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Enhance for firearm

Likely giving guns a damage boost would be pushing it, all things considered, especially the recent armor changes. But how about letting enhance on guns to provide a "ruggerized" counter, and then whenever gun would have it's cleanliness reduced, it would remove one of the ruggerized tokens instead until those run out.

This will give some extended use of guns in places like sewers (though not enough that it negates the point of why sewers dirty them up so fast), and for some guns like SMGs it would really just make them workable in longer engagements, as they can dirty -really- fast compared to other guns.

What does ruggerized mean int his context?
Ooo! This is a cool idea. I think you mean Ruggedized, right? So like, basically giving the cleanliness bar.. 'Temp HP?'
This may be airsoft term polluting my brain, sorry. Meaning prepared for operating in rough conditions, tape up few key areas to stop the dirt from getting in, add better lube into the moving parts so it will last longer before the gun starts misfiring/jamming etc.
But yes, effectively it's a buff HP for cleanliness, it gets consumed first, and only then gun gets dirty charges.
It allows for guns to be brought into the sewers again without being ruined. Which should be the case anyway, we have rooms that mention gunfiring going off down there but no one can actually bring a gun. It breaks immersion.
I have to ask, how quickly does the sewers actively degrade a firearm that the cleanliness mechanic needs to be addressed?

To me as it stands it makes perfect sense. A firearm only gets dirty if you have it out of your inventory and in your hand. They don't get dirty from being safely secured in a holster. If this isn't so whoops my bad but I'm 95% on the holster part.

Which makes sense. If you actively have your firearm out in your hand and are expecting combat to happen at any second, you have sacrificed a hand in terms of stabilizing yourself as you wade through the muck. You are going to fall, and that firearm is going to go directly into the drink.

So if they remain perfectly clean until you actually skin iron, then the only thing that is degrading the cleanliness is the combat in the sewer environment. So how fast does a gun go from perfect cleanliness to a jammed piece of junk when fighting in the sewers? How long does one typically expect to be engaged in firefights in the sewers? Do engagements last so long that you can't get back to an arms tech to clean your weapon?

I notice that SMG's are being singled out as getting dirty really fast. Yeah, I think that's the point. From what I've seen of the SMG's on the market they are either designed as cheap UZI style knock offs or high end precision engineering like H&K. Neither of these design philosophies is conducive to extended engagements in literal shit. Fighting in the battle of sludge you may want an AK styled rifle for that, they can go through anything. I wonder if they exist within the game universe.

I do like the idea in terms of enhancing and firearms and we should explore these ideas, but in terms of sewers and keeping firearms clean, just clean it before you go down there, treat it like it's your genitals while down there, and clean it when you come back up. I'm sure your local arms tech will appreciate double the biz.

> how quickly does the sewers actively degrade a firearm that the cleanliness mechanic needs to be addressed?

Fast enough that it's limiting of firearm use in the sewers with no way around it, even temporarily. I won't go into IC details, grab a pistol into there and find out if curious.

I have no issue with sewers being mostly no gun zone, it exists for very good IC and OOC reasons this way, and a bit of a cleaner buff won't break it, will just give you a bit of a higher chance that you can finish that fight before it starts jamming. It still requires pretty high munitions skill and belt and time to prepare the gun for it.

They get dirty in a holster iirc.

I'd personally like to see unjamming removed. But if it isn't something of interest this would be a cool middle ground.

They definitely do get dirty in a holster.
Double posting, but I think there's some balancing about mods that could use some looking at. E.g trusight not being super viable with armor, not all mods having an equivalent for other weapons, damage mods only being allowed on certain weapons and none of the others.
I do think that there is merit in a way to enhance damage and whatnot of firearms, but I think in terms of "temporary" buffs that ammunition modification would be the easiest and most convenient way of going about things.

Given from what has been posted about the system, it seems that the maximum attacks that you can have would be 5. But those are 5 attacks that hit in some capacity. When you balance the idea of a bullet missing is still an expended attack, would a magazine equal out to roughly five successful attacks?

I do not believe the current armor system is designed to handle different levels of penetration, so armor piercing rounds are sadly a low priority request.

I think being able to create ammunition variants to change what type of damage is being dealt would be a cool idea. Fletchette rounds to change to cutting damage. Rubber rounds to change to impact. Dragon's Breath as shotgun only rounds for fire damage. Yes, fire damage. Turn that shotgun into a homemade flamethrower. Very doubtful your opponent is prepared for that. Then again…