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[WIP]Energy weapon gameplay enhancement

Open Pockets-byte opened this issue 1 year ago • 8 comments

About The Pull Request

this is an attempt to make energy weapons more reasonable for muni players by bringing them several more statistics that need to be managed, and one entire minigame definitely not borrowed from ds13 energy weapons degrade and lose effectiveness the more they're used, and muni needs to be on their toes to keep them functional and not exploding in your face.

Why It's Good For The Game

muni gameplay on the wisp real.

there are three new stats to keep track of, weapon heat, weapon lens alignment, and weapon frequency alignment - should any of these reach their worst state, ::fun:: things happen, including weapon explosions, shutdowns, in-ship laser fire, and dangerous steam venting.

Testing Photographs and Procedure

Screenshots&Videos

image image image

Changelog

:cl: add: Added several stats to keep track of to energy weapons add: Added a minigame from ds13 balance:some rebalanced energy weapons to make up for required downtimes and more measured use /:cl:

Pockets-byte avatar Jun 05 '24 06:06 Pockets-byte

Question: would this also come with adding muni tech as a job to the whisp or would someone else (ie engineers/MAA/whoever the captain assigns) be responsible for this?

bluey89962 avatar Jun 05 '24 13:06 bluey89962

Question: would this also come with adding muni tech as a job to the whisp or would someone else (ie engineers/MAA/whoever the captain assigns) be responsible for this?

this most likely will come with muni jobs on the wisp, yes- these changes will make single-manning the wisp much harder- but probably not impossible

Pockets-byte avatar Jun 05 '24 13:06 Pockets-byte

this most likely will come with muni jobs on the wisp, yes- these changes will make single-manning the wisp much harder- but probably not impossible

I obviously don't know exactly how this system will work but in that case it might be good to restrict the amount of tecchies that we it can have because I expect we will many see cases where lots of people sign up for it since they see it as "the necessary job for NSV" (which it is on basically all ships) but no one goes for engineering, which is absolutely more essencial for the functioning of the whisp.

Of course it's all WIP and everything but I just thought I'd throw in my 2 cents considering the lack of engineers is a common issue for the map and it's a reason that people usually bring up as to why they dislike it.

bluey89962 avatar Jun 05 '24 14:06 bluey89962

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

github-actions[bot] avatar Jul 12 '24 18:07 github-actions[bot]

Preliminary.

Also maintenance on energy weapons should have a lockout var to prevent several users from interacting with one at the same time (or worse, one user several times at once).

How do I actually do that? Just like a var that's set while someone's doing something? I should take a look at how the other weapons do it

Pockets-byte avatar Sep 08 '24 20:09 Pockets-byte

How do I actually do that? Just like a var that's set while someone's doing something? I should take a look at how the other weapons do it

Variable on weapon that is set when someone starts an action on it and unset when it is either completed or failed. (being_maintained for example, or whatever).

DeltaFire15 avatar Sep 09 '24 17:09 DeltaFire15

UnTMing for now, I hope the testing ingame so far has been helpful

Bokkiewokkie avatar Oct 10 '24 09:10 Bokkiewokkie