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Adds a ship to ship combat system and weapons for the Horizon.

Open NonQueueingMatt opened this issue 2 years ago • 12 comments

Ship guns!

  • The basic functionality is that every ship has at least four entry point landmarks. Projectiles entering the ship's z-level are then shot towards these landmarks from a distance away.
  • The direction of a projectile depends on the heading of the ship that shot it. If it is being shot from a static overmap object, it instead uses the barrel's direction.
  • This means that a ship must be facing the appropriate part of its target to hit it! You cannot hit the fore of a ship if you're facing its starboard.
  • Ships also have some countermeasures. On the helm console, there are two new dodge buttons: they will instantly move your ship to the overmap square on the right or left. Be careful, though -- doing such a maneuver might hurt some people...
  • The Horizon has been fitted out with 2 main armaments:
  1. The Grauwolf, a 90mm flak cannon! Good for shooting overmap hazards and for disabling enemy ships. It has HE and AP ammunition: HE will destroy walls, whereas AP will penetrate through and make smaller explosions. Each flak shell actually spreads out into four shells when landing, so don't let the small stats fool you: this boy packs a mean punch!
  2. The Longbow, a 406mm artillery gun! Not very good at shooting targets like meteor fields or carps, but one thing it does do well is getting rid of your enemies. Its ammunition is manually assembled from a casing, a primer (which controls the speed of the projectile, on a scale comprising of high-power, medium-power and low-power) and a warhead! Warheads are available in bunkerbuster (penetrate through everything but don't explode), high-explosive (big explosion) and AP (penetrate once then explode) varieties.
  • The Intrepid has been fitted out with a Francisca 40mm rotary gun. It's good for overmap hazards and also for peppering enemy ships. It doesn't make an explosion, but it does shred through humans and penetrate through walls!
  • Finally, the Horizon has been kitted out with a top-secret SCC weapon designated as the Leviathan. You can find out more about it by reading its pamphlet, which can be found in the Primary Armament Hold. Its activation sequence is fairly complex and it guzzles energy like a motherfucker.
  • Ammunition can be found in Ops' warehouse. Most of it is very heavy, though, so it'll need a mech to be lifted! Thankfully, a Ripley spawns in the Grauwolf and Longbow's compartments.

NonQueueingMatt avatar Sep 23 '22 10:09 NonQueueingMatt

!wip

NonQueueingMatt avatar Sep 23 '22 10:09 NonQueueingMatt

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Sep 23 '22 10:09 github-actions[bot]

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Oct 07 '22 15:10 github-actions[bot]

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Oct 13 '22 17:10 github-actions[bot]

!review

NonQueueingMatt avatar Oct 16 '22 20:10 NonQueueingMatt

image image The Levithan, and the roof of it's area, aren't visible on the upper level the same is true for the grauwolf This isin't just a visual thing either, you can move down directly into the gun chambers.

Greenjoe12345 avatar Oct 18 '22 19:10 Greenjoe12345

Addressed by blocking the guns off, the way their icons work makes them incompatible with zmimic

NonQueueingMatt avatar Oct 19 '22 16:10 NonQueueingMatt

Couldn't there be a half sprite of the gun with its source tile visible from above set up to make it visible with z mimic or would that not work either?

Greenjoe12345 avatar Oct 19 '22 16:10 Greenjoe12345

Couldn't there be a half sprite of the gun with its source tile visible from above set up to make it visible with z mimic or would that not work either?

Extremely hacky and it wouldn't delete if the gun were to be destroyed, nor would it update with the gun when firing etc

NonQueueingMatt avatar Oct 19 '22 17:10 NonQueueingMatt

Couldn't there be a half sprite of the gun with its source tile visible from above set up to make it visible with z mimic or would that not work either?

Extremely hacky and it wouldn't delete if the gun were to be destroyed, nor would it update with the gun when firing etc

fair enough the sticking out section of roof over the guns just seemed a bit weird so I was wondering if there'd be some way to make it work

Greenjoe12345 avatar Oct 19 '22 19:10 Greenjoe12345

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Oct 19 '22 20:10 github-actions[bot]

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar Oct 22 '22 20:10 github-actions[bot]