Normal force VS demolition force

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Itseasytosee2me
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Normal force VS demolition force

Post by Itseasytosee2me » #639831

Items should have a separate force variable specifically for damage against buildings and structures. By default, it is equal to normal damage.
It could both be defined as a modifier (demolish_force = force * 1.5) for most cases as well as specific numbers (demolition_force = 45) for more specific dedicated scenarios.
Not only does it make sense that some items should be better at destroying stuff than others, but it would also allow for the specific implementation of high damage items without having to worry about factors of how easy it is as a breaching tool, or make effective breaching tools without having to worry too much about it being overpowered as a weapon.

Some example implementations would be lowering knives effectiveness against structures, and increasing the effectiveness of smash-y items like the fire extinguisher and axe.

It would require a bit of work to convert all instances of times where a weapon would increase in force to also increase the demolition force, or otherwise add in a proc that updates the demolition force alongside the force. (maybe similar to how we have procs that set damage, rather than directly changing the var)


BONUS: Cyborgs and mechs take damage as if they were structures. Don't stab the metal man! hit them with a big hammer.
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Pandarsenic
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Re: Normal force VS demolition force

Post by Pandarsenic » #639841

This would be pretty cool, since some stuff makes sense to hurt people a lot and hurt structures very little, like scalpels.
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Shadowflame909
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Re: Normal force VS demolition force

Post by Shadowflame909 » #639853

When you weld the cyborg shell off to decon it in combat
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #640225

I'd be interest on maintainers opinion on whether the demolition force should be updated as a proc that is called whenever force is updated, or if it should just be updated manually in such instances.
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TheFinalPotato
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Re: Normal force VS demolition force

Post by TheFinalPotato » #640230

If you're going to tie the two together, you should make changing force into a setter proc yeah.
Not sure if it's a good idea or not, but that's how you'd do it
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mrmelbert
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Re: Normal force VS demolition force

Post by mrmelbert » #640233

Funnily enough, I used something like this for blade heretics.
I added an "item" that multiplies its force in pre_attack if the hit atom was a structure and machine.
Could be cool to have an element that handles it or something.
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #640237

TheFinalPotato wrote: Sun May 08, 2022 10:56 pm If you're going to tie the two together, you should make changing force into a setter proc yeah.
Not sure if it's a good idea or not, but that's how you'd do it
Do you have any specific apprehensions?
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cacogen
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Re: Normal force VS demolition force

Post by cacogen » #640240

Isn't this just armour
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Farquaar
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Re: Normal force VS demolition force

Post by Farquaar » #640244

This would be a good change. Distinguishing between "finesse" weapons and weapons with raw destructive power adds a lot to the game's flavour, if nothing else.
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #640383

cacogen wrote: Mon May 09, 2022 1:02 am Isn't this just armour
Nah, armor would represent a structures resistance to melee weapons, while this would be a representation of an individual items ability to damage structures.
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #640396

The code is pretty much ready on this.
Just need a list of applicable items so I don't have to waste gbp on a lot of separate PR's
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #640867

- Sincerely itseasytosee
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Itseasytosee2me
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Re: Normal force VS demolition force

Post by Itseasytosee2me » #643454

Merged, pack it up, we have entered idea heaven.
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TheFinalPotato
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Re: Normal force VS demolition force

Post by TheFinalPotato » #643484

I thought it was impossible for the ideas board to be actually productive
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