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QoL Ideas for Armstech and Explosives

Just some thoughts after working with the Arms Tech rework along with ideas for Explosives

ARMS TECH

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Inspect - What skill is required to use this weapon?

I know it sounds silly, but there are a few items in game that don't lend themselves to exactly which skill they use to hack body parts off. Kukris themselves are pretty long blades, hatchets are a short blade… kinda, and there are others. The idea comes from Arms Tech also serving as an "innate" sense of knowledge about weapons. While it seems very very base level, everyone has to start somewhere.

Inspect - What caliber is used in this firearm?

Same idea but with firearms. With the various renaming of weapons as well as not entirely the best descriptions, sometimes it isn't immediately obvious what magazine an arms tech should be seeking to match. For example, the MP11 is described as a descendent of the MP5. Well, doing my own research I see the MP5 is chambered with either a 9mm, or 10mm… so it's not entirely obvious whether I should be stocking up on 9 or 10 to provide to a potential customer.

Inspect Armor - Percentile of Damage vs. Barely Damaged

I think that at a certain skill level of Arms Tech when you inspect armor that the labels of barely damaged and such should be replaced with percentile's of damage left to a certain area. It wouldn't be exact raw numbers, but more detailed than vague descriptors. I also think this should be the benefit for the cyberware Image Enhancement Lenses II.

Enhancement should provide a percentile, not raw numbers.

This one kind of bugs me in that when the update happened, we were given the raw number of 7 being the highest possible amount of damage an item could be enhanced. But given so much obfuscation of systems it's hard to know what that number means in the grand scheme of things. Is 7 a lot when compared to the damage output of a ceramic katana? What is it comparison to a switch blade or an axe handle? I think an appropriate percentage of damage improvement would be more thematic.

Extreme Arms Tech should provide actual raw numbers in combat.

I know this sounds weird, but I don't feel that there is much to pursue Arms Tech to an extreme level that would compete with Platinum Skillsofts. I'd like to suggest that at a certain level that Arms Tech specialists just start to literally perceive combat as a series of numbers interacting. When you have hit a certain level of skill of knowing the interplay of blades, calibers, and armors all interacting I think it would be interesting if combat turned into a Sherlock Holmes 'tism style of watching battles rage. It would help Arms Techs be able to write guides without having to invest heavily into certain equipment.

Removal of Firearm Mods - Tell us why not?

It seems the ability to remove and salvage weapon mods has been a long running request from the Arms Tech players. It also seems that this is a request that is ignored for the most part. Can we get a reason why this has never happened? I don't mind being told no to something as long as there is a logical reason to it. I know Slither is big on "sell me on the idea", well can somebody sell me on the idea of why not being able to strip mods off guns is the better plan?

EXPLOSIVES

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Molotovs - Add empty liquor bottles to junkyard rummaging and shitbergs finds.

Currently the weird part about explosives is the inverse cost of investment, in theory the easiest skillwise to produce are the most expensive to do so, and vice versa with the bigger and more intricate explosives requiring very little cost investment. Adding more ways to source a bottle without paying them would help push mollies towards more use.

Pipe Bombs - Change ingredients to restrict creation.

I believe that the proper additional ingredients should be 7, 5.7, and 7.62 only. The ability to acquire these ingredients were in of itself a semi-minor hurdle that needed to be cleared. However now that practically every magazine can be used now it is way too easy to produce.

Pipe Bombs - Make more bloody

I don't think that pipe bomb damage is the problem here in why it is so underwhelming. If explosives are supposed to disrupt things and act as dispersions then the pipe bomb sucks at it. Damage wise it comes off as a fire cracker. I have responded to corporate lobbies having pipe bombs thrown into them to find… absolutely nothing. No damage to anyone in the room, no damage to the room itself. There was NOTHING to show that one had gone off five seconds. Not even the secretary's clothing was marred.

I've been in clubs that have had pipe bombs thrown into it and after five minutes I realized that I had no idea if I had even been damaged everyone was treating it as that insignificant.

So if the damage can't be moved, then it need to inflict the bleeding status effect far far more than it does. Medics would need to respond. Draggers would need to get people to the ERs, and effectively the scene would be disrupted far longer than it takes to stamp out the fire a Molotov causes.

Fire Suppression Grenades - Should not be WCS coded

Yes, those grenades are game over for anyone planning on implementing explosives. However then it turns into planning crime around when WCS won't be around to put out your arson attempt. I think that the grenades should be un-locked for everyone but them be counted as contraband explosives for anyone not WCS. Obviously WCS shouldn't be selling them out the back but hey it's a good way to make money as long as you don't get caught.

Fire Suppression Grenades - Poor Man's Knockout Gas

Ha ha I'm sure this is going to be laughed off, but filling an enclosed environment with not O2 in an attempt to make fire go away does really bad things to organism dependent on O2 to stay conscious. The effect should not be long but it should be enough to enact a snatch and grab. Or give a Wicks member enough time to escape an ambush.

Ethicol Timebomb - Lower Minimum Time

I think that you should be able to set your minimum timer to whatever you want it to be. It's very hard to wave a bomb around as a deadman's switch when they have three minutes after gunning you down to disarm your bomb. Also attempting to use them in an offensive capacity involves setting a timer, looking at your watch, waiting two minutes forty seconds, and then acting. Why not just allow us to set it to thirty?

I like all of these ideas and I especially think the idea of master armstechs being able to see 'numbers' or atleast more information than others in combat is really cool.

Adding onto all this, I think it'd be cool if weapon techs could also manufacture low tier firearms with a special workbench. Like popops and 6mms, it'd further promote the 'lord of war' archetype it's supposed to be.

I don't know much about bombs but if its true the minimum for one of them is three minutes that sounds a bit silly.

also agree with the little experience I had with pipe bombs, 'was that it?'

Honestly thinking about it being able to craft a junk derringer from a 6mm magazine or a junk zipgun from a 9mm magazine using a junk kit as an ingredient.

Acting as children objects to the actual weapons, their cleanliness and liability to jam would obviously be much lower, however the more skilled the Arms Tech crafting the gun the lower the chances until you have expert arms techs being able to craft something about equal (maybe better) than a PopPop.

Also

The ability to craft empty candy dispersal grenades from junk parts. Though probably not exactly an easy skill check. But then we can have chemists be able to load them for fun party times.

You can already very easily find out icly a weapon caliber, or ask someone who did the work to find them out. This removes RP from going and asking someone, and quite a few people actually do ask that.

Is what you are proposing with high level arms tech for it to just remove any obfuscation from the game? So they will literally see "X shot Y for 5 damage"? Extremely dislike that.

You can remove gun mods, you just cannot reuse them. I imagine the reason is of balance, is it worth pimping out that 9mm you will carry for a month or two with full suit of mods? But i don't hate having a secondary mod market at all.

If you remove biocoding from WCS nades, no one will need WCS ever again for fires, and fires will be even more meaningless than they are now. It wouldn't result in some big gray market for the nades either, you don't go through that many, and there are many in the wild.

Making fire supression them also a budget screamers, and without the need to MHM to obtain them but to also make them that they cannot be realistically countered is just flipping pk upside down. Welcome to the new meta - throw in wcs 1k grenade and go in to snap necks of whomever you like. Hard dislike.

More bloody pipe bombs… There are explosives that cause higher degree of bleeders already, though they are generally ignored by most of the players for some who knows what reason. AOE bleeding is NASTY.

Long timer on ethical is to let people react, if you want to do something without the risk of reaction, use throwables. This would let you keep all the upside of ethicols, but remove possibility of them getting counteracted.

My only issue with any of these is the 7.62 required for pipe bombs. They all use the same gunpowder. Just make smaller rounds take more bullets to make one.