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Fixed H&K G80 requires zero charges with effective emitter gunmod #34241

Merged
merged 5 commits into from
Sep 26, 2019
Merged

Fixed H&K G80 requires zero charges with effective emitter gunmod #34241

merged 5 commits into from
Sep 26, 2019

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Night-Pryanik
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Summary

SUMMARY: Bugfixes "Fixed H&K G80 requires zero charges with effective emitter gunmod."

Purpose of change

Fix H&K G80 requires zero charges with effective emitter gunmod.

G80's base UPS drain is 5 charges. After installing effective emitter, which reduces UPS drain by 5 charges, G80 doesn't require charges to fire at all. And even if emitter doesn't reduce UPS drain to zero, proportional values for mods seem more natural rather than a fixed one (reduction of 5 is far more noticeable for a 10 base UPS drain weapon (-50%) rather for a 100 base UPS drain weapon (-5%)).

Describe the solution

  • Renamed ups_charges field of the GUNMOD item type to ups_charges_multiplier and made it float instead of int.
  • Made effective emitter reduce UPS consumption by 10% of base value; electrolaser conversion increases consumption by 20%; high density capacitor increases consumption twofold.
  • While I'm here, I changed exact date of production (2033) of G80 to vague first quarter of 21st century.
  • Also I think G80 isn't an electromagnetic weapon as is and thus shouldn't have an emitter gunmod slot, so I removed it.

Additional context

With a new emitter, G80 will consume 4 charges instead of base value of 5.

@Night-Pryanik Night-Pryanik added Game: Balance Balancing of (existing) in-game features. [JSON] Changes (can be) made in JSON Items: Gunmod / Toolmod Weapon and tool attachments, and add-ons [C++] Changes (can be) made in C++. Previously named `Code` Ranged Ranged (firearms, bows, crossbows, throwing), balance, tactics Lore Game lore, in-game communication. Also the Lore tab. labels Sep 26, 2019
@Maddremor
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I though someone would notice the same deal with the coilgun first. Rest in peace noble cheese.

@Night-Pryanik
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Thanks for the tip. Removed emitter gunmod slot from coilgun as well.

@Maddremor
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Well, the coilgun is an electromagnetic weapon, but it could previously be reduced to zero power consumption.

@ZhilkinSerg ZhilkinSerg merged commit 9a54879 into CleverRaven:master Sep 26, 2019
@Night-Pryanik
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the coilgun is an electromagnetic weapon

By "electromagnetic weapon" in this particular case I meant "something that inflict damage directly by electromagnetic waves, such as laser". Neither railgun nor coilgun fit this description.

@Night-Pryanik Night-Pryanik deleted the fix-hkg80-requires-zero-charges-with-effective-emitter-gunmod branch September 26, 2019 15:31
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[C++] Changes (can be) made in C++. Previously named `Code` Game: Balance Balancing of (existing) in-game features. Items: Gunmod / Toolmod Weapon and tool attachments, and add-ons [JSON] Changes (can be) made in JSON Lore Game lore, in-game communication. Also the Lore tab. Ranged Ranged (firearms, bows, crossbows, throwing), balance, tactics
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3 participants