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[MERGED PR] Destroyable lockers
#1
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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
#2
Gonna be honest 300 is a trivial amount of health, that's 30 seconds with a fire extinguisher.
#3
its noisy tho and has unique sounds. Lockers aren't all that tough, also 30 seconds is a major underestimate. If noone notices the loud bashing of 1-1.5 minutes of tool on locker, the locker breaker deserves it at that point
#4
If people can blow up lockers to open them or use packets to open them I dont see why they can't just be broken via hitting.
I'm cool with this but yeah probably make them stronger or at least the high profile target lockers higher health. Like the armory, HoS and Captains lockers(maybe just all head lockers in general should be stronger)
Make it very loud so people KNOW someone is trying to break them open.
#5
(04-02-2022, 12:42 PM)Yellow Wrote: its noisy tho and has unique sounds. Lockers aren't all that tough, also 30 seconds is a major underestimate. If noone notices the loud bashing of 1-1.5 minutes of tool on locker, the locker breaker deserves it at that point

If they have 300 health then that's 30 swings of a fire extinguisher, which is 30 seconds.
#6
Egh not really a fan of people hungry for HoS gear to break into the locker manually... However the idea is good
Locker access shouldn't be a strictly plasmabulb and packet thinking. I approve.

Consider adding this to cardlocked crates too.
#7
i like it but i think armory lockers need to stay the way they are and maybe command lockers should have a bit more health
#8
The current methods all require preparation compared to this which you can kinda just do on a whim. I think this would make breaking into lockers much more common, and I dont think that's a good thing.
#9
Oh I just remembered the armory lockers have requisition tokens.  Hard no to this.
#10
I don't care about making armory gear easier to obtain, I just want people who build 20 steel lockers and put them in front of nukeops turrets to suffer and die. For that purpose, I suggest making lethal projectiles instantly break non-cardlocked lockers, regardless of their actual damage.
death2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerds
#11
Yeah, tbh, the fact that lockers are so sturdy is pretty weird. You can cut in leg holes with a welder but you can't cut it open? Makes little sense.
#12
If we can deconstruct a reinforced wall, we should be able to crack open a locker
#13
perhaps a different approach would be more warrented, and a nerf to plasma bulbing them?

maybe a process with tools ?
#14
(04-02-2022, 02:38 PM)Mouse Wrote: Oh I just remembered the armory lockers have requisition tokens.  Hard no to this.

This, The HOS locker, and the Debris lockers, are all reasons this is a bad idea
#15
I've always found that lockers are indestructible beacons of the station really funny. I know it's a terrible reason to keep them as is but...


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