Just remember that objections are well noted, even by Notch. There's no need to beat this into people's heads any more than it has with another pile of "NO" posts. The fact of the matter is that guns are desired by some and they are perfectly well allowed to have a thread for that.
No excuses for threadshitting in this thread (or others for that matter >.>). Consider this advance warning. I'll be editing the OP to add this lecture there as well.
We're asking for a specific type of weapon, which happens to make the most sense as a gun. If you could somehow make this logical for something other than a gun, we'd still support. That mod lacks this weapon.
i like the thought of having a counter-balance to the bow, a high damage weapon that has an extremely low rate of fire. it would be somewhat expensive, but it offers a way to kill one mob quickly to make a fight much easier. i support.
and as the above poster said, it gives a reason to call GUNpowder, GUNpowder and not sulfur
I have long supported these kind of guns ,and this is the best suggestion yet.
Let's take an example from a somewhat underrated game, Pirates Vikings and Knights.
One of the pirates classes has a gun. It is somewhat like this, needs to be reloaded manually, mmkay. It is unnacurate as ****. You couldn't shoot someone 15 feet away from you with it even if you were at perfect aim. But if you are close enough to hit em you got em by the balls. I think this should do more than a diamond sword- the cons are great enough to enable that.
Not sure why this thing hasn't shown up as a mod yet. If I had any form of experience in Java, I'd do it. You should put a request up in the modding forums, and see if anyone is willing. This is the only good suggestion for guns that's in this section, and it would be nice to see how it affects gameplay in practice. Gunpowder needs a few more uses.
I am fairly sure that the majority of the Minecraft population has, at some point, wished that the game they are so very fond of contained ordnance or weaponry advanced beyond the tech of 3000 BCE. Whether wishing for merely an aimable cannon to blast away the spiders crawling nearby cliffs, or an all-out nuclear annihilation of entire biomes, it's easy to understand why we want to exist in Survival Mode by 'surviving' with some of the luxuries we have today. We already have explosives and the fine-tuned-craftsmanship to build working iron mechanisms and doors. The natural progression? Guns.
Now, for many, guns seem to take away the essence of what Minecraft is: Surviving in nature with only one's bare hands. While some would find it amusing to find every post-starting world suddenly become Call of Duty: Creeper Terror, the vast majority would hate gameplay that had boiled down to shooting and reloading. But this is not the only way that firearms would be implemented, not in the slightest. I have created a tentative system that would control and balance guns as merely the next tier in an increasingly rich and varied tech tree instead of the end-all kill-all game breakers they could become. I'm sure my systems has flaws, some that I'll find and some that will be found for me. I'm sure others have already thought of elements of this, and I'm sure others have already thought of elements better. I'm not going to say I want Notch to put this in exactly as I write it, but It'd make me day if this gives anyone at all the inspiration to do something they wouldn't have already done for this amazing community. Read on!
To start, this idea nerfs and balances guns by making ammunition costly and weapon attributes directly proportional to the quality of the pieces put in. It takes six basic parts: The stock, chamber, grip, sight, magazine, and barrel. These parts are each crafted separately and then merged together in the crafting table to create a fully-functioning firearm. These parts come in different versions; for example the stock, sight, and barrel all can be shortened or lengthened depending on what crafting pattern you use. Most of the pieces can also be made higher or lower quality depending on the quality of the pieces used, and each has a specific trait (ROF, DPH, etc...) that increases with the piece's quality. These are the core ideas that drive the system, and anything else is just an arbitrary specific that can be altered for balancing.
(NOTE: Italicized titles mean the part is non-necessary for a functioning gun)
• The Barrel
The barrel is the forward-most part of the gun and comes in two sizes: short and long. It can be made from Gold, Iron, or Diamond (in order of ascending quality). The barrel controls the accuracy of a weapon (note that this is separate from recoil, which is the kickback between shots). In the below diagrams Iron is used, but it can be replaced with any of the other two materials listed above.
• The Stock
The stock is the back of the weapon and also comes in two sizes. It can be made from Wooden Plank, Wood, Gold, Iron, and Diamond (in order of ascending quality). The stock is responsible for the recoil of a weapon and the higher quality or larger it is, the less the weapon kicks back after each shot and the slower it grows inaccurate under continuous fire. It can be crafted in the following ways with wood substituting for any of the above materials.
• The Chamber
The chamber is the central piece of the weapon, and the place where we depart the most from actual weaponry for simplicity's sake. It can only be made in one configuration; as shown below; but can be made of gold, iron, or diamond (in order of ascending quality). The quality of the weapon controls the damage-per-hit of the gun as a stronger chamber can accomodate more explosive force behind a shot (subsequently a stronger chamber means less arc and faster bullet speed as well).
• The Sight
The sight sits atop the weapon and is the only piece that does not control a numeric value of the weapon within the game. As such, it can only be made of one pair of materials: gold and glass. It can, however, be created in three different variants: Black Dot, Magnifying Lens, and Precision Scope. The first is merely an reticle with more specificity and clarity than the default iron sights attached to the barrel. The second is a limited-zoom lens designed for firing accurately at a range while maintaining ease of use for more snug scenarios. The third is a classic sniper scope, with a full-screen ADS that can spot a creeper from a mile away, yet reduces anything short of distant to hipfire-only. The second and third designs can be seen created below, with the first being created by creating a single stack of gold-glass-gold (here mistakenly pictured as iron).
• The Grip
The grip lies below the stock and is the simplest (yet potentially one of the most effective) components. It can be created from Wood Planks, Wood, Gold, Iron, and Diamond (in order of ascending quality). The trait this piece's quality determines is the ROF, or rate of fire. This is also a departure from firearm specifics or even common sense, but in the world of Minecraft it fits in well with the parts allotted. It can be seen in its only form below, with Wood representing the interchangeable section.
• The Magazine
The magazine has the most shape variants of all the parts, and has the most specific and defined purpose and differences. By default a weapon must be reloaded after every shot and can only use the smallest kind of bullet, similar to the function of a musket or flintlock weapon (sans powder-packing). With a magazine, a weapon can fire multiple shots before a reload animation takes place. There are three different kinds of magazine that each have a specific purpose and come in two sizes, large and small (3x2=6). The stick clip (images 1 and 2), the banana clip (images 3 and 4), and the heavy clip (images 5 and 6). These clips allow you to fire small, medium, and large bullets respectively. More on that in the next section.
• Bullets (and an outro!)
Unfortunately, this section lack visual aid, but hopefully if you've slogged this far through you can imagine these utterly simple designs that follow. Bullets have to be crafted in Minecraft, just like anything else, to limit the power and use of guns by making each shot really count. Iron and Diamond can be used as bullets, with the latter being much more damaging and penetrating. A single piece of Iron or Diamond in the crafting table creates five small bullets of that kind (number open to change based on balancing). Likewise, two horizontal pieces of either of the two substances creates five medium bullets of that kind and three horizontal pieces creates (you guessed it!) five large bullets. Each of these does more damage than the former and can travel farther without spinning out or arcing. Bullets are pulled from one's inventory just as arrows are, and since a weapon can only take one kind of ammunition (magazine-less weapons only use small bullets) there will be no problem with the game automatically choosing the wrong kind.
By my estimates there are 116,640 possible weapon configurations with this system, ranging from relatively pricy to extraordinarily expensive. As the weapon would be a combination of auto-tinted sprite components, it would take very little work to create the graphics and models for every weapon and the game would auto-merge pieces as new variations were made. Advanced players could have unique, powerful weapons that could be tailored to their preferences both aesthetically and functionally while still remaining balanced in the overall scheme of the game. The gun system is a definite possibility that I believe could add a whole new layer of entertainment to the game.
Please, please leave comments and criticism. Even if just to sum up your agreement or disagreement in a sentence, it is gratifying beyond words to know that people have listened and I will jump at the chance to revise my idea whilst giving credit where credit is due. Thank you for your time. Harbinger, out. (See you in the comments!)
If Notch doesn't like calling Pistons pistons because it isn't "Minecraft-y" enough, I am pretty sure he won't add a gun system that looks like it crafts a Ppsh-41.
Plus, imo, what makes Minecraft PvP so great and unique is that it is more about planning and tactics and espionage, than direct conflict, which is what pretty much every single other game's PvP is about. If guns were added, I hate to say it, but it would just be like CoD, there would be a faction of 20 noobs rushing your base with guns rather than setting up a siege with cannons. :dry.gif:
That said, I do like your gun sprite, and if that were a mod, it might actually be a gun mod that I would download. :smile.gif:
Actually, this is the BEST gun post ever. But guns still wont fit. Detail and well writtedness wont change that. And the last part about the infinite combonations would be nearly impossible to code. I mean that. Harder than moving light, and other things the mojang crew are unable to do.