Open lenaleciel opened 1 year ago
The naming conventions are certainly confusing, for sure. I know that Deployable is on the Slag Cannon since it has a “””deployable””” piece of cover that has trackable HP. Do you have a recommendation for a different word than “Deployable” for the user to understand that a system has “Placeable” objects?
EDIT: Should I close #1854 in favor of this issue?
I had entirely forgotten about that older issue, my bad.
The Slag Cannon is a separate issue because that's not a matter of "It erroneously has the Deployable System type" but a matter of "the weapon's tags erroneously contain the Deployable tag." I assumed that the system type or something similar was necessary for the trackable HP functions, as there are things with the Deployable system type that don't have the Deployable tag, such as mines, that do function in active mode.
I think most of those placeable objects are treated as just Objects (the game term), though those are mostly "placeable thing that result from a system, trait, or weapon."
Adding a new "Mine" type would work well, I think, especially considering that mines and mine-like systems are fairly widespread.
Currently, mines have Deployable as a "System Type" even if they do not technically have the Deployable tag.
Specifically, the systems with Mines do not have the Deployable tag proper in their listed tags as is intended, but are referred to as "Deployable" in their system type. This can cause confusion as to whether or not Mines count as Deployables since they do not, despite it saying Deployable in the top right and showing up when you search for "Systems that fall under the System Type Deployable". (If you search for the Deployable Tag instead, they properly do not show up.
My original suggestion was to change the name of the Deployable Systems system type to something more general that isn't an official game term to avoid confusion, but as the things listed with "Deployable Systems" under type that aren't deployables proper are exclusively mines, a better solution would likely to be to add an additional "Mine" system type and shuffle the Mine systems there instead.
Coincidentally, the Kobold's Slag Cannon erroneously has the Deployable tag. I will open up a pull request on the relevant github to correct that eventually, but the Long Rim LCP that contains the Slag Cannon also has separate mines, so holding off on that until a framework that would enable a "mine" system type might be ideal so that there doesn't have to be 2 minor back to back LCP updates.