{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10787","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10787/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10787/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10787/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/10787","id":53669774,"number":10787,"title":"Late Game Gunsmithing","user":{"login":"QuantumInvictus","id":10221801,"avatar_url":"https://avatars.githubusercontent.com/u/10221801?v=3","gravatar_id":"","url":"https://api.github.com/users/QuantumInvictus","html_url":"https://github.com/QuantumInvictus","followers_url":"https://api.github.com/users/QuantumInvictus/followers","following_url":"https://api.github.com/users/QuantumInvictus/following{/other_user}","gists_url":"https://api.github.com/users/QuantumInvictus/gists{/gist_id}","starred_url":"https://api.github.com/users/QuantumInvictus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/QuantumInvictus/subscriptions","organizations_url":"https://api.github.com/users/QuantumInvictus/orgs","repos_url":"https://api.github.com/users/QuantumInvictus/repos","events_url":"https://api.github.com/users/QuantumInvictus/events{/privacy}","received_events_url":"https://api.github.com/users/QuantumInvictus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":12,"created_at":"2015-01-07T19:16:19Z","updated_at":"2015-01-08T01:12:04Z","closed_at":null,"body":"@Stretop pointed out to me a bit ago that the crafting system is a little underdeveloped when it comes to gunsmithing. While you can assemble some stuff, all of the firearms you craft are at significant disadvantage when compared to corresponding commercial versions (unless assembled from a kit, of course).\r\n\r\nThis is, of course, by design - you're not exactly going to be able to whip up a fully-capable sniper rifle or minigun from scrap, after all. But as it stands, guns you make cannot:\r\n1. Be rifled\r\n2. Hold more than one round per barrel at a time\r\n3. Be automatic (though this is, of course, currently moot because of (2))\r\n\r\nNow, (1) is something that I don't think many people would have a problem with, so long as it required one to construct a rifling bench (example of such a thing [here](americanprecision.org/rifling-animation-video/100-uncategorised/297-rifling-animation-video)) and I similarly don't expect (2) to be very controversial. However, part of what I'd like feedback on is whether or not (3) should be allowed at all. Here  is my rationale for why it should be:\r\n3. Automatic weaponry is *hard*. However, there are certain weapons that could conceivably be made by hand by a single person given relatively simple tools and materials. [Here](https://www.youtube.com/watch?v=9xVlX2HNT54) is a video of how the automatic-fire mechanism works on an AK-47, which is one of the simplest such guns. You wouldn't be able to make an M249 or an AUG, but I don't think it's unreasonable for the player to be able to make decent-quality knockoffs of AK-47s or MAC-10s once they've reached endgame skill levels (i.e. on the order of level 9-10). From a gameplay perspective, if you're able to successfully complete these recipes, you've either focused everything into learning how to do so, in which case you should be rewarded, or you are sitting somewhere around the endgame, at which point such basic weapons are probably not useful to you, and you will be making them for trade.\r\n\r\nThe rest of what I'd like feedback on is:\r\n1: Rifling\r\n   1. How hard should it be to make the rifling bench? I was guessing somewhere on the order of 7-ish, since the game balance document says that 10 is \"professional\" level.\r\n   2. How should recipes that include rifling be handled? I'm leaning towards having a recipe take a non-rifled gun, which you take apart, rifle the barrel, and put back together. This would take longer than just rifling the barrel as you make the gun, but it would probably be clearer, interface-wise. Perhaps both?\r\n\r\n2: Magazines\r\n   1. How big should magazines for simple player-built firearms be? I was thinking that it should be less than would be had in a similar commercial weapon but since the game doesn't handle magazines explicitly, it'd be conceptually sound to give them the same capacities. On the other hand, it would also be conceptually sound to give the magazine-using simple player-built firearms reduced capacities, but then give them a more normal extended mag capacity, which means that the mod will give the gun a larger-than-normal boost.\r\n   2. Say the player makes a 9mm pipe rifle, then wants to add both rifling and a magazine. How should this be handled? You'd need to have four different versions of the same gun if done through crafting recipes, which doesn't strike me as a particularly clean way of going about things, though still doable. The only way I can see to avoid this would be to approach them like mods - perhaps a recipe for a \"Rifled Pipe Barrel\" and a \"Makeshift Magazine\"? This would require that all pipe-guns have barrel and accessory modification slots, though I don't see that being too major a problem.\r\n\r\n3: Commercial-grade gunsmithing\r\n   1. For the higher-end gunsmithing recipes, should some manner of specialized furniture be required? A workbench with clamps and the like would probably be pretty helpful in such endeavors. This could also be used for other very precise recipes.\r\n   2. Should the result of, for instance, an AK-47 recipe be an AK-47 with all the stats and, as I referenced above, value thereof, or should it be a separate item, perhaps a \"Knockoff AK-47\" or something like that?\r\n   3. If it's the latter, should the knockoff have appreciably lower stats than the actual?\r\n\r\nThese aren't incredibly major changes, admittedly, but I can see them causing some balance problems if handled incorrectly.\r\n\r\n<bountysource-plugin>\r\n\r\n---\r\nWant to back this issue? **[Place a bounty on it!](https://www.bountysource.com/issues/7568657-late-game-gunsmithing?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github).\r\n</bountysource-plugin>"},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/69121259","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/10787#issuecomment-69121259","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10787","id":69121259,"user":{"login":"QuantumInvictus","id":10221801,"avatar_url":"https://avatars.githubusercontent.com/u/10221801?v=3","gravatar_id":"","url":"https://api.github.com/users/QuantumInvictus","html_url":"https://github.com/QuantumInvictus","followers_url":"https://api.github.com/users/QuantumInvictus/followers","following_url":"https://api.github.com/users/QuantumInvictus/following{/other_user}","gists_url":"https://api.github.com/users/QuantumInvictus/gists{/gist_id}","starred_url":"https://api.github.com/users/QuantumInvictus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/QuantumInvictus/subscriptions","organizations_url":"https://api.github.com/users/QuantumInvictus/orgs","repos_url":"https://api.github.com/users/QuantumInvictus/repos","events_url":"https://api.github.com/users/QuantumInvictus/events{/privacy}","received_events_url":"https://api.github.com/users/QuantumInvictus/received_events","type":"User","site_admin":false},"created_at":"2015-01-08T01:12:04Z","updated_at":"2015-01-08T01:12:04Z","body":"Thanks - will give that a read."}}