Normal force VS demolition force
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
- Byond Username: Rectification
- Location: Space Station 13
Normal force VS demolition force
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.
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.
- Sincerely itseasytosee
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- Pandarsenic
- Joined: Fri Apr 18, 2014 11:56 pm
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Re: Normal force VS demolition force
This would be pretty cool, since some stuff makes sense to hurt people a lot and hurt structures very little, like scalpels.
(2:53:35 AM) scaredofshadows: how about head of robutts
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- Shadowflame909
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Re: Normal force VS demolition force
When you weld the cyborg shell off to decon it in combat
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- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
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Re: Normal force VS demolition force
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.
- Sincerely itseasytosee
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- TheFinalPotato
- Code Maintainer
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Re: Normal force VS demolition force
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
Not sure if it's a good idea or not, but that's how you'd do it
- mrmelbert
- In-Game Game Master
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Re: Normal force VS demolition force
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.
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
Do you have any specific apprehensions?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
- Sincerely itseasytosee
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Re: Normal force VS demolition force
Isn't this just armour
- Farquaar
- Joined: Sat Apr 07, 2018 7:20 am
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- Location: Delta Quadrant
Re: Normal force VS demolition force
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
- Joined: Sun Feb 21, 2021 1:14 am
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Re: Normal force VS demolition force
Nah, armor would represent a structures resistance to melee weapons, while this would be a representation of an individual items ability to damage structures.
- Sincerely itseasytosee
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- Itseasytosee2me
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Re: Normal force VS demolition force
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
Just need a list of applicable items so I don't have to waste gbp on a lot of separate PR's
- Sincerely itseasytosee
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- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
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Re: Normal force VS demolition force
- Sincerely itseasytosee
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- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
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Re: Normal force VS demolition force
Merged, pack it up, we have entered idea heaven.
- Sincerely itseasytosee
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- TheFinalPotato
- Code Maintainer
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- Byond Username: LemonInTheDark
Re: Normal force VS demolition force
I thought it was impossible for the ideas board to be actually productive
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