Barricades - Sprite Test

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nullbear
Joined: Tue Apr 26, 2016 11:32 pm
Byond Username: Nullbear

Barricades - Sprite Test

Post by nullbear » #475970

Made some 'barricade' sprites. Did a test to see how they look in-game.

Image

.. I like this version better:
Image

Character has a y-offset of 8 pixels, which looks great imo. But would need a fair bit of work to change permanently. (primarily an issue with layers, and how /tg/ uses them. I think it would be relatively easy to fix.

Top Left -> Wooden Barricades.
- Wood burn in plasmafires, and be less effective as cover against ranged weapons, but sturdy enough in melee and functions as a wall.

Top Right -> Metal Barricades.
- wouldn't burn in plasmafire, and is decently effective as cover against ranged and melee weapons.

Barricades would take as much time to hop over as tables, have a 33% (wood) and 50% (metal) chance to block projectiles, taking the damage instead. Prevent walking through tiles, like side-windows, and can be deconstructed by using a crowbar from the inside.

Bottom, From bottle-left, clockwise -> Energy Barricade / States
Off, Charged.
Off, Dead.
Off, Resetting (Animated/flashing)
On, Charged.
Off, Low Charge.
On, Low Charge.
On, Special
On, Special Low Charge.
The rest are just On, Charged.

Energy barricades would be an RnD tech. They have a 67% chance to block projectiles, taking the damage instead. They take longer to climb over. And can be collapsed and picked up.

They're powered using energy cells (because why not have more uses for cells.) and rather than having "health" and being destroyed like the wood/metal ones, they charge a buffer from
their energy cell. Damage reduces the energy in the buffer. After not being damaged for a few seconds, the buffer recharges again. If the buffer is depleted, the shield goes on cooldown
and shuts off for a while (Resetting State) and a bit of extra charge is depleted from the cell. While active, they use a very small amount of power from the cell each tick.

They can be turned off from the inside, then drag-to-self to collapse and pick up. Clicking on it with an energy cell swaps them. Can be further upgraded as well.

Cons over wood/metal:
More expensive to make.
Stock-tier has a smaller "health buffer", making them easier to disable.
Passively consumes energy -> Wood/Metal can be built and forgotten, but these must be maintained. Because they use cells not station power, It's a challenge to maintain more than a few of them. (Best used to block a hallway, rather than using them on all sides.)
something-something easier to steal/flip the tables with than wood/metal. (wood/metal must be rebuilt after breaking, these can just be re-deployed in the opposite direction.)
Vulnerable to EMP's.

Pros over wood/metal:
Better Defense
Can be upgraded
Doesnt need to be rebuilt.
Very portable. Can be placed in backpacks when collapsed.
Uses energy cells instead of station power, which makes them immune to borgs/ai remote disabling power, and useful when there is no area power (such as on lavaland)
Can be "Healed" using energy diffuser thing.
Harder to climb.
Passively 'repairs' itself, and has a much higher health than wood/metal before it needs to be maintained/rebuilt (energy cell swapout)

-

Special version deals light burn damage to people bumping into it / trying to climb over it. And it comes colored in "edge-lord amber".
Last edited by nullbear on Wed Feb 13, 2019 4:45 am, edited 1 time in total.
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wesoda25
Joined: Thu Aug 10, 2017 9:32 pm
Byond Username: Wesoda25

Re: Barricades - Sprite Test

Post by wesoda25 » #475978

That'd be cool, but our old wooden ones should stay in maint.
nullbear
Joined: Tue Apr 26, 2016 11:32 pm
Byond Username: Nullbear

Re: Barricades - Sprite Test

Post by nullbear » #475983

Yeah those are full-tile, these are half-tile. I actually used their sprite for the pallet.
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