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emergency laser buff #4197
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emergency laser buff #4197
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@deltanedas this has direction approval now |
Test fail is real. You can complete the laser rifle cargo bounty with the emergency lasers, which results in a rather significant net positive and causes teh test to fail. Either make the crate more expensive, the reward for the bounty smaller, or the emergency lasers not laser rifles. |
you can complete the laser bounty with batteries 💔 |
or to put it in a more professional manner a valid concern however, is the value of one emergency laser crate compared to its buy price. i am going to double check, and fix that should it be an issue before we merge |
an emergency lasers crate is bought for 5000. This is not an issue. good to merge. |
Well, it would have been merged automaticaly by now, but the test fail prevents that. Removing the test might be an option, because it's kinda dumb anyway (it only checks if you can immediately resell this single crate, and doesn't account for combinations of several crates, hence why the tests didn't fail before), but that's probably not my call to make. |
And no, just merging it as-is won't work, it would cause the same test fail on every single future PR, which is bad for obvious reasons. |
the test fail is because you can slap a bounty slip on an unopened crate and sell it? what kinda test is that |
The test checks for exactly that. It checks for the most basic, low effort form of arbitrage. The goal is essentially to not make you be able to complete a bounty by taking a label to the ATS and buying before immediately selling back. Previously I assume the test was passing because the bounty wanted 6 laser guns, and one crate had 4 guns in it, and therefore, you couldn't just buy a single crate, slap a label on it, and then immediately sell it back. (instead, you could buy 2 crates...) Now you can. Increasing the bounty to require 11 lasers would make the test pass. Or, the more elegant fix would be to make the laser crates contain 5 lasers each, for half the price of the current 10 laser pack. That should satisfy the test. |
some suggestions:
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Head branch was pushed to by a user without write access
yeah im saying its a weird test, a good chunk of bounties on the ats are done by opening a crate, smashing a refill station or cutting some pizza or whatever, and then putting them back in the box with a new label. its a weird a thing to test for. regardless im gonna halve the cost and guns inside.
the intention is for emergency lasers to be actual garbage, like an absolutely dogshit weapon. "hand it to three tiders and maybe they can kill something" - dogshit. opening a crate and finding 10 of them would have helped in conveying that idea but in order to not block them from bounties, i can accept only having 5 in a crate about the cost of a Penguin. |
Resources/Prototypes/_Impstation/Catalog/Cargo/cargo_emergency.yml
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update comments according to CONTRIBUTING.md
wdym? |
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Missing spaces for consistent formatting
Edit: also it's DeltaV not Delta-V
Resources/Prototypes/_Impstation/Catalog/Cargo/cargo_emergency.yml
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Resources/Prototypes/_Impstation/Catalog/Fills/Crates/emergency.yml
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Resources/Prototypes/_Impstation/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml
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@deltanedas good to merge? |
forgot to update CL woops |
DELTANEDAS DO NOT MERGE THIS WITHOUT DIRECTION APPROVAL
Why / Balance
Emergency Lasers are completely worthless: they do no damage, they are inaccurate unless wielded, and they constantly broadcast your location.
Keeping their damage pretty bad but supplying you with 10 at a time should help them actually fill their role of a weapon you can mass distribute to crew.
Changelog
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