07-03-2016, 03:19 PM
(07-03-2016, 02:18 PM)Sundance Wrote: Been super busy, really like that this is coming along. I'll get working on some more sprites this evening.
Good call amalgamating sec module and brobot module, including incorporating the wifflebat into the cardboard tube, siren into the noisemaker/mood light. Was a bit hesitant reading it at first as I was afraid the general idea was to be neutered so to speak, but it's seems that it would play out very nicely.
Also really like the chem dispenser idea. It's removing bloat + giving chembot a unique item.
Queries/further balancing suggestions:
- Who has the ordinary grenade dispenser? I couldn't make that out from reviewing the code/missed it.
- Does brobocop now have a omnitool?
- Seen as brobocop is amalgamated, i'd suggest giving the cell cables to civbot instead.
- Regarding brobocops probablility items, seen as they're rarely used and they're taking up two spots (bloat grr), what would you think of giving it a magic-8 ball instead? (which is more fun and would work with brobocop)
- I'd like you to reconsider the ticketing device. I'm not sure how it'd break any laws, you're not creating any human harm and if someone orders you to stop, then the nearest security personnel could override that order, lest it's someone higher up. If anything, let it just be ticketing, not fining.
- The large satchel, i'm not sure if i'm reading the code right, but can it scoop up ANY item? If so, restrict it to small items.
- Thoughts on the surgical laser? Curious if perhaps I missed it or you feel it needs to be omitted?
- Regarding the industrial/heavy chainsaw, is the break resistance nullified/whatever? Reading through the code there's a comment about not increasing damage, agreed, i didn't want it to retain more damage, but rather have it so it wont break if used as a weapon.
And a ton of other questions that I probably can't think of just yet, but will probably notice when this patch rolls out eventually (*scream)
Oh jeez, I missed more than I thought. I'll try to answer your questions in order.
- Chemborgs are supposed to have the regular grenade dispenser now. I'll check to make sure I didn't leave it out.
- All borgs get an omnitool and unilyzer for the sake of convenience, utility, and fun.
- I don't think brobocop has cell cables? Maybe I messed that up at some point. I'll add that to the checklist.
- I could combine the probability items, the different kinds of dice, and an eight ball together for the ultimate DnD game master tool.
- What the heck was I thinking when I said it'd break laws? It'd probably be better to just incorporate the ticketing feature into the brobocop's PDA rather than making a dedicated tool for it.
- Large satchel applies to any object of type obj/item, so yes, any item. Though, I should probably apply a weight class limit, so we don't wind up with borgs toting around backpacks, toolboxes, and tank transfer valves.
- I totally forgot about the surgical laser. I'm on the fence about the way it's currently designed. It might be a good idea to merge surgical spoons into the laser as well.
- The comment on the chainsaw is because I originally just made it a subtype of the syndie saw, which was, in hindsight, an awful idea. I did actually wind up making the borg saw do more damage (although not nearly as much as the syndie saw). The industrial chainsaw does not get damaged with use. Additionally, both it and the syndie saw can now be used on lashers without the risk of being destroyed by the plant.
- This isn't one of your questions, but I totally forgot about the mining bot's crate carrier. After looking at the code, I can probably recode the atmosporter to be less wonky and use a subtype of that. Seriously, why are the atmosporter's effects in the code of the canisters, pumps, and scrubbers rather than in the code of the atmosporter itself????