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Changes tank explosions to take tank volume into account and use sqrt scaling when calculating explosion range. This basically means that they scale faster at lower pressures and slower at high pressures. Rebalances tank explosion scaling so that maxcap TTVs are where they used to be pressure-wise. Rebalances the research doppler arrays cash generation algorithm so it maxes out at the same TTV pressure. This does however mean that the doppler array will grant more points at lower explosion pressures. Rebalances blastcannon shot range calculation so it scales as it used to with normal TTVs. The comparatively tiny emergency tanks no longer produce the same size explosion as a TTV at the same pressure. It is much more difficult to carry around 70 maxcaps in a single duffle bag. (I don't think it renders this completely impossible but it does kill oxy-trit emergency tank singlecaps as far as I know.) Lemon posting past this line. How it works: Change assumes maxcaps should be just as easy with the standard ttv setup of 2 70L tanks. So it divides the bomb's strength by 14, then scales it using dyn_explosion's (x*2)^0.5. If you graph it the strength is exactly the same with a 140L reaction vessel, but as volume goes down, strength falls off very quickly because of that division, and the use of dyn_explosion. Hopefully this will effectively disincentivize singlecapping, and remove the everpresent threat of someone leaking the station leveling method. Reasoning for when github blows up: I don't think single caps are on the same level as typical atmos antag threats. They're a hell problem 1: tanks should explode when someone hyper pressurizes them 2: we want all tank explosions to act the same, for the sake of a believable world 3: really well put together tank explosions (ttvs), should be really powerful 4: reaction code is a son of a bitch I do think knowledge gating has some place. Knowing how to do something well should have a benefit. but that isn't like, an ultimate truth. I've seen what proper, full on atmos autism single capping looks like. I don't like that level of absolute destruction at speed being feasible full stop. I consider single caps to be a necessary side effect of how explosion code works. I think it's really cool that people have gotten so deep into this game and the systems around it that they've started optimizing this side effect into a tool/bragging rights thing. But I'm still not a huge fan. If big booms are gated only by knowledge, then as soon as that knowledge spreads we're fucked. I've seen this happen before with things like rad batteries (cue crit being cringe). It's not just single caps mind, the destruction you can make with em scales with knowledge. I'm not in love with this pr mind, because it means I need to worry about bomb code when someone makes some silly tank volume balance pr. but it's a good solution. better then what's been tried in the past. still leaves space for things just blowing up in your face without maxcaps coming into the equation easily.