Equinox-SS13 / equinox-sojourn

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nanogate rebalance: variable speedup and regen #38

Closed lolman360 closed 3 months ago

lolman360 commented 3 months ago

wow, nanogates are so cool! but the perk system is pretty inflexible. what if people could choose the point assignment for certain numerical perks in order to fit their needs better?

nanogate regen has been buffed slightly, as spending 7 points (the previous default) now grants 0.7/tick regen instead of 0.5.

nanite chem is no longer one-time use, and regenerates in 15min. with extra point investiture this goes down to 5 minutes with 3 points (max)

nanite ammo now regenerates in 15min. with extra point investiture this goes down to 5 minutes with 3 points (max)

nanite munition fabricator is now reusable every hour, but now costs 2 points by default. another point can be spent to reduce cooldown by 10 minutes.

mindbanking is now 10 points/1 nanogate point.

nanite bot is... imo fine as it is, with manual control? mob AI needs changing but that's out of scope nanite rig also is decent enough, no issues with it

Changelog

:cl: balance: nanogate users can now choose how many points to spend on their numerical perks (currently only speedup and regen) /:cl:

valkyria-gk commented 3 months ago

If you want to mark this as draft, there is a poorly displayed button under the "Reviewers" to right. Click on the link "Convert to Draft" to mark this as a draft. image

To unmark it again in the future when it is ready. You can click on the same link again or a button at the PR Check box at bottom of conversation.

lolman360 commented 3 months ago

If you want to mark this as draft, there is a poorly displayed button under the "Reviewers" to right. Click on the link "Convert to Draft" to mark this as a draft. image

To unmark it again in the future when it is ready. You can click on the same link again or a button at the PR Check box at bottom of conversation.

i didnt notice it wasn't a draft until now

lolman360 commented 3 months ago

Whilst it is possible to spend decimal amounts of nanites on these abilities, the code seems to be able to handle it gracefully, and everything seems to be in working order from some local testing.

decimal amounts was absolutely not intentional and can definitely be exploited atm (see spending 2.1 nanites to get the -10min on modification spawning), but I'll patch this specific one out and leave the overall feature in- it might be more interesting in the long run.

Kilmented commented 3 months ago

maybe nanite regen should repair organ damage slowly too so it's a more passive form of the autodoc

side note having a personal surgery suite everywhere you go roundstart makes it where you don't ever need to talk to doctor ever if you have the luxury of time! (unless you're in deepmaints you should have plenty.) there's been numerous occasions where I just stopped bleeding, took oxyrush, queued a full heal, and then came back to the game in five minutes to a perfectly healthy spessman who was dying from shrapnel, bone breakages, eye and muscle damage from the prior just a bit ago

lolman360 commented 3 months ago

maybe nanite regen should repair organ damage slowly too so it's a more passive form of the autodoc

side note having a personal surgery suite everywhere you go roundstart makes it where you don't ever need to talk to doctor ever if you have the luxury of time! (unless you're in deepmaints you should have plenty.) there's been numerous occasions where I just stopped bleeding, took oxyrush, queued a full heal, and then came back to the game in five minutes to a perfectly healthy spessman who was dying from shrapnel, bone breakages, eye and muscle damage from the prior just a bit ago

passive organ damage healing is extremely good, autodoc requires time, standing still and suit power- and is MUCH more vulnerable to EMPs, especially if you take suit damage