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[CLOSED PR] Spatial Interdictors slightly reduce hotspot impact
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[feature] [input wanted]

About the PR
Adds a check for spatial interdictors that reduces the impact of hotspot fires and explosions by one 'severity'
Defines an effect for an unused hotspot explosion level `PH_EX_WEAK`

This does not change the audio cues or ground shaking effects, so a strong hotspot will still knock people over, shake your camera, and tell you the ground is violently rumbling.

Why's this needed?
Engineering has few ways to be proactive about hotpsots on Oshan, and this gives them a tool to help reduce impact to the station until it is pinned. This also gives engineers a safer way to move a spicy hotspot, if they're prepared.

Balance-wise, I settled on:
* A high power draw per interdiction, with scaling power draw based on the heat of the hotspot
* Each hotspot shift is an interdiction event, so multiple hotspots in interdictor range use power very quickly
* Limited-mitigation, to ensure engineers still have to interact with the map mechanics
* Gives some benefit to lambda rods for clever engineers, as the size of the field may now be a drawback, not a feature
* On Oshan, it's better to rely on more basic mining materials given the trench, anyway

These mechanics all lean into the theme of the interdictor not reaaally being designed for this, but engineering is deploying everything they have to keep the station together for just a moment longer.

In-game example
Couple of sections sped up between ground shakes, and a bit messy overlay-wise, but a test run showing mitigation in action
https://www.youtube.com/watch?v=EjLdWL-jhKU

Interested in feedback and suggestions smile

Changelog


Code:
changelog
(u)glowbold
(*) Oshan's Engineering team can now apply spatial interdictors to reduce the explosive impact of hotspots.


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[CLOSED PR] Spatial Interdictors slightly reduce hotspot impact - by github_bot - 03-07-2022, 07:37 PM

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