gun's smithing immersive game play
Coolstation is refactoring Gun's.
HOW TO GUN'S SYSTEN IT? GLAD I ASKED!!
In TYOOL 20XX company name of NANOTRASEN invents a GUN'S you can swap bits of on the fly to make cheap good of equipment for LOSER SECURITY'S
in TYOOL 20XY company name of NANOTRASEN subcontracts ITALIANO COMPAGNIA to manufacture pistolet of "alta qualita" ((SPOLER BIG MISTAKE BUDDY))
in TYOOL 20YZ company name of [REDACTION] screwed us all! Now all you're gun's and ennemies are also interchangeable!
If you see gun out there what does how you like it, you're TAKE IT HOME bruster! Take that gun HOME to you station SPACER boy. Smack it on a rock. Get the bits and bobs ou tOF THAT GUN'S
NOW YOU TAKE THOSE BIT'S AND PUT EM IN YOUR GUN'S
NOW YOU TAKE THAT GUN'S HOME AND KEEP IT
THATS RIGHT KEEP IT.
GET HOME. KEEP GUN.
JUST LIKE YOU BUILT IT.
Without the in-character spin please
Instead of hundreds of bespoke guns to suit every purpose (and with most being inappropriate or problematic in the hands of others), Coolstation is taking a fully modular approach. Each "gun" is more akin to a reciever. Certain recievers are single action, some are double, some have internal ammunition stores (think like, a revolver), some have nothing but a chamber and breech hold. What really sets them apart is their DRM. In order to maintain *some* structure, each of 5 main gun-manufacturing factions is identified on their guns.
These modular guns have slots for 4 different attachments, namely a Barrel and a Stock (which almost every gun has), as well as optional Magazines (rare! finnicky!) and an accessory slot for various tactical and tacticool things. These parts each also have a DRM, to help players attach them to guns that will benefit from them more appropriately, but rumor has it some shady individuals out on the frontier can bypass such things.
Largely barrels and stocks affect shot spread, with the former more critical here. Barrels also determine things like muzzle flash, silencing, and for optical weapons, a boost to damage from your lensing focus. Stocks affect your gun's two-handedness, dual-wieldability, sway, and in some cases provides extra capacity. Rare open-source syndicate stocks provide a mechanism for a super-soaker like laser gun experience. Check out the vid. Mags provide huge capacity at the expense of increased jamming frequency - and sometimes may put an interesting spin on your ammunition. Accessories are for clowns and idiots.
Players can detach each of these parts from guns they find in the wild, or dropped from enemies, or sometimes sold in vending machines. Then, by using our handy GUNSMITHING ANVIL, those parts can be reassembled into a new gun, with new properties, new behaviors, new stats, but the same familiar Cock, Click, Caput action that comes naturally and intuitively. New players are free to plop around with their stock pistol with simple action, or, when they're ready, smack that gun to pieces and try something new at their own pace. No more "choose one of these eight guns from a security loadout list". No more "you can't fit a shotgun shell in a .38". No more "press C to enter burst fire but also press C to enter taser but also press C to enter laser" mode. And most importantly, no more swapping out your 5 FMJs because you want to load the 1 remaining AP round you have in your bag. Ammunition is stored in a pop stack list- the last bullet you load is the first one coming out, and it remembers the order. Load your gun with 5 lasers and one stun to make quick work emptying your mag into the captain. Or load one shot and 5 duds to trick someone into the worst game of roulette ever!
The best part of it all is that Coolstation Gun's Systen is cross-round compatible. The rare part you spent all round trying to get from an Italian barber? if you make it to centcom you get to keep it. You'll spawn with your own, hand made gun. Or, maybe the guy who stole it from you will spawn with your own, hand made gun. But you know what? You can kill that guy. You can kill that guy 100 percent.