Files
Bubberstation/modular_zubbers/code/modules/modular_weapons
Crowtastrophe c62e6ee0b8 Adds Ballistic Derringer, and Cargo Goodies Packs (#2567)
## About The Pull Request

Adds a new sidearm to the selection available to the crew, a small
two-shot derringer chambered in .310 Strilka (same ammo used by the bolt
action rifles) and styled as a companion to the Sakhno rifle. This
offers high point-blank burst damage, but is lacking in both ranged
performance, and sustained damage compared to the other options that are
available from cargo.

The Derringer itself has a 75% damage multiplier, and a ~~5%~~ **10%**
damage drop off (per tile) on projectiles fired from it, but otherwise
can still be used at a moderate range as a deterrent. This means it will
deal 45 damage pointblank (assuming the target has no armor, and using
regular .310 ammo), about 9 damage at a screen's distance away, and has
an absolute maximum range of 10 tiles.

The cargo goody pack is ~~1300~~ **~~700~~ 450** credits, putting it
slightly above the plasma projector firearms, and most melee weaponry.
The pack comes with the derringer, and an ammo box with 10 additional
shots.

As a recent change, the derringer also requires a do_after delay to
load, meaning loading a cartridge takes 3/4ths of a second to perform,
to prevent magdumping and being ready to fire immediately.

In addition, it also adds .310 Strilka rubber ammo boxes to the cargo
import market, allowing acquisition of (less-lethal) ammo for it, and
the Sakhno for the general public. It's 50 credits for 10 shots.

## Why It's Good For The Game

This offers a gun that is more heavily tilted towards self-defense, and
requires a bit more thought towards when to use it due to the slight
ammo scarcity (requiring either a hacked lathe to print weaker surplus
rounds, or an ammo workbench). The low capacity and poor damage at range
stops it from being a pocket sniper, while still giving it enough 'oomf'
to justify carrying it as a non-combat focused role.

While it can fire twice in (relatively) quick succession, the lower
damage makes it unable to crit an unarmored crew member; it still deals
a significant amount and leaves them in a vulnerable state, but requires
reloading and gives the victim a chance to retaliate, rather that being
an instant crit or kill.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

( Screenshots are not upto date in regards to current price, all other
information is correct )
![Derringer
Cargo](https://github.com/user-attachments/assets/4fc6f8e0-25c9-4a98-997e-7c273f6374b7)

![Derringer Cargo
Desc](https://github.com/user-attachments/assets/1c98a1da-bdac-4533-8d5f-8813cefc4f86)

![Crate
Contents](https://github.com/user-attachments/assets/0def8f70-368c-4054-9072-1892da2ae24a)

![Derringer and
Sakhno](https://github.com/user-attachments/assets/04b10b3f-601e-4a22-a510-e777edb5da1f)

![Three in a Row
Low](https://github.com/user-attachments/assets/126c57d5-1aab-454c-a6bb-af4a61b4296f)

![TwoTap Close
Low](https://github.com/user-attachments/assets/737e28c7-551a-4b4d-9e62-80abd94015f4)

![TwoTap Far
Low](https://github.com/user-attachments/assets/783287eb-720a-4d50-8c20-baf79819bb81)

![Strilka
Rubbers](https://github.com/user-attachments/assets/86e1f06a-fe18-4998-a859-7f9708d3f667)

This video below shows the reload delay in action (time is 0.8 seconds,
rather than the 0.75 seconds that is committed currently)


https://github.com/user-attachments/assets/d8769a79-6019-4288-bd00-c343a03a3935

<details>
<summary>Old Damage Dropoff @ 5% per Tile</summary>

![Three in a
Row](https://github.com/user-attachments/assets/001d0a25-2d3f-4074-99ca-30e1f380fc85)

![TwoTap
PB](https://github.com/user-attachments/assets/db7ef91d-fb28-4063-9ee7-5bf31b4e530a)

![TwoTap
Far](https://github.com/user-attachments/assets/990c3061-8e35-44b6-85ae-263f76e793d2)

</details>

In addition to the GIFs above, I did a small series of wound testing and
general purpose utility actions with the derringer. While surplus ammo
suffers from lower wound chance and immensely reduced damage against
armored targets, it still deals full against structures, unarmored, and
simple mobs.


```
20 trials, 3 tiles between shooter and target, aiming chest, firing twice

1: Skin Breakage (Moderate Chest)
2: Open Puncture (Severe Leg)
3: No Wounds
4: No Wounds
5: Open Puncture (Severe Chest)
6: Skin Breakage x2 (Moderate Chest & Leg)
7: No Wounds
8: No Wounds
9: No Wounds
10: Skin Breakage (Moderate Chest)
11: Skin Breakage (Moderate Chest)
12: Skin Breakage (Moderate Leg)
13: Muscle Tear (Moderate Leg) - Survived Wound
14: Open Puncture (Severe Arm)
15: No Wounds
16: No Wounds
17: No Wounds
18: Skin Breakage (Moderate Chest)
19: No Wounds
20: Skin Breakage (Moderate Arm), Open Puncture (Severe Chest)

9 Unwounded
9 Wounded
2 Double Wounded

3/4 to Crit PB (Affected by Determination from Wounds)
5 to Crit with 3 tiles between shooter and target
8 to Crit with 5 tiles between shooter and target
18 to Crit with 8 tiles between shooter and target

Opens secure locker in 8 PB shots
Breaks reinforced window + grille in 6 PB shots
```

</details>

## Changelog
🆑
add: Adds Yinbi Derringer. Sakhno production 2-shot pistol chambered in
.310 Strilka. Available at cargo for 450 credits.
add: Re-adds .310 Strilka Rubber ammo boxes to the company imports tab,
available for 50 credits.
image: Adds sprite for Yinbi Derringer.
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2024-12-08 05:58:46 +00:00
..