needs to be a reliable source of ammunition within the Mix that is resupplied by NPCs. At least for 6mm, 9mm, 20 gauge, and 5.67x11mm. To this day, I'm not sure whether or not having ammunition is a crime or not, but I do know that asking for ammunition for a gun I am not registered to have is going to lead to further questions. Granted there is risk but when the only commercial sources for ammunition are topside, there needs to be some source below as well.

So maybe the vendor in 100 Rads could be stocked with a clip or two of small arms ammunitions? Have it be at nose bleed costs of course to encourage sourcing from other players, but it'll give new players somewhere to start for ammunition once they've graduated from PopPops.

Any other thoughts from firearm users?

Based on the historical data on how TERRA is treated for being TERRA, I'd be concerned about giving TERRA easy and plentiful access to firearms. Because it'd just make targeting TERRA all that much worse. We're finally trending upwards on TERRA sustainability.

I'd like to see staff explore adjusting the negatives and the speed of acquiring the negatives for firearm use in the sewers. I do think that hampers and holds back some interest in Mix firearm use.

But batko and Wonderland also had some thoughts in xooc I'd like to see put here.

From where I'm standing, there are far more gunslingers than anything else in the game. The issue isn't firearm-specific if you think the economy is dead, it's that people buy a kit once and then keep it forever. Losing equipment is rare for a vast majority of the game, since a vast majority of the game does not participate in combat (even if they are combat-oriented). This is either due to risk aversion or being hired topside.
I'm in a pretty unique position to talk about the state of firearms so I'll call it as I see it in regards to all those points.

1) There's several gun names in a weird place because the gun revamp a while back was never fully implemented. The PopPops weren't originally derringers and I think it sets kind of a weird expectation for what they actually are; that said, it's definitely something people can ask about, and something experienced gun people would be able to answer. Taking over a year to find that out is kind of bizarre to me. Never be afraid to ask questions.

2) I'd like to see a time when TERRA are able to rock firearms but they'd just get farmed for them. Also, TERRA aren't cops and generally are only combat heavies out of necessity, as opposed to security positions where you are actually meant to be fucking people up and are more easily able to get firearm licenses.

3) Lord of War is a joke archetype and should be struck off the record. Compared to what a lot of the other archetypes have going for them, it's barely existent and isn't supported by most of the game. You could cut out the ballistics skill entirely and wouldn't see an especially substantial change to the game. More weapons tech positions is a nice thought but they wouldn't have anything to do.

4) There's so much fucking ammo in the game. Go to a PC. Go to the markets. If you're not sure about the legality of ammo, check what the IC documentation on it says. If it doesn't say it's illegal, that's your answer. If you're too afraid of getting pegged as a gun user to buy ammo, you're not going to do anything with it anyway. Not trying to be unkind but you can't systems your way through every problem.

At the end of the day, I think it's pretty easy to get guns in the Mix. It's just there's not enough incentive to do so a lot of the time; baseline it's much more expensive, it's got massive downsides (legality being just one), and it's harder to get started with. There isn't enough going on with guns to justify Lord of War as an archetype, as I said above, and the fact that it's a weapon type that even needs a secondary support character to help with it makes it unappealing to a lot of people when you can just buy a sword and be perfectly fine until you lose that sword.

Hope this isn't too unclear, rambling in places.

I don't see the firearm situation ever changing because my impression from previous discussions is it ultimately comes down to what Johnny wants to see.

That said I wouldn't personally play another character with firearms skills because of what an endless headache it was, and would never encourage someone to use them unless it was for a specific archetype counter or they wanted to play a Judge.

To Crashdown's point regarding difficulties of firearm usage referencing the sewers...

Initially, when this mechanic was added the intention was for condom's to be able to be fitted on firearms to protect them until the first shot was fired. This was never done - so we have condom machines but no code functionality. Rectifying this would be extremely beneficial to many parties.

Just to outline some of those frustrations I had, since I feel like I have more experience than most actually carrying these things in practical day-to-day use:

1) Magazine handling is just constantly irritating with how the game manages multiple identical items. It's just fussy and frustrating and feels extraneous until you get drum mags and can forget it exists.

2) Guns dirty too fast and jam too easily in my experience, every potential conflict scenario gets prefaced with the thought: Do I have time to go back and disassemble and clean my gun if I do this?

3) Dismantled firearms are bizarre objects and it's relatively easy to brick them into being noninteractable if they're cleaned/unjammed wrong.

4) Cleaning is nice for roleplaying but dull and irritating when it comes to active gameplay.

5) Not being able to bring firearms into some locations except through more involved workarounds can be a drag. Sometimes it's a big job and that's okay but 90% of things in the game are minor and it just feels easier to not even bother or take a different person.

6) I don't feel the progression on weapons is really as meaningful as other categories and it made certain guns clearly superior in my view.

7) Long guns are too much 'and everything else goes here'.

These are not suggestions for changes or problems I would see addressed, they're just my own experiences and annoyances. Some annoyances are probably fine, but I felt in the end it was just too many. If I was going to make one change to attempt to address or counterbalance all the irritations about firearms it would probably be to make 10mm and below legal for personal protection use (extrapolating on the rifle stocks to 12ga and down?), because I don't personally feel like the firearms legal restrictions in Withmore are any kind of meaningful implementation of the in-world theme where weapons are ubiquitous and legal to carry, and feel basically like an importation of RL gun control politics.

More category specific issues I noticed:

Pistols: Dropping the unique elements left way too many pistols. There's five standard swords but ten standard pistols.

SMGs: I don't feel like the advantages/disadvantages of the category or between weapons are really communicated well like with other weapons classes and the ambivalence shows in the uptake, however the new names did help seemingly.

Rifles: A mess of a category with the most idiosyncratic top end in the game. It ought to be a flat progression across two parallel paths, sniper rifles on one side and shotguns/assault rifle on the other, instead of back and forth.

Sorry last thing I forgot to add (promises, promises). Shotguns in particular feel like they just have extra fussiness for no real distinct reason, and I think it would give them utility that is somewhat lacking in the category to be able to load rubber slugs.

/tedtalk

How can we even make snipers viable if sniping is, from what I gather from every thread I see, nerfed not only into oblivion, but just simply not functional?

Could always simplify it down to what Cyberpunk Red did, and just separate it into Handguns, Shoulder Arms, Autofire (Double the cost) and Heavy Weapons (Double the Cost)

Handguns would be weapons you can hold and fire single-shot and semi-auto in one hand. Pistols, SMG not in auto-fire, possibly some sawn-off shotguns.

Shoulder Arms would be stuff that requires both hands to use and slightly different training. Rifles, Shotguns, both also single-fire.

Autofire would be less about aiming by precision but aiming by volume and be all about recoil control. This would be fully-automatic rifles and SMGs, which I imagine have less accuracy but hit way harder since the volume of bullets is higher, with obviously rifle calibes having a higher damage ceiling.

Heavy Weapons would be stuff like rocket and grenade launchers, ect, stuff that requires military-grade training to use with functionality.

(Of course, this is just a random idea and would require literally rebalancing everything in the game so it's not exactly realistic.)

TERRA only gets guns in specific situations after specific RP, that won't be changing. They aren't meant to be effective at enforcing the law. They are the token effort the corps make to say they are doing something about crime on Red. Arming mixers with guns, even mixers that ostensibly work for the corps, is not something the Corporate Council is about.

I renamed the derringer.

If there are bugs with cleaning/dismantling guns, then those should be @Bug'd because aside from the recent bug about dismantled guns ending up in the market, I have never seen or heard a report that guns get 'bricked' in some situations when cleaning them. This leads me to believe it is exceedingly rare because I can't imagine anyone with a gun not xhelping right away or submitting a bug and following up on it right away if their expensive ass item simply got bricked.

I will look into how often guns are getting jammed and see if that needs an adjustment.

So, guns jamming. Looks like most guns start at 100 points of cleanliness. Every bullet they fire reduces the cleanliness by 1. Walking through the sewers with a gun in your handle reduces it much more.

Cleaning a gun improves the cleanliness, but this requires skill. The higher the skill the more clean you can get it. This is where the weapons tech archetype comes into play. A good one can get your gun to a very clean state.

Different guns also have a different reliability score. A more reliable gun is going to jam less often and be more usable even when dirty.

The dirtier they are, the higher the chance they jam.

Given what I'm seeing, I'm not sure that the complaint that they jam too often is valid. It sounds like people are just not keeping their guns clean enough.

In terms of cleaning a gun, it requires no skill to do, and only requires a toolbelt to get it over a certain point of cleanness. Which means anyone can do it without a skill investment.

However, if the gun is jammed, you need to have in unjammed before you can clean it. Anyone can clear basic jams, but if a gun gets really badly jammed it needs to be taken to someone with the requisite munitions skill to clear. This seems to reasonably mimic real life.

The original intention was that there would be a few PCs with the skill to do this and they would fix guns for a profit along with probably making munitions, both things are possible ICly now, but there just isn't a lot of interest. Which seems like it's own issue.

I'm not sure further changes to cleanliness and jamming are needed here, but I'm open to more discussion on it.

I believe holstered guns also get dirty when walking through the sewers from personal experience.

I think looking at Reefer's memory about the original purpose of condoms would be good.

In truth you don't really need a weapons tech to clean your non-jammed, only dirty gun. If you can use the gun with any reasonable ability, you're going to be able to clean it yourself. Which I think is probably good, because you don't need to take a katana to a blade sharpener (as a comparison).

May I ask, is the original premise even true? Is gun usage significantly lower when compared to other fighting styles? If it is, then I think that many of the topics in this thread might still be worth discussing.

SNIPING was NOT nerfed.

There were several bugs relating to code changes made a while ago that were not integrated with the sniping system properly which were resulting in sniping from many rooms getting a HUGE penalty because it thought you were like 1000 rooms away instead of 3 or 20.

I have fixed this, now that I'm aware of it, because I read this thread and thought 'we didn't nerf sniper rifles.. what's going on'.

I have also tested the best rifle in the game with middlebe stats against gangers, and found that with F stats and at the curve rifle, you hit a person from many rooms away on the same street, or from many rooms away via a rooftop, or even from heaven to the street, and do on average 50 damage in one shot.

That is as I would expect it to be. Lesser rifles are not going to do nearly as much damage, but you have to remember the strategy here. If you get a sniper in place, then attack someone on the street, that sniper can take pot shots at the person while you engage them in combat, possibly locking them down. That's really powerful, even if they are only doing 5, 10 or 20 damage per shot with their rifle from the rooftop or the street nearby.

Also, consider what would happen if 5 people with rifles were on the roof, shooting at a single person. Or even as an opening barrage if you were heading to fight a group who was on the street and you paused a few rooms away and opened fire on them with rifles or even guns with scopes, doing some damage before closing and engaging them with your other weapons. You would be giving yourself an advantage.

That's why we can't make sniping just be one shots, or even make ranged attacks be too powerful. Because you could get gunned down from range without even knowing what happened. Heck that's technically possible right now if there were two people with the best rifles in the game and they got lucky with the damage against the same person.

I'd be all for some kind of modification, be it temporary or permanent that helps firearms last longer in the sewers. That being said, I'd also rather it be something else than condoms because that's - at least for me - quite immersion breaking to wrap up your tool in that way. Maybe some kind of disposable ZMI plastic wrapping instead?
GrimeGuard spray...
Honestly, I'm surprised that rifles get mucked up in the sewers extremely easily, even though we're in the future. And an AK-47 can handle being dirted up to hell and back but with all of the advanced technology in firearms, the same cannot be replicated? Perhaps make it a kit of sorts to defend against filth.
Rifle wraps, dust covers, hell even plastic bags were used in WW2. There are a lot of modern day options to keeping your firearm clean.

We just need to strike a balance to where a technician isn't made obsolete because everyone uses the magic keep my gun clean item.

"If there are bugs with cleaning/dismantling guns, then those should be @Bug'd because aside from the recent bug about dismantled guns ending up in the market, I have never seen or heard a report that guns get 'bricked' in some situations when cleaning them."

You're right of course, bricking was the wrong term to use. Rather it is that when a dirty gun is disassembled by accident while jammed, it becomes an immobile object in the room that must be unjammed before it can be reassembled and carried again. This can be simple as a character doing it themselves on the spot or as involved as leaving the firearm behind to bring back a specialist to a given location. I don't think this is a mechanical issue per se so much as something I always was conscious of avoiding.

The wrong term for me to use, that is.
Sniffing was nerfed but not in any of those ways.

The key issue with sniping is timing. In conjunction with not being functional past door guards (which I think is fine) the timer on target acquisition and firing was increased or possibly made to not reflect skill.

In the past, if a target was a moving, you could aim at a room/edge, fire a shoot, and then if you were able to predict your targets movement aim at another room, and fire.

Currently, if a target is moving, you don't even have enough time to fire a single shot regardless of skill/stats.