04-02-2022, 12:20 PM
(This post was last modified: 04-14-2022, 06:38 PM by github_bot. Edited 33 times in total.)
PULL REQUEST DETAILS
[FEATURE][BALANCE]
- [x] Fix logging
- [x] Mostly resolve horrible code duplication (kinda hard due to types)
- [x] Make reinforced protect against weak kinetic but not strong?
About the PR
- Lockers with card locks can be beaten open with items that do at least 1 damage. When opened the door is broken and needs to be welded to close.
- Command lockers have 300 health.
- Lockers with card locks have 200 health.
- Regular lockers have 100 health - Cannot be hit with items as they have no lock, just open it!
- Items that do 10 damage or less are not very effective and do 70% damage.
- Damage from items is capped to 20 to prevent high damage melee making them a joke (looking at you csaber).
- All lockers can be shot open with projectiles.
- Kinetic weapons do 80% damage
- Energy projectiles do 40% damage as lasers/phasers are easily available and rechargeable.
- Some special lockers are reinforced. This is currently the HoS, Armory and Confiscated Items locker.
- Reinforced lockers cannot be damaged with items.
- Energy projectiles do not damage reinforced lockers.
- 26+ damage projectiles are required to break reinforced lockers. No cheap ammo like 9mm or .22.
- Rubber slug does no damage to reinforced lockers to prevent you just using the NARCS turret.
- All card secured lockers start bolted to the floor and must be unbolted with a wrench to be moved.
- Unique sounds for damage and breaking
Uses the sounds:
https://freesound.org/people/skinnytecbo...ds/188063/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://freesound.org/people/SamsterBird...ds/587443/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://freesound.org/people/chripei/sounds/393659/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://user-images.githubusercontent.co...08538d.mp4
Why's this needed?
Lockers are strangely invincible except to explosions. While this sounds like strong protection the reality is they can easily be broken into with a rigged lightbulb or welding fuel pipebomb.
Lockers being largely indestructible made them the go-to against turrets and could present some frustrations to antagonists that breaking into a locker had both a slight knowledge and equipment requirement
Breaking a locker busts it open. It cannot be closed until a welding tool is used on it.
Nukies/turrets will no longer be totally defeated by lockers. Energy weapons are less effective to reflect being quite common for non traitors.
The HoS and armory locker have special protection from their reinforced status to reflect they will contain an egun or requisition tokens. You have to expend lethal kinetic ammunition to break these making it a trade off.
Changelog
PULL REQUEST DETAILS
[FEATURE][BALANCE]
- [x] Fix logging
- [x] Mostly resolve horrible code duplication (kinda hard due to types)
- [x] Make reinforced protect against weak kinetic but not strong?
About the PR
- Lockers with card locks can be beaten open with items that do at least 1 damage. When opened the door is broken and needs to be welded to close.
- Command lockers have 300 health.
- Lockers with card locks have 200 health.
- Regular lockers have 100 health - Cannot be hit with items as they have no lock, just open it!
- Items that do 10 damage or less are not very effective and do 70% damage.
- Damage from items is capped to 20 to prevent high damage melee making them a joke (looking at you csaber).
- All lockers can be shot open with projectiles.
- Kinetic weapons do 80% damage
- Energy projectiles do 40% damage as lasers/phasers are easily available and rechargeable.
- Some special lockers are reinforced. This is currently the HoS, Armory and Confiscated Items locker.
- Reinforced lockers cannot be damaged with items.
- Energy projectiles do not damage reinforced lockers.
- 26+ damage projectiles are required to break reinforced lockers. No cheap ammo like 9mm or .22.
- Rubber slug does no damage to reinforced lockers to prevent you just using the NARCS turret.
- All card secured lockers start bolted to the floor and must be unbolted with a wrench to be moved.
- Unique sounds for damage and breaking
Uses the sounds:
https://freesound.org/people/skinnytecbo...ds/188063/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://freesound.org/people/SamsterBird...ds/587443/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://freesound.org/people/chripei/sounds/393659/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/)
https://user-images.githubusercontent.co...08538d.mp4
Why's this needed?
Lockers are strangely invincible except to explosions. While this sounds like strong protection the reality is they can easily be broken into with a rigged lightbulb or welding fuel pipebomb.
Lockers being largely indestructible made them the go-to against turrets and could present some frustrations to antagonists that breaking into a locker had both a slight knowledge and equipment requirement
Breaking a locker busts it open. It cannot be closed until a welding tool is used on it.
Nukies/turrets will no longer be totally defeated by lockers. Energy weapons are less effective to reflect being quite common for non traitors.
The HoS and armory locker have special protection from their reinforced status to reflect they will contain an egun or requisition tokens. You have to expend lethal kinetic ammunition to break these making it a trade off.
Changelog
Code:
changelog
(u)Flappybat
(*)Closets and lockers can now be broken open by hitting them with items or shooting with projectiles. Lockers have between 100HP and 300HP depending on their security. Energy weapons and low damage items are less effective against them.
(*)HoS, Armory and Confiscated item lockers are reinforced and can only be broken open with explosives and higher damage kinetics.
(*)Secure lockers started bolted to the floor. They must be unbolted with a wrench to be moved.
PULL REQUEST DETAILS