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Warning shots
Discharging a firearm

At the moment, firearms need to be pointed at a valid target before a shot can be fired. What if a 'discharge' command was added to allow a firearm to be fired without it being pointed at a target? This could present more roleplay opportunities such as firing warning shots, scaring people away, drawing attention to oneself, or even purposefully emptying the entire clip without ejecting the cartridge.

What does everyone think?

What goes up, must come down ... :-D

Definitely for this idea. I'd also like to be able to just empty a mag in a corpse for no reason other than being a nasty fucking fuck.

There's nearly nowhere you could fire a warning shot upwards without striking one of the many things that pollute the dome's skies, which would need to elicit an action. Even if you stray away from the traditional straight up in the air warning shot, you can't fire anywhere on level with where you're standing without striking one or more of the ambient population, and shooting a bullet into the ground starts to defeat the point of this intimidation tactic where you're trying to look rad with a gun.

Really, if you're aggressing someone with a gun and you're not actually planning to shoot them with it, just the act of pointing a gun at someone should be enough. Shooting a bullet in the air harmlessly proves your intent no more than pointing the gun at someone was already doing.

It might be funny to fire in the air and elicit some message in the room about a flying object veering downward and crashing, but I don't know how difficult it would be to create what amounts to a new verb that doesn't target anything, drains one bullet from a clip, and causes one of a number of messages that would have to be written from scratch.

For corpses though, I'm pretty down with the idea of being able to attack a corpse with any weapon and elicit real awful messaging, though this idea of 'ruining' a corpse might run counter to a desire to ensure the various death timers aren't something other players can alter with such a simple action.

Post death mutilation could be forensically analyzed.

Didn't think about forensics, but it'd actually be extremely cool if unskilled forensics users could get 'confused' by post death mutilation. Hide what really happened by making it look like another gang beating, etc.

Yes, it would be a neat feature!

Forensics absolutely could use more reasons to train it and the ability to differentiate between postmortem injuries and ones inflicted on a living body would be -huge-.

Firing warning shots should be possible just because it makes sense, and hitting background NPC bystanders in crowded rooms if you suck (or are using full auto) would be really funny, especially if you're trying to be Billy Badass and accidentally bring a gang or WJF down on your head.

You all talk about shooting upwards for warning shots. Can't you just shoot the floor too?

Ok that came out far more crass than I wanted, sorry. My point was the same though :) Could always shoot down, less people might get angry that way.

Ok that came out far more crass than I wanted, sorry. My point was the same though :) Could always shoot down, less people might get angry that way.

Warning shots are never safe. Shooting at the floor isn't safe. There's always the chance of caroming a round off of the ground. Warning shots are only 'safe' if you shoot into a surface that can safely absorb the projectile, and even then, things can go wrong.

That said, I'm on-board for the idea if there's risk (and the trouble coming back around associated with it).

Yeah, I only brought up my issue with warning shots because I wouldn't want them to be safe. You should have a pretty high chance of hitting something, based on the ambience density of the room you're in. Bullets aren't safe.

Any chance of something similar to the Glaser Safety Slug being redeveloped? That would help a lot for ricochets and overpenetration, but I'm not sure caring about either would be CP, either.

...safety slug...

You mean the Glasser Hyper Kinetic Danger Slug, for when you need to kill a target AND all the witnesses. Collateral damage has never been this easy! BUY TODAY!!!!

You mean the Glasser Hyper Kinetic Danger Slug, for when you need to kill a target AND all the witnesses. Collateral damage has never been this easy! BUY TODAY!!!!

SHUT UP AND TAKE MY CHYEN!

I think this could prove quite the interesting idea actually. Have some sort of RNG, with variables depending on area density, that will calculate whether a warning shot could hit a background NPC, ricochet into yourself or a player/NPC, a game object or hit nothing of consequence.

I don't know how complicated the coding for Sindome is, but a simple number generator shouldn't be too difficult to make. However the problem lies in the variables, because I'm not sure there are any means to add indoors/outdoors, room size (if applicable) or if you're in a location that supposedly has no background NPCs at all, and etc.

Still, if someone does have an idea of how to effectively implement this, I think it shall be quite enjoyable.

Since we're on the subject, think about what happens to all the bullets that miss their intended target. A gun fight in the middle of a crowded street could be really dangerous for bystanders.

Be a lot of work, I'm sure, but no more really than creating it for warning shots.

This feature, while cool, would pose a large amount of work. We would need to put in place many ancillary systems to deal with hitting bystanders, how those bystanders react if they are injured (and NPCs), dodge checks, damage to the room, damage to items in the room, and other things, if we were to make it 'realistic'.

I don't doubt we will implement something like this in the future, but we need to build out those ancillary systems (which will happen as needs arise for other features). However, for now, just pose/emote waving your gun around in an aggressive manner, finger on the trigger and the light of chaos in your eyes ;)

-- S

This feature, while cool, would pose a large amount of work. We would need to put in place many ancillary systems to deal with hitting bystanders, how those bystanders react if they are injured (and NPCs), dodge checks, damage to the room, damage to items in the room, and other things, if we were to make it 'realistic'.

I don't doubt we will implement something like this in the future, but we need to build out those ancillary systems (which will happen as needs arise for other features). However, for now, just pose/emote waving your gun around in an aggressive manner, finger on the trigger and the light of chaos in your eyes ;)

-- S

Until this is implemented what is wrong with shooting someone to get your point across? A couple of love taps should be enough of a warning without actually killing them unless they bleed out or turn it around on you and fuck your shit up.

It feels kind of OOC to act like putting a bullet in someone is a 'warning', and very few players are going to treat that as such. As players we might know that a single attack is only likely to do X amount of damage, but realistically the only reason you put a bullet in someone is because you expect them to die of it.

Unless: https://www.youtube.com/watch?v=s2lFeGA2-uc

You Shot Me, Super Cut!

Alternative Viewpoint

https://www.youtube.com/watch?v=Y7yQwQtSN7M

https://www.youtube.com/watch?v=BbWGoZOqvz8