I'd really love guns. Often I miss something different from bows. I don't know if this suggestion have been suggested yet, but anyway.
So, I've comed up with an own suggestion for a good, old rifle (sort of):
[]
[]
+
[]
[] [] []
Add these two elemts to make a full gun.
Then, load it with :GP:, and you can shot about 10 shots fast, before you've to reload it with :GP:. When you are shooting, the bullets are shot rapidly (0.5 seconds between whot), making it dfficult to control it. It may be difficult to aim, but the shots go farly straight, and before they even hit the ground, they'd dissapear (?). It should damage about 1 life for each hit. I think that'd be a good idea, and I'd use it myself. (I don't know how to mod it :tongue.gif:)
Given the technology available in minecraft, and the blocks available (so that we aren't asking Notch to make too much in the way of new toys to play with), the arquebus or blunderbuss would be the best way to go about things.
Now, the original weapons didn't actually use flint strikers, that was the advent of the flintlock. The first ones would use a slow burning 'fuse' of impregnated hemp rope, which would strike an open pan (hence the term "flash in the pan"). This would actually give you something that used torches as the firing mechanism (they already exist in-game).
As much as I like the concept of a revolver, metallic cartridges, and such, it's just too much work, and would rapidly upset the people exposed to griefers with lever/bolt action weaponry.
If the hand cannon of the middle ages is too old and ineffective for the group, I suggest that either the arquebus or blunderbuss are the way to go. However, with the need to be a devil's advocate, I cannot get behind the blunderbuss.
The arquebus fired a single projectile, and that was required to be rather precise for the technology. You couldn't actually cram anything down the barrel, or you would cause the weapon to catastrophically fail. The blunderbuss, on the other hand, could have literally anything stuffed down the barrel. This would lead to people having an unending supply of ammunition (save the gunpowder charge) provided they kept gravel or similar blocks on hand.
The arquebus also misfired quite frequently (back to the "flash in the pan" expression), let out a huge billow of smoke, a thunderous blast of noise, and a rather marked amount of muzzle flare (modern non anti-materiel rifles will let out between 2 and 4 feet of muzzle flash per round, a blackpowder weapon could let out as much as six). They were also horribly short ranged, due to the lack of rifling and aerodynamic deficiencies present in a ball. On top of that, if the barrel was not swabbed prior to reloading, the second charge placed in the weapon could frequently meet still-burning remnants of powder, setting the new charge off and injuring the user.
I have another argument for something posted earlier in this thread. A user specified that the old bullets barely went below the surface of the skin, and that's actually very inaccurate. Certain weapons, yes. However, the arquebus and other long arms were horrific when they impacted the target at their proper ranges. The large lead or stone ball would shatter bone and these splinters would perforate organs. If the large ball didn't kill you; resulting blood loss, shock, or damaged organs would. This is why amputation was a standard treatment for rifle wounds during the early life of the long gun; because blood loss was almost uncontrollable when you had a mass of perforated tissue, and the conditions of the wound were often so unsanitary that even if the limb could be saved, it was amputated anyway to avoid lethal infection.
That being said, there is another reason to my argument against solid cartridges.
A solid cartridge is made up of the payload (in this case, a solid bullet), the charge, the casing, and a primer. The primer is made with materials non-existent in the Minecraft world; classic primers were made with a combination of chemicals, one of which was nitroglycerin, another was mercury fulminate. This would facilitate the need to either insert one of these chemicals, or use redstone dust. It would also make crafting shells into a rather annoying process, because you would need to combine more than three elements into the casing to make it work, and would lead to convoluted recipes like this, where the brown mushroom represents the projectile and the red block represents the redstone:
[] []
[] []
[]
As posted somewhere above, the inclusion of gold into a firearm is actually a good idea, because it would make anything with an advanced firing mechanism that was included into a much more difficult to produce item.
In summation, the concept of a pistol and rifle isn't a bad idea; however (from experience) there's a fine balance. A modern revolver, for example, outshines an arquebus in every way: power, range, accuracy, reload time. Aside from sheer power, so does a bow; which may be fired more quickly, accurately, and quietly than any form of gunpowder weapon (yes, including suppressed weapons; they're actually quite loud. The process of suppressing a weapon does not remove the loud metallic sound of the action, nor does it actually silence a round; to do so would rob it of enough momentum to render it useless. A 9mm H&K MP5-SD model using subsonic ammunition still sounds like someone clapping loudly), and isn't nearly as costly or hard to produce.
Rollback Post to RevisionRollBack
Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
Something I had neglected to mention in my previous post is that a gun is not a flat-trajectory 'hitscan' weapon, as it is portrayed in most shooters. A bullet travels in a ballistic arc proportionate to the mass of the projectile, drag coefficients, and velocity imparted. The gun as a hitscan weapon was put into shooters because at the time, ballistics were too advanced for the programming languages of the time. As demonstrated by the bow in Minecraft, Notch has a simple ballistics system in place.
An arquebus using traditional blackpowder charges fires a projectile with a fairly short range (between 30-50 yards effective before the velocity becomes low enough to become non-lethal), moving at the sedate pace of between 300-500 feet per second. This is actually fitting with the current projectile system that Notch has in place, because it travels in a visible arc. Yes, visible; a paintball moves within that range and can normally be seen in flight. This velocity is also fitting with most non-compound bows. Your average rifle round travels at 1400+ feet per second, and your average pistol round between 900 (.45 ACP) to the neighborhood of 1300 (the 5.7mm round made by FN Herstal). A good longbow will deliver an arrow (following a ballistic arc) at almost 20 times that range ( recorded ranges being up to a thousand yards), and as the arrow reaches the peak, it gains momentum as it plummets downward (this being the reason longbowmen were valued so much during the middle ages, as a volley of arrows from a longbow could potentially neutralize enemy formations before they could ever get within attacking distance) to the point where armor could be a hindrance rather than aid; as a well placed arrow could punch through most heavier armors of the time, such as cavalry plate.
Given those numbers, there are two options, both of which use the current ballistics Notch has in place. One, using a weapon that has to be reloaded between shots. This imparts a strain on Notch, because he has to write entirely new code to accommodate, but is by far the most balanced. The other system is just a slightly re-engineered bow, which is the simplest option; but the worst in my opinion. This would make for a high-end, rapid fire weapon.
In the end, if a simple firearm were implemented, the arquebus would be the best choice. It delivers a fairly substantial amount of damage, but is offset by a cumbersome reload, a shorter effective range than a longbow, and expensive ammunition. If it became a graded increase, rather than instituting a slew of new weapons on top, shot could be treated like a sword: stone shot being the lowest tier of damage, to diamond shot or iron miniball (requiring twice the iron for a projectile) being possibly the highest. This takes away the need to have five different sets of code for a range of handheld gunpowder weapons; though the implementation of a flintlock (being more reliable?) on top of the matchlock arquebus might be something you could spend more time gathering materials for.
In fact, in flight, he could simply reskin the snowball, possibly flatten the trajectory and use a simple equation to lessen damage over distance (D = R/A, where D is the damage output, R is range, and A is ammunition).
Rollback Post to RevisionRollBack
Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
If gunpowder weapons will not be implemented in the game, I would at least like a repeating crossbow (as long as the original bow is slowed down):
I mentioned the second one in my first post. I don't know how long you'd like using it, since it's slow, bulky, and generally ineffective...
I still stand by the matchlocks. We've got torches (in lieu of the impregnated rope 'match'), we've got powder, we've got wood and iron. There's really not that much more that goes into one of those weapons, and it's quite a bit more fitting with the redstone and powered minecarts than the hand cannon. Or the Soviet Dragunov SVD rifle I'd seen suggested elsewhere.
Rollback Post to RevisionRollBack
Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
I would like to address some complaints about this idea:
We don't want guns in the game. We want a powerful hitscan weapon that takes a long time to reload, reveals our location, and blinds us with smoke. It just so happens that the arquebus fits in with this description.
One of the problems with a gun is its power. The reload time is supposed to be a hindrance but I see a few people saying that you can get around this by carrying multiple loaded guns into battle. The problem with this is the smoke that covers your view. Your opponent can move to the left or right, making it difficult for you to hit them because you don't know where they are. Of course, you can also move to the left and the right, can't you? Just scoot over and you have another clear shot. Well, in many scenarios in minecraft (underground), you actually don't have much space, but that's beside the point, as the process of moving to the left and right still takes time. If the sight blocking cloud was made large enough (I'd say about five meters would be good), you'd still leave yourself vulnerable. But what about moving forward? Is the view blocking cloud going to be a 5 by 5 by 5 block? Perhaps, but I think it'd be better if moving through the cloud would temporarily give you an overlay of smoke blocking the screen. The cloud should also be a meter off the ground, so that the opponent can see your feet but you can't jump over it.
I would like to address some complaints about this idea:
We don't want guns in the game. We want a powerful hitscan weapon that takes a long time to reload, reveals our location, and blinds us with smoke. It just so happens that the arquebus fits in with this description.
One of the problems with a gun is its power. The reload time is supposed to be a hindrance but I see a few people saying that you can get around this by carrying multiple loaded guns into battle.
IRL pirates of the 1600's would use this tactic. They knew that in the think of battle they would never have enough time to reload so they just carried more than one gun. (sometimes up to seven guns at once)
Rollback Post to RevisionRollBack
I once saw a chicken push a creeper off of a cliff. I never looked at chickens the same way ever again. That is of course until I needed feathers.
Didn't Notch say he specifically did not like the way the hitscan stuff works in minecraft? I am sure I read that somewhere.
Like I stated last page: guns were only hitscan for the FPS genre in the beginning because they didn't really have the programming ability to do what Notch already did with the bow--throw in a ballistic arc.
A good arquebus would be awesome, even if he set things up to have the ball move at a comparable speed to the arrows (given the FPS a classic matchlock had using the poorly mixed powder of the time, that's actually not too far off). Powerful, slow, and short-ranged. That's really all we need out of a gun--if I'm gonna try to snipe a player, I'm gonna sit on a rocky outcropping and use a bow so I've got some stealth going on.
Rollback Post to RevisionRollBack
Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
I don't like the idea that a person can aim, shoot, and their target will be hit. Arrows give time for a player to evade. Even crossbows won't be UN-dodge-able. Guns are too overpowered. Even if it takes a long time to reload, and they do a lot of damage, you can still aim, fire from a good distance away, reload and fire again before your enemy even knows where you are.
Well...the ease of aiming and better range really is the advantage of a gun.
And regarding combat, the idea would be that the gun would emit enough smoke that the person being fired upon could determine the shooter's location before the next shot. If you were in terrain that afforded cover with hills and trees, you still stand a better chance to locate somebody with an arquebus than any other weapon.
But I understand your standpoint; too much ranged capabilities and players will become stationary shooters.
Quote from mrsquidon »
Well I don't dislike the idea's of guns, though I believe they should be inaccurate as hell.
This way we stay from people who want to play FPS's in MineCraft by being Snipers.
Also the bullets shouldn't be able to go to far as well.
Well the gun [i]is[/i] more powerful than the bow, so it would have a range advantage.
But I see there is the same concern: [i]too[/i] much range and people will camp out with it.
Quote from Cheeseyx »
If it is 3-5 times as inaccurate as the bow is now, has equal range to the bow, takes one gunpowder per shot, and cannot kill anyone in good health or with good armor on, this is a very fair addition. What about ammo, though? I propose that you have to load each bullet (4 made from a 2x2 block of iron ingots) into the gun, as well as the gunpowder. That way each shot costs one iron and one gunpowder.
Oh, and the gun should have a kickback, with the view moving upwards at a slight jerk, and the shot firing slightly after the kickback, adding to the inaccuracy. That way it is even more realistic and hard to aim.
Actually, the beauty of jamming explosives in a metal tube is that you can fire almost anything out of it.
Metal, stone, and even [i]glass[/i] can be shot out from it.
So I've done a little testing to measure how far arrows fly, and approximately how much damage they do.
Fired at 45º on a flat-plane, arrows fly approximately 55 tiles.
With no armor, arrows deal 2 health-damage to a player.
With steel plate, arrows deal 1 health-damage, and ½ armor-damage.
With those attributes in mind...
I'd say the effective range of the Arquebus would be 35 tiles.
It can then fly an additional 35 tiles.
So its range is 70 tiles total [it has 27% additional range compared with the bow and arrow].
The Arquebus would do two and a half the damage of the bow and arrow while within its effective range.
(5 health-damage to an unarmored player; 2.5 health-damage and 1.5 armor damage to a player in steel plate)
Beyond its effective range, the Arquebus would do the [i]same[/i] damage as an arrow.
After flying 70 tiles...well, I'd say either have it do half the damage of an arrow, or just disappear. I'd opt for the disappearing, personally.
The Arquebus would have 100% accuracy.
But bear with me before protesting this, and let's take a peek at our contestants side by side before passing judgment...
[I find I can fire about 10 arrows in one second while holding the mouse normally]
[I find that I can move approximately 7 tiles in 1 second]
Let's say I am in a duel against my evil-self.
I have the Arquebus, and my evil-twin has the bow and arrow.
We are 30 tiles away from each other, jumping and juking everywhere to avoid fire.
We are both unarmored.
Say that my evil-self fires a volley of 10 at me and three of them hit. I take 6 damage.
I return fire with the Arquebus, and luckily I hit. It does 5 damage.
We're nearly even as far as the damage we've dealt and received.
But guess who has to stand-still to fumble through the inventory to reload, and guess who can fire another 10 arrows in a [i]single[/i] second.
Guess who can retrieve all the ammunition that missed and use it again [i]without[/i] having to manage their inventory.
Let's say we're on a flat plane and I begin firing at my evil-twin as soon as they are at 70 tiles.
The first shot hits, and deals 2 damage.
I reload, and my evil twin moves continuously at 7 tiles/second, and is now 35 tiles away. They are well within the range to use their bow. But let's say for this duel they forgot their bow, and are charging me with their diamond ho.
I fire another shot, and it does 5 damage. 2 shots from the arquebus, and they are not dead.
I reload, but before I am finished my evil-self has already gotten to me.
See what I'm hinting at?
The Arquebus is [i]not[/i] a standalone weapon or direct-combat weapon. It is more of a defensive, fortification, or tactical-use type of weapon.
Looking back on my own comparison, I may even move to say that the Arquebus could be considered to have unlimited uses given the difficulty in amassing black-powder, and how quickly the gun [i]burns[/i] through it.
[That and I have some delusions of grandeur envisioning Dungeons & Levers with friends, and being the dude toting around the Arquebus during our adventures. :mrgreen: ]
Okay, [i]now[/i] feel free to pass judgment. :laugh.gif:
Win. I love you. Make it so, Notch.
Rollback Post to RevisionRollBack
Quote from MinecraftCreeper »
Do you think there should be options no lag and lag in minecraft?
So, I've comed up with an own suggestion for a good, old rifle (sort of):
[]
[]
+
[]
[] [] []
Add these two elemts to make a full gun.
Then, load it with :GP:, and you can shot about 10 shots fast, before you've to reload it with :GP:. When you are shooting, the bullets are shot rapidly (0.5 seconds between whot), making it dfficult to control it. It may be difficult to aim, but the shots go farly straight, and before they even hit the ground, they'd dissapear (?). It should damage about 1 life for each hit. I think that'd be a good idea, and I'd use it myself. (I don't know how to mod it :tongue.gif:)
Anyone think that's a good idea?
Now, the original weapons didn't actually use flint strikers, that was the advent of the flintlock. The first ones would use a slow burning 'fuse' of impregnated hemp rope, which would strike an open pan (hence the term "flash in the pan"). This would actually give you something that used torches as the firing mechanism (they already exist in-game).
As much as I like the concept of a revolver, metallic cartridges, and such, it's just too much work, and would rapidly upset the people exposed to griefers with lever/bolt action weaponry.
If the hand cannon of the middle ages is too old and ineffective for the group, I suggest that either the arquebus or blunderbuss are the way to go. However, with the need to be a devil's advocate, I cannot get behind the blunderbuss.
The arquebus fired a single projectile, and that was required to be rather precise for the technology. You couldn't actually cram anything down the barrel, or you would cause the weapon to catastrophically fail. The blunderbuss, on the other hand, could have literally anything stuffed down the barrel. This would lead to people having an unending supply of ammunition (save the gunpowder charge) provided they kept gravel or similar blocks on hand.
The arquebus also misfired quite frequently (back to the "flash in the pan" expression), let out a huge billow of smoke, a thunderous blast of noise, and a rather marked amount of muzzle flare (modern non anti-materiel rifles will let out between 2 and 4 feet of muzzle flash per round, a blackpowder weapon could let out as much as six). They were also horribly short ranged, due to the lack of rifling and aerodynamic deficiencies present in a ball. On top of that, if the barrel was not swabbed prior to reloading, the second charge placed in the weapon could frequently meet still-burning remnants of powder, setting the new charge off and injuring the user.
I have another argument for something posted earlier in this thread. A user specified that the old bullets barely went below the surface of the skin, and that's actually very inaccurate. Certain weapons, yes. However, the arquebus and other long arms were horrific when they impacted the target at their proper ranges. The large lead or stone ball would shatter bone and these splinters would perforate organs. If the large ball didn't kill you; resulting blood loss, shock, or damaged organs would. This is why amputation was a standard treatment for rifle wounds during the early life of the long gun; because blood loss was almost uncontrollable when you had a mass of perforated tissue, and the conditions of the wound were often so unsanitary that even if the limb could be saved, it was amputated anyway to avoid lethal infection.
That being said, there is another reason to my argument against solid cartridges.
A solid cartridge is made up of the payload (in this case, a solid bullet), the charge, the casing, and a primer. The primer is made with materials non-existent in the Minecraft world; classic primers were made with a combination of chemicals, one of which was nitroglycerin, another was mercury fulminate. This would facilitate the need to either insert one of these chemicals, or use redstone dust. It would also make crafting shells into a rather annoying process, because you would need to combine more than three elements into the casing to make it work, and would lead to convoluted recipes like this, where the brown mushroom represents the projectile and the red block represents the redstone:
[] []
[] []
[]
As posted somewhere above, the inclusion of gold into a firearm is actually a good idea, because it would make anything with an advanced firing mechanism that was included into a much more difficult to produce item.
In summation, the concept of a pistol and rifle isn't a bad idea; however (from experience) there's a fine balance. A modern revolver, for example, outshines an arquebus in every way: power, range, accuracy, reload time. Aside from sheer power, so does a bow; which may be fired more quickly, accurately, and quietly than any form of gunpowder weapon (yes, including suppressed weapons; they're actually quite loud. The process of suppressing a weapon does not remove the loud metallic sound of the action, nor does it actually silence a round; to do so would rob it of enough momentum to render it useless. A 9mm H&K MP5-SD model using subsonic ammunition still sounds like someone clapping loudly), and isn't nearly as costly or hard to produce.
butt of rifle
[]
[]
[] []
body of rifle
[]
barrel
if =butt =body and =barrel
[] [] []
[]
[] []
to craft bullets
if = redstone dust
makes 2 bullets
scope
attaching a scope allows you to zoom in by holding the tab button
to attach
i =scope and = rifle
An arquebus using traditional blackpowder charges fires a projectile with a fairly short range (between 30-50 yards effective before the velocity becomes low enough to become non-lethal), moving at the sedate pace of between 300-500 feet per second. This is actually fitting with the current projectile system that Notch has in place, because it travels in a visible arc. Yes, visible; a paintball moves within that range and can normally be seen in flight. This velocity is also fitting with most non-compound bows. Your average rifle round travels at 1400+ feet per second, and your average pistol round between 900 (.45 ACP) to the neighborhood of 1300 (the 5.7mm round made by FN Herstal). A good longbow will deliver an arrow (following a ballistic arc) at almost 20 times that range ( recorded ranges being up to a thousand yards), and as the arrow reaches the peak, it gains momentum as it plummets downward (this being the reason longbowmen were valued so much during the middle ages, as a volley of arrows from a longbow could potentially neutralize enemy formations before they could ever get within attacking distance) to the point where armor could be a hindrance rather than aid; as a well placed arrow could punch through most heavier armors of the time, such as cavalry plate.
Given those numbers, there are two options, both of which use the current ballistics Notch has in place. One, using a weapon that has to be reloaded between shots. This imparts a strain on Notch, because he has to write entirely new code to accommodate, but is by far the most balanced. The other system is just a slightly re-engineered bow, which is the simplest option; but the worst in my opinion. This would make for a high-end, rapid fire weapon.
In the end, if a simple firearm were implemented, the arquebus would be the best choice. It delivers a fairly substantial amount of damage, but is offset by a cumbersome reload, a shorter effective range than a longbow, and expensive ammunition. If it became a graded increase, rather than instituting a slew of new weapons on top, shot could be treated like a sword: stone shot being the lowest tier of damage, to diamond shot or iron miniball (requiring twice the iron for a projectile) being possibly the highest. This takes away the need to have five different sets of code for a range of handheld gunpowder weapons; though the implementation of a flintlock (being more reliable?) on top of the matchlock arquebus might be something you could spend more time gathering materials for.
In fact, in flight, he could simply reskin the snowball, possibly flatten the trajectory and use a simple equation to lessen damage over distance (D = R/A, where D is the damage output, R is range, and A is ammunition).
Artillery:
[]
[]
+
[flint and steel]
[] [] []
... to make a canon/bombthrower.
[] []
[] []
... to make an amount of bombs/canonballs.
Hand weapons:
The gun I suggested in another post, for example.
[]
[]
+
[flint and steel] []
[] []
... to make a machine gun.
... to make ammunition for the machine gun.
Powerful ranged weapons
... like the missile (love that idea )
... times 2 to make a shooter.
+
... times 2
+
[]
[iron] []
... to make the missile.
And we have bomb planes and such ...
http://en.wikipedia.org/wiki/Hand_Cannon
You can't tell these are too "futuristic".
If gunpowder weapons will not be implemented in the game, I would at least like a repeating crossbow (as long as the original bow is slowed down):
*Everyone else meaning me and me only.
I mentioned the second one in my first post. I don't know how long you'd like using it, since it's slow, bulky, and generally ineffective...
I still stand by the matchlocks. We've got torches (in lieu of the impregnated rope 'match'), we've got powder, we've got wood and iron. There's really not that much more that goes into one of those weapons, and it's quite a bit more fitting with the redstone and powered minecarts than the hand cannon. Or the Soviet Dragunov SVD rifle I'd seen suggested elsewhere.
Thumbs up for cannon
We don't want guns in the game. We want a powerful hitscan weapon that takes a long time to reload, reveals our location, and blinds us with smoke. It just so happens that the arquebus fits in with this description.
One of the problems with a gun is its power. The reload time is supposed to be a hindrance but I see a few people saying that you can get around this by carrying multiple loaded guns into battle. The problem with this is the smoke that covers your view. Your opponent can move to the left or right, making it difficult for you to hit them because you don't know where they are. Of course, you can also move to the left and the right, can't you? Just scoot over and you have another clear shot. Well, in many scenarios in minecraft (underground), you actually don't have much space, but that's beside the point, as the process of moving to the left and right still takes time. If the sight blocking cloud was made large enough (I'd say about five meters would be good), you'd still leave yourself vulnerable. But what about moving forward? Is the view blocking cloud going to be a 5 by 5 by 5 block? Perhaps, but I think it'd be better if moving through the cloud would temporarily give you an overlay of smoke blocking the screen. The cloud should also be a meter off the ground, so that the opponent can see your feet but you can't jump over it.
IRL pirates of the 1600's would use this tactic. They knew that in the think of battle they would never have enough time to reload so they just carried more than one gun. (sometimes up to seven guns at once)
IM NOT ALLOWED TO PLAY GAMES THAT HAS THAT KIND OF STUFF
MINECRAFT IS BEST AS IT IS
=GUNS
MOD EDIT: User Warned
1. french fries
2. Roma's Pizzeria pizza
3. my mom's chili and chips
Reported
LOL
Like I stated last page: guns were only hitscan for the FPS genre in the beginning because they didn't really have the programming ability to do what Notch already did with the bow--throw in a ballistic arc.
A good arquebus would be awesome, even if he set things up to have the ball move at a comparable speed to the arrows (given the FPS a classic matchlock had using the poorly mixed powder of the time, that's actually not too far off). Powerful, slow, and short-ranged. That's really all we need out of a gun--if I'm gonna try to snipe a player, I'm gonna sit on a rocky outcropping and use a bow so I've got some stealth going on.
this is so funny
Win. I love you. Make it so, Notch.