TheRealBeef / Beefs-Breakable-Equipment

Adds condition to NVGs / Detectors / Binos / Radios / etc in Stalker Anomaly, requiring them to be maintained.
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Feature: Add condition to Headlamp/Flashlight/NVGs/Detectors/Geiger/Binoculars #1

Open TheRealBeef opened 2 years ago

TheRealBeef commented 2 years ago

Headlamp Flashlight NVGs Detectors Geiger Counter Binoculars

TheRealBeef commented 2 years ago

My goal is to have nvgs / detectors / rf receiver / etc all use the same core condition function and get repaired by mechanics only, since they're 'complex systems' that would be beyond avg sdalger to fix

between the powered exos, gboobs checking for bones getting hit, and xcvb's toxic air i can put something together to manage condition as a separate state

also randomly draining more power due to compromised electronics

"Ever thought about making headlamp / flashlights tiered as well? Like NVGs? Like for example you start with a shitty ass lighbulb for a headlamp and upgrade it to LED one n shit" - perhaps bulbs wear out in flashlights as well, and LED uses less power etc

TheRealBeef commented 2 years ago

too low condition and they become 'broken headlamp' 'broken detector' etc

TheRealBeef commented 2 years ago

after seeing @xcvb's stuff that adds a condition % to gasmasks' tooltip to keep track of filters for toxic air, i think it would be easy to do similar so its not overriding battery stuff

TheRealBeef commented 2 years ago

let grenades, anomalies and critical damage attacks have a chance at damaging the side of your equipment you usually take for granted: NVGs, PDAs, flashlights, detectors.

This would make them less of a permanent one-off purchases you take for granted, turning them instead into good succeptible to damage as any other in sometimes very undesirable situations (night escapade far from home where you take a critical hit into your NVGs).

While implementing damage system to those items similar to weapons may be difficult (I don't know, it's a semi-educated guess), two simple alternatives would be to either make such item completely despawn from player inventory (destroyed... puff!) or simply making them loose all their battery charge whenever a check for damage comes back positive.

I always disliked how those things were a one off - once you had them you took them for granted for the remainder of the game, risk-free.

TheRealBeef commented 2 years ago

basically the purpose is to make the specialty equipment (nvg/bino/detector/etc) have some condition that can be managed, and to develop tiered upgrades for headlamps / flashlights / etc that make them more resistant to damage / better like for instance, if you have 'original' flashlight with lightbulb, the bulb can break more easily in anomalies or on impact from bullet if it hits the bone that flashlight is attached to, but LED is more resistant to damage. Mechanics would be the only ones who can repair 'special' equipment, but for simple things like flashlights I will try to mimic the weapon parts stuff in that you can 'field strip' some flashlight and replace its lightbulb / switch / casing, as example