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About The Pull Request The design doc behind this PR, which is only mildy been deviated from on some of the end particulars. Cobby-Approved! Maintainer Discussed! https://hackmd.io/@6DbtsAKCTtW_9MByKFjZqg/r1xYKCNOt Cargo Changes Cargo has had all WT-550's removed and replaced with Thermal Pistols. Cargo can now order Thermal Pistols, a kind of energy/ballistic hybrid weapon shooting chunks of altered nanites into people. We couldn't use them in people, so maybe we'll use them as bullets! Magma/Ice bullets, to be exact. You can, after paying a whopping 4K on a goodie pack (you have to pay from your own personal account) buy a .38 revolver. This is mostly to help some poor detective who lost their revolve in what I'm sure will be an inevitable scramble for ballistics. If even the 4K pricetag isn't enough, at least it requires detective access to open the pack...I hope. Some of the crates that contained autorifle related items have been changed/removed. unknown (2) securarevolver 4 0 Science Changes Ballistic Weaponry node no longer exists, and has been replaced with Exotic Ammo as both the pre-requisite to other nodes, as well as being able to be researched as soon as the Weaponry node is unlocked and not Advanced Weaponry. Thermal Pistols -Fairly average bullet statistics; 10 AP but shooting into Energy armor. 20 damage (Brute for cryo, Burn for inferno). Decent wounding potential, but individually much lower ammo counts than lasers. -Bought in twinned pairs in a two gun holster (just for normal sized energy guns). They're normal sized. -Each gun has 8 shots (thereabouts). 16 between two. -Cryo pistols do a knockdown and extra damage against extremely hot targets. Inferno pistols do an explosion cantered on the target against extremely cold targets. -The guns are EMP-proof. Why It's Good For The Game The current gameplay loop of crew combatants is them relying on backup and retreating as necessary to reload their weapons during fights. The ability to repeatedly harry opponents in the field reloads is something that should be moved away from for crew equipment, as it emphasizes lone wolf tactics and one-man army problems, with boxes full of spare ammo usually allowing any single combatant to outlast multiple foes. In addition, ballistics often are not subject to the same (interesting) limitations of energy weapons, so they're typically a no-brainer choice. We shouldn't have such an easy choice be readily available like that. The thermal pistols present a more challenging weapon to use as a solo combatant but become far more versatile and potent when paired with a decent buddy and basic level co-ordination. They're not a straightforward choice for every situation, but instead are a weapon employed given the right circumstances for them to shine. In addition to the gameplay issues that ballistics pose, we're in a goddamn spacegame. Unless the ballistics are noticeably weird (they're not), we should expect that our more advanced research station has some pretty odd guns of the energy variety. Changelog 🆑 Necromanceranne, quin add: Adds the Inferno and Cryo Pistols. A hybrid energy/ballistic weapon, to cargo. It can be purchased in either a goodies pack or a normal crate order. add: Thermal Pistols do more damage and a special based on temperature of the target hit. add: Inferno pistols cause an explosion when they hit a severely cold target. add: Cryo pistols cause a knockdown and extra damage if they hit a severely hot target. add: There is a special nanite pistol, which is admin spawned. Don't tell anyone about the forbidden ballistic energy gun. add: You can order a .38 revolver as a goodie pack. It is expensive. del: Removes WT-550's from cargo and related content from the techweb/protolathes. balance: Exotic Ammo is now much earlier in the tech web to take the place of Ballistic Weaponry. /🆑