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feat(balance): power armor updates #3625

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merged 1 commit into from
Nov 11, 2023

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Summary

SUMMARY: Balance "Consistency updates for power armor, allow salvaging light/heavy power armor, armored zombie monsterdrop updates"

Purpose of change

A bundle of assorted ideas pertaining to power armor spawns and usage. Goals are making power armor suits a bit more consistent statwise, making all suits feasible to salvage for depowered armor, etc.

Describe the solution

  1. Beefed light power armor's size up from 12.67 kg and 15 liters to 25 kg and 30 liters. This both makes it closer to (but not quite) half the overall size of basic power armor, and helps give room for needed conservation of mass when salvaging. Also makes sure that it won't increase in volume when converted to salvaged power armor.
  2. Adjusted light power armor helmet's size from 1.814 kg and 4 liters to 2.5 kg and 3 liters. So a lil heavier but bit smaller, standardizes the helmet at being a tength the overall size of the main armor, and makes it make more sense when salvaged.
  3. Lowered salvaged power armor's weight from 12.214 kg to an even 12 kg. Adds a lil more wiggle room for conservation of mass when converting from light power armor and makes the values less messy.
  4. Changed salvaged power armor helmet from 2.416 kg and 5 liters to 1.2 kg and 2.5 liters. Standardized around being 10% the size of the rest of the set, plus keeps the helm from expanding in size if converted from light power helmet and makes conservation of mass easier to obey.
  5. Changed basic power armor helmet's size from 3.628 kg and 5 liters to 5.5 kg and 10 liters. Standardizes around 10% of suit's size and ensures mass of components from salvaging will be less than or equal to weight of power helmet.
  6. Changed heavy power armor helmet's size from 5.442 kg and 7 liters to 7.5 kg and 13 liters. Standardizes around 10% of suit's size and ensures mass of components from salvaging will be less than or equal to weight of heavy power helmet.
  7. Updated weight capacity bonuses for affected armors accordingly so they still support their own weight when activated.
  8. Standardized warmth and storage of power armors, specifically fixing basic power armor having 50% higher warmth and 62.5% the storage space of both light and heavy power armor.
  9. Lowered encumbrance of salvaged power armor from 40 to 35, so it's now actually worth eating the protection and coverage reduction if you're salvaging light power armor (which also has 40 encumbrance). Salvaged power armor also gets to benefit from the storage buff, while still having its 10 lower warmth.
  10. Set it so power draw of power armor varies instead of being identical. The good news is this means light power armor now eats half as much power as basic armor. In exchange, heavy power armor eats 50% more power.
  11. Set basic power armor uncrafts to also return some steel armor plates, to fit the idea of it stripping out some extra armor plates to save weight and retain mobility. Fits with salvaged power armor having lower armor value than even light power armor, as well.
  12. Added uncraft recipes for light and heavy power armor and helmets. They follow the same basic template as the basic power armor uncrafts, yielding salvaged armor, some relevant armor plating, and assorted components. Total mass of components is always set to not exceed the mass of the original armor item, total volume can be higher in the case of light power armor (since you're taking pieces previously buried under armor plating). Time and skill requirements also vary a bit, easier for light power armor and harder for heavy.
  13. Set armored zombies to actually drop their armor 100% of the time, and their helmet 75% of the time. Now it'll be salvaged power armor plus assorted scrap (with chances better standardized) 75% of the time, one of the actual power armor sets the other 25%. Also now comes with the chance of spawning a power armor accessory too.

Describe alternatives you've considered

  1. We could use relic data to make active power armor directly buff strength in addition to or instead of its use of weight_capacity_bonus.
  2. We could also at some point give armored zombies a chance of spawning with augmentations, for an additional source of power armor interface bionics. Might do this whenever I tackle my plans to make a wider variety of zeds generate varying chances to have CBMs.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Played around with comparing size and volume of items yielded by salvaging power armor items.

Additional context

@github-actions github-actions bot added the JSON related to game datas in JSON format. label Nov 11, 2023
@scarf005 scarf005 changed the title Power armor updates feat(balance): power armor updates Nov 11, 2023
@scarf005 scarf005 added this pull request to the merge queue Nov 11, 2023
Merged via the queue into cataclysmbnteam:upload with commit c2dd98c Nov 11, 2023
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@chaosvolt chaosvolt deleted the power-armor-updates branch November 11, 2023 05:35
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