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NVO no longer can be used with binoculars/optics #5983

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merged 11 commits into from
Apr 4, 2024

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ihatethisengine
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@ihatethisengine ihatethisengine commented Mar 19, 2024

About the pull request

Original NVG wouldn't allow you to use them with binos, but when Morrow introduced helmet optics, for some reason he didn't carry over the limitation. I don't know if it was intended or simply was an oversight. Sadly my revert to NVGs (#4807) didn't go through, but I still believe that I was right about points I brought up in the PR, so I am going to address them bit by bit now.

Explain why it's good for the game

Using nightvision with anything that increases your field of view gives an unreasonable advantage which should be limited only to specs and SGs.

Testing Photographs and Procedure

I did test it

Changelog

🆑 ihatethisengine
balance: night vision optics no longer can be used with binoculars.
/:cl:

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Mar 19, 2024
@ihatethisengine ihatethisengine marked this pull request as draft March 19, 2024 16:42
@ihatethisengine ihatethisengine marked this pull request as ready for review March 19, 2024 20:24
@irakligabunia
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Original NVG wouldn't allow you to use them with binos, but when Morrow introduced helmet optics, for some reason he didn't carry over the limitation

I'm pretty sure its because NVO's have way worse duration

@ihatethisengine
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NVO has the same duration, but a lot more inconvenient to recharge (I may address this later)

@morrowwolf
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This was not an oversight.

NVO has the same duration, but a lot more inconvenient to recharge (I may address this later)

Incorrect.

Do with that what you will.

@ihatethisengine
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What exactly is incorrect?
NVG have 2500 max charge and spend 8 per second, 2500÷8=312.5÷60=5.20 minutes
NVO have 10000 max charge and spend 33 per second, 10000÷33=303.03÷60=5.05 minutes
The difference is literally 9.5 seconds, not that much.

@morrowwolf
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Let me be more precise:
It is dishonest to categorize them as even remotely similar in regard to charge duration or usage time. You could take 1-2 giant cells and have your NVGs on pretty much 24/7 for a round. Walking past this by just saying it is "a lot more inconvenient to recharge" is blatantly sidestepping extremely pertinent information on past usage which was left out out of the new item on purpose.

Regarding design thoughts:
Overall I had seriously considered axing the optics as well as the goggles for standard use. SGs would also lose their night vision but would get something on their HUD for tracking targets in the dark. Having it just be an in-built MD feels lazy when you could make it so much cooler with client images and such. Darkness should be scary for marines for both gameplay and thematic reasons.

Secondary to that, giving engineers the ability to create on the fly rechargers via APCs was another thought for making power in general more fun to add to items and play with while giving engineers more utility. While possibly annoying at times consider possible recharge requirements for sentries or flashlights. Inventory and gear management is a fairly unique and important part of the overall game and I think it'd benefit from it.

body armor light flickers
"Your light is running low on charge..."
Oh shit...

Hunt that dread feeling.

Xeno main out 🧑‍🚀

@Diegoflores31
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Diegoflores31 commented Mar 23, 2024

Let me be more precise: It is dishonest to categorize them as even remotely similar in regard to charge duration or usage time. You could take 1-2 giant cells and have your NVGs on pretty much 24/7 for a round. Walking past this by just saying it is "a lot more inconvenient to recharge" is blatantly sidestepping extremely pertinent information on past usage which was left out out of the new item on purpose.

but old NVGs , could not use binoculars , had very clear visuals , could be broken in 3 slashes , you had to use your storage to carry cells and lost durability each time the got broken.

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Mar 31, 2024
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Minor, but you should see if you can also have /obj/item/clothing/head/helmet/marine/proc/cycle_huds(mob/user) check whether can_toggle returns true with something like

if(!next_visor.can_toggle(user))
	iterator++
	skipped_hud = TRUE
	continue

and to the second loop:

if(!new_visor.can_toggle(user))
	continue

Otherwise you get into this state where the visor was selected, but you had the message it won't work, and it won't work when you leave the view again.

image

Alternatively you had the visor try to activate when the view changes back to normal.

Also would be nice if the visors spit out a to_chat if there's nothing to swap to, but up to you if you want to improve that (it'd probably just be a to_chat before the first return FALSE and the final return FALSE in that same proc).

code/game/objects/items/devices/helmet_visors.dm Outdated Show resolved Hide resolved
@Drulikar Drulikar added Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. and removed Stale beg a maintainer to review your PR labels Apr 3, 2024
@Drulikar Drulikar marked this pull request as draft April 3, 2024 00:51
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Drulikar commented Apr 3, 2024

This plus the other code suggestion should address all my concerns.
patch.diff.txt

@ihatethisengine ihatethisengine marked this pull request as ready for review April 4, 2024 12:31
@Drulikar Drulikar added this pull request to the merge queue Apr 4, 2024
Merged via the queue into cmss13-devs:master with commit f96f331 Apr 4, 2024
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cm13-github added a commit that referenced this pull request Apr 4, 2024
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5 participants