mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-20 22:16:51 +00:00
## About The Pull Request This PR messes around with gunpoints a bit, with the purpose of making them more viable in certain scenarios without making them obnoxious. The biggest change is that gunpoints now require a 0.5 second do_after() where neither the shooter nor the target moves, and immobilizes both of them for 0.75 seconds if point blank, or half that if you're 2 tiles away. Originally you were supposed to only be able to initiate a gunpoint from point-blank, but #56601 seems to have removed that requirement, so we'll run with it and just leave it as advantageous to gunpoint closer up. The do_after() reinforces that it should be used as an ambush tactic, and so you can't use it on someone who's actively fleeing or fighting you. Getting held up will now make you emit a shocked gasp sound, a la Metal Gear Solid, which combined with the short immobilize will hopefully make it more noticeable that someone's pointing a gun at you. Holdups will now immediately give a 25% bonus to damage and wounds, instead of having to wait 2.5 seconds to hit the double damage stage. Finally, right clicking someone that you're holding up will no longer shoot them. That just feels like good consistency. ## Why It's Good For The Game Hopefully makes gunpoints a little more viable for when you want to stick someone who's not expecting it up without them immediately jetting off. In the future I'd like to ape Baycode and let the gunman have an action that toggles whether the victim is allowed to move, so you can order them to move to a second location without instantly shooting them, but that'll come later. ## Changelog 🆑 Ryll/Shaps balance: Holding someone at gunpoint now requires both the shooter and the victim to hold still for half a second before activating, so you can't hold-up people fleeing or fighting you. After that, it will briefly immobilize the both of you, 0.75 seconds if adjacent, or half that if you're two tiles away. Nuke ops are immune to the immobilization, since they're ready to die anyways. balance: Holding someone up will immediately apply a 1.25x damage and wound multiplier, rather than waiting 2.5 seconds to hit 2x. soundadd: Being held up will now make the victim play a sharp gasp sound, a la Metal Gear Solid. qol: Trying to hold someone up that you're already holding up will no longer shoot them. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>