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Make syringe gun can be craft
#1
This might bad idea but I still post because I’m desperate
This make medical doctor and chemist antagonist has more toy to play for free instead of using token for it and can be useful in some emergency
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The component to make should available in medbey like
1.Health analyzer
2.Chemical analyzer
3.Zipper
4.Syringe (to be ammo)
5.Wire
6.Chemical beaker
7.Hypospray
8.Wrench
9.Screwdrivers
To make it should be like
1. Unscrew hypospray
2. Connect it with health analyzer
3. Wrench on zipper
4. Attach chemical zipper on it
5. Combine zipper and hypospray assembly
6.add wire
7. Secure it with screwdriver
8.add beaker on it load with chemical we desire
9. Add the syringe to be ammo

The gun has ammo slot 1 compatible with syringe gun and use any chemical chem in the beaker each shot will shoot one syringe that hold 10 unit of chemical and deal 5 bruit damage
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Why it is good reason?
1.Make more craft-able weapon to make especial for doctor and scientist
2.This syringe gun is quite use large of material to make like other gun but the benefit of this is the ammo is the syringe which quite not has much available in the station

Why it is bad idea?
1.The game already has syringe gun
2.some chemical is serious harm so this gun is can be mild-severe damage depend on chemical we use
3.This make syringe gun from buyable in PDA from traitor less use
4.it will very effect on normal routine doctor because normal EMAG chempatch and EMAG hypospray is quite harm enough already
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#2
hm. no
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#3
The syringe gun is a terrific powerfull traitor weapon. It is very hard to give this tier of weaponry to non-antags, especially since we got a LRP-server.

But even if we decide we want to enable non-antags to have that, the amount of work/recource needed should be higher, e.g. needing to heavily modify the NT syringe gun
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#4
It'd lead to the same issue as poisoned surgery tools only worse - Some random antag either sprinting at you firing panc darts or some non-antag valid hunting with their death mix. It's a fun concept, more craftable weapons, but Chemistry is a very strong department already and also has traitor items overshadowed by craftable alternatives as it is currently (Chem Grenades vs Beaker Bombs). Not sure what this adds that's good for the game to be honest.
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#5
(03-01-2024, 01:53 AM)444explorer Wrote: also has traitor items overshadowed by craftable alternatives as it is currently (Chem Grenades vs Beaker Bombs).

Slightly off-topic but the thing with chem grenades is them being either slightly niche or simply overpriced. And i already upped their number to 5 from 3 and gave them a pouch on top of it.
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#6
what could be interesting is if you could modify a slamgun to accept syringes with the caveat that there's a moderate-high chance of the mechanism crushing/destroying the syringe, the contents which would them gum up the innards of the slam gun rendering it useless or misfiring and only travelling a very low distance
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