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Redesign the Raven Battlecruiser escape shuttle (#42211)
This new shuttle is significantly more usable than the hideous lopsided garbage we had before. The turrets can actually fire at nuke ops and won't kill ian anymore. It also has shields you can enable to give you extra protection from boarders or meteors, and the bridge can thoroughly lock itself down with blast doors to enter it, and on the windows. These turrets can also be disabled in the bridge, if you like. This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle now. Gotta pay for your security!
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File diff suppressed because it is too large
Load Diff
@@ -437,10 +437,12 @@
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/datum/map_template/shuttle/emergency/raven
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suffix = "raven"
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name = "CentCom Raven Battlecruiser"
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description = "The CentCom Raven Battlecruiser is currently docked at the CentCom ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The CentCom Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range CentCom Medical Bay."
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admin_notes = "Comes with turrets that will target any simplemob."
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credit_cost = 12500
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name = "CentCom Raven Cruiser"
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description = "The CentCom Raven Cruiser is a former high-risk salvage vessel, now repurposed into an emergency escape shuttle. \
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Once first to the scene to pick through warzones for valuable remains, it now serves as an excellent escape option for stations under heavy fire from outside forces. \
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This escape shuttle boasts shields and numerous anti-personnel turrets guarding its perimeter to fend off meteors and enemy boarding attempts."
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admin_notes = "Comes with turrets that will target anything without the neutral faction (nuke ops, xenos etc, but not pets)."
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credit_cost = 30000
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/datum/map_template/shuttle/arrival/box
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suffix = "box"
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@@ -656,8 +656,14 @@
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. = ..()
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AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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/obj/machinery/porta_turret/syndicate/setup()
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return
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/obj/machinery/porta_turret/syndicate/assess_perp(mob/living/carbon/human/perp)
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return 10 //Syndicate turrets shoot everything not in their faction
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/obj/machinery/porta_turret/syndicate/energy
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icon_state = "standard_stun"
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icon_state = "standard_lethal"
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base_icon_state = "standard"
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stun_projectile = /obj/item/projectile/energy/electrode
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stun_projectile_sound = 'sound/weapons/taser.ogg'
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@@ -666,7 +672,7 @@
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desc = "An energy blaster auto-turret."
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/obj/machinery/porta_turret/syndicate/energy/heavy
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icon_state = "standard_stun"
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icon_state = "standard_lethal"
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base_icon_state = "standard"
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stun_projectile = /obj/item/projectile/energy/electrode
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stun_projectile_sound = 'sound/weapons/taser.ogg'
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@@ -674,12 +680,11 @@
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lethal_projectile_sound = 'sound/weapons/lasercannonfire.ogg'
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desc = "An energy blaster auto-turret."
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/obj/machinery/porta_turret/syndicate/energy/raven
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stun_projectile = /obj/item/projectile/beam/laser
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stun_projectile_sound = 'sound/weapons/laser.ogg'
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faction = list("neutral","silicon","turret")
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/obj/machinery/porta_turret/syndicate/setup()
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return
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/obj/machinery/porta_turret/syndicate/assess_perp(mob/living/carbon/human/perp)
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return 10 //Syndicate turrets shoot everything not in their faction
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/obj/machinery/porta_turret/syndicate/pod
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integrity_failure = 20
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@@ -150,3 +150,33 @@
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/obj/effect/turf_decal/plaque
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icon_state = "plaque"
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/obj/effect/turf_decal/raven_ship_sign
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icon_state = "RAVEN2"
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/obj/effect/turf_decal/raven/one
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icon_state = "RAVEN1"
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/obj/effect/turf_decal/raven/two
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icon_state = "RAVEN2"
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/obj/effect/turf_decal/raven/three
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icon_state = "RAVEN3"
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/obj/effect/turf_decal/raven/four
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icon_state = "RAVEN4"
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/obj/effect/turf_decal/raven/five
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icon_state = "RAVEN5"
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/obj/effect/turf_decal/raven/six
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icon_state = "RAVEN6"
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/obj/effect/turf_decal/raven/seven
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icon_state = "RAVEN7"
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/obj/effect/turf_decal/raven/eight
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icon_state = "RAVEN8"
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/obj/effect/turf_decal/raven/nine
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icon_state = "RAVEN9"
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