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[WIP]Energy weapon gameplay enhancement #2677

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Pockets-byte
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About The Pull Request

this is an attempt to make energy weapons more reasonable for muni players by bringing them several more statistics that need to be managed, and one entire minigame definitely not borrowed from ds13
energy weapons degrade and lose effectiveness the more they're used, and muni needs to be on their toes to keep them functional and not exploding in your face.

Why It's Good For The Game

muni gameplay on the wisp real.

there are three new stats to keep track of, weapon heat, weapon lens alignment, and weapon frequency alignment - should any of these reach their worst state, ::fun:: things happen, including weapon explosions, shutdowns, in-ship laser fire, and dangerous steam venting.

Testing Photographs and Procedure

Screenshots&Videos

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Changelog

🆑
add: Added several stats to keep track of to energy weapons
add: Added a minigame from ds13
balance:some rebalanced energy weapons to make up for required downtimes and more measured use
/:cl:

@Pockets-byte Pockets-byte changed the title Energy weapon gameplay encahncement Energy weapon gameplay enhancement Jun 5, 2024
@Pockets-byte Pockets-byte changed the title Energy weapon gameplay enhancement [WIP]Energy weapon gameplay enhancement Jun 5, 2024
@bluey89962
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Question: would this also come with adding muni tech as a job to the whisp or would someone else (ie engineers/MAA/whoever the captain assigns) be responsible for this?

@Pockets-byte
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Question: would this also come with adding muni tech as a job to the whisp or would someone else (ie engineers/MAA/whoever the captain assigns) be responsible for this?

this most likely will come with muni jobs on the wisp, yes- these changes will make single-manning the wisp much harder- but probably not impossible

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this most likely will come with muni jobs on the wisp, yes- these changes will make single-manning the wisp much harder- but probably not impossible

I obviously don't know exactly how this system will work but in that case it might be good to restrict the amount of tecchies that we it can have because I expect we will many see cases where lots of people sign up for it since they see it as "the necessary job for NSV" (which it is on basically all ships) but no one goes for engineering, which is absolutely more essencial for the functioning of the whisp.

Of course it's all WIP and everything but I just thought I'd throw in my 2 cents considering the lack of engineers is a common issue for the map and it's a reason that people usually bring up as to why they dislike it.

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Co-Authored-By: Bokkiewokkie <43698041+Bokkiewokkie@users.noreply.github.com>
Co-Authored-By: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

test

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Revert "I don't know what I'm doing"

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5 participants