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Research Bunker event / Spawners #1048
Conversation
Many if not all of the syndicate loot need to be replaced with less syndicate crates to keep it random and interesting, having static loot takes from the randomness and allow power gamers to base coming to the event based on predicted loot No point in mapping "hidden loot" when people who scan for it from files will go for it, do not map any cybersun or centcom pens they should be rare loot from crates Do not map sec fab or sec gear, this poi has nothing to do with sec even |
The reason there is more static loot then random loot is there really isn't any spawners for them(especially when all nearly all bluespace events has static loot). In the first place. I also don't see why a pen is a problem when it is just a pen? Also, this type of event is post to be one where sec shouldn't really go to. Changing those to Crates will just make more sec to go there. I also ask that yall try the difficulty of the bunker before asking for loot altercation. Since if the Vault is difficult(where it is post to be) with low value loot on it. Then no one is going to want to go. Powergaming or not. The bunker is post to be harder then the vaults. I understand the need of randomness, but to only have syndicate crates is not something I really want. I feel like if there was a Regular random Syndi Loot spawner (just 1 item instead of a whole crate) it would be much more fitting |
The pens can be used to edit every document, ignoring stamps Secfab is removed from any place as it's strict to sec Sec job isn't to go on events if they have actual stuff to do, and if they arrest someone after for taking syndicate loot it's on them Alot of the single syndicate loot items can be replaced with a crate to keep the event fresh, as now power gamers just know what to come for, if at all. You can also add a new yml for loot rewards, were not against the idea and can used it for all unupdated events |
Where would those spawner files be located? the only one I see is mobs.yml |
Ratking, Rat King Buff, Salvager Laser Raptor and Abomination all have a list of issues why they were never added as spawners to start with From over powered to broken AI to ghost roles |
It takes 5 shots to kill a Rat King, 6 shots to kill a Rat King Buff, 3 shots to kill a Laser Raptor, 2 shots to kill an Abomination, 2 shots to kill a Salvager. this was done with me having no armor, 1 double barrel, and 1 box of shells. There are harder enemies like Xenos that have spawners for them and their groups of them. however, all their AIs are the same as another type of enemy. So if people are losing that constantly in a fight between them then that is really a Skill issue with them. In terms of mapping, Balancing would happen before it is entered into the server. The only problem would be if a Salvager has a gun, Even then fought them when we both had shotguns, and me having the most common armor and won. not to mention Some of these mobs even if more powerful can be tailored to events for Sec (since they really only have vaults) or events that would require the present of Civils and sec |
just an update. I am currently working with the loot spawner with the addition of Mob and the Research event. I as of now got a good rough draft in and am currently making changes to it that is being tracked by the 'Loot spawner' Idea in Discord. So far, the legal common (with rare add-on), Legal Rare, and illegal spawner has been made |
OK, SO Verison 1 of the Loot spawners, Upon this I have also changed some of the loot to Research Bunker to have all 3 of the loot spawns for testing. If the research Bunker Spawn in broke. Please send me a picture of the top half of the error so I can see which ID is wrong So I can fix it. |
Welp, I broke something. but I dont know where too look in order to fix it |
nice Its all been fix now |
Now, it wont let me load the event or have an Warp spawner now when i do gamerule :/ |
OK Between the help of mulitple people, including from upstream and @GreaseMonk It is finally should be fixed. |
Cool, can you use the console to spawn it in? addgamerule XYZ |
Ill test and make sure in just a moment... I feel like i tested it hto |
alright, It should all work now. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Hello I was wanting to know if I could get an Update on this |
This branch has conflicts that must be resolved |
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About the PR
Add a new Event to Frontier; Research Bunker, and Spawners
This event is to be Hard The people who Occupated the station were killed after an Artifact reacted badly to The Stimulus the Scanner said to do. Now this Bunker is a shell... Coffin of what it used to be. Guarded by the turret, that once Protected the Scientist seemed to only Protect the Creatures that had now taken over the bunker.
The loyalty of this Bunker is unknown.
Why / Balance
We always hear "We need more Events not ships". Well with multiple crashes, restarts, and complete spite. I have after multiple months I have finally finished the Research Base of an Unknown Fraction.
Technical details
other than adding things to the Current Files, I have added the Tiles Folder to _NF and a Nonspaceable Verison of the Tile use for the outside of the Base
Media
Notable Loot Table
ArcadiaDrobe, 38k in research points, engineering tech fab, science tech fab, shotgun cabinet, RD suit, Chem Mas, Chem Disp,
4 anom cores, 1 abomination Cube, 2 Bluespace beakers, 2 Bluespace syringes, 1 xray cannon, 1 emag, 1 N1984, 1 secfab, 1 bag of holding, 1 Unholy Halberd(hidden), 1 Holy Hand grenade(hidden), 1 Plasteel arming sword, 1 AKMS, 1 Chimp hand cannon, 1 Krammar, 1 Capgun, 1 Medical tracker, 1 Mind shielder, 1 sad trombone, 1 Present, 1 Plant Bgone, 2 Omnizine Bottles, 1 random school uniform, 1 Honkmother Alter, 50k in cash, 2 tier 4 Parts crate, 2 Chem and Explosive Payloads, 1 Box of Slugs, 1 Advance mop, 1 fire axe, 1 random Artifact Spawner, 1 spider egg
I would rather make the Bunker even harder than to change the Loot in large. So, please Test it and tell me where the Weakness of the bunker is at so I can Make it worse for the looters
Breaking changes
Other than adding things to the Current Files, I have added the "Tiles" Folder to _NF and a Nonspaceable Verison of the Tile used for the outside of the Base It only contains 1 of the 3 tiles .yml
This tile is just an Asteroid Tile but it can't be Crowbar, Axe, Pull up, or Space. I made another version of it and changed the turf to space Since I wanted a walkway. everything I tried didn't work but this
Special thanks
Special thanks to Bingus, Minty, Slips, Rose, and Rusty for the help in Fixing problems and testing during and early on in the production of it
Changelog