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Big Red PMC crash nightmare changes + assorted fluff #7108

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@BOBAMAx BOBAMAx commented Sep 4, 2024

About the pull request

Featuring these poor guys:
replacement

This PR does a few different things:

  1. Adds PMC TL role to the nightmare insert.
  2. Changes PMC survivor weapon pool and adds a new flavor weapon.
  3. removes much of the starting spawn supplies and moves them to the second crashed ship, which is now a guaranteed spawn.

New Weapon

  1. WY M-39, identical to the marine version, uses ice camo.

PMC surv weapon pool

Originally it was:

  • MP5, FP9000, Dualtube shotgun, NSG, MAR-30, custom shotgun, corp M41A

Now it is

  • corp M-39, corp FP9000, Mk221, NSG, corp M41A

The Nightmare Insert

Now there is a spot for a PMC TL, who has no extra equipment but standard TL skills. Before, all roles would spawn with a random weapon and full ammo belt. Now, they will spawn with a random PMC survivor weapon with 2 spare magazines/3 spare handfulls of buckshot. Ammo and other equipment has been placed in the second crashed ship to make up for this loss. The supplies are similar to what the UPP crashed supply ship has in the Trijent insert. I threw in the new WY flag because there is no greater honor than fighting and dying beneath the banner of your corporate overlords.

Other minor changes

The base PMC survivor had CQC 1 and the medic and engi did not, likely an oversight from when the medic and engi were added. Now all of them have it. The gun lockers in eta now have the corporate M-39 instead of the marine one. A long time ago they had the /2 ID locked version, now harmony has been restored. I changed the faction of the survivors so they wouldn't set off the PMC motion detector I threw in the second ship.

Explain why it's good for the game

Previously, the PMCs would spawn with a mish-mash of unfitting weapons like the MAR and OP custom shotgun, which looked pretty dumb. Now, they will spawn with corporate weapons only. Because no non-ERT corporate M-39 existed, I made one. The team lead is a definitive leader from whom the other members of the nightmare insert can take orders from, and also allows for greater roleplaying opportunity if the team survives to meet the marines. The movement of supplies from the start to the second crashed ship gives survivors an objective to work towards early while putting them at risk to the hive.

The logic behind the weapon replacements is that the m39 is the closest equivalent weapon to the mp5 that makes sense, the MAR just doesn't make any sense at all and gets dropped, and the dual-tube, which says in the description is "used exclusively by colonial marshals" and custom shotgun get replaced by the WY mk221. The mk221 is better than the dual tube but worse than the custom, so it about evens out. The civ FP9000 gets replaced by the corporate one, which is more powerful only in the most technical sense.

Testing Photographs and Procedure

Tested by forcing the insert and spawning myself as all the new and modified roles. The onmobs and inhands for the new weapons seem to be fine but there are also a lot of those so I could have missed something.

Screenshots & Videos

PMC-2

Changelog

🆑 BOBAMA
add: Added a new corporate version of the M-39.
add: Added new PMC TL to the Big Red nightmare insert.
add: corporate M-39, Mk221, and corporate FP9000 to PMC survivor weapon pool to replace the MAR, FP9000, CMB shotgun, custom shotgun, and MP5.
mapadd: Changed the PMC Big Red nightmare insert to now have supplies in the second crashed dropship near EVA.
maptweak: Changed standard M-39 gun lockers in Eta Labs to the new corporate version.
/:cl:

without a trace
this is the part that took the longest because I am a programmer not an artist I wish I had just used the Mk221 originally what a waste of time oh well it is what it is
@github-actions github-actions bot added Sprites Remove the soul from the game. Mapping did you remember to save in tgm format? Feature Feature coder badge labels Sep 4, 2024
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@Nanu308 Nanu308 marked this pull request as draft September 7, 2024 23:14
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Nanu308 commented Sep 7, 2024

Besides this, unsure about adding further factions already crashed. Would need some thinking

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BOBAMAx commented Sep 7, 2024

Besides this, unsure about adding further factions already crashed. Would need some thinking

I'm not completely married to the idea of a crash either. The only reason it's a crash is because it already was one before I got my hands on it. If you think it would be better as something else I'm all for it.

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BOBAMAx commented Sep 8, 2024

Requested ship changes

newship

@BOBAMAx BOBAMAx marked this pull request as ready for review September 8, 2024 03:40
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BOBAMAx commented Sep 9, 2024

more ship changes

newship2

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BOBAMAx commented Sep 13, 2024

It has been brought to my attention that the PMC FP9000 isn't actually all that good or different from the regular version so adding the corporate un-upgraded version is kind of pointless.

proof
Desktop.2024.09.12.-.20.10.39.04.1.mp4

The /2 version has slightly less terrible burst scatter but it's still so awful compared to just not using burst that I don't think it's an issue.

So I guess it should be fine to just put the /2 one in the pool? It technically used to be an ERT weapon but it also isn't different enough from the default version to justify making a third fp9k variant that only gets used here. It's kind of telling that it is also the only PMC weapon that doesn't have an ID lock. Also I get to avoid the sprite freeze this way.

@kiVts kiVts removed the Sprites Remove the soul from the game. label Sep 13, 2024
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mapping now lgtm, lot better 👍

@Nanu308 Nanu308 added the Mapping Approved adds 500 new dict keys label Sep 29, 2024
@realforest2001 realforest2001 marked this pull request as draft September 30, 2024 09:58
@realforest2001 realforest2001 added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Sep 30, 2024
@BOBAMAx BOBAMAx marked this pull request as ready for review October 3, 2024 07:24
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Oct 28, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Oct 28, 2024
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