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Crawdad and Clawbreaker #525
Crawdad and Clawbreaker #525
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-OSHA has come through and bust some heads. Railings and additional doors have been added, and the SMES has been properly connected. -The Crab has less solar power, and the Clawbreaker has less radiation collectors. Additionally, the Clawbreaker has received plasma tanks and a plasma canister for refilling said collectors. -Layouts and quantities of certain items has changed. -Clawbreaker has received an RD locker, for dealing with radioactive hazards. -Clawbreaker has received a modest medical area with a defibrilator. This is purely to ensure following of maritime law, to leave no excuse for not doing so. -Clawbreaker windows have received grilles underneath for additional protection. -Clawbreaker double tables have been fixed -Clawbreaker double windows have been fixed
-Fixes thrusters -Adds fax fixes showing on IFF as 'grid' -Price adjusted to 54k, in between the other pirate cove ships Notes -I will probably replace the RD locker with a personally mapped locker of items. I don't think this ship needs an RD computer and other science stuff.
-Clawbreaker locker adjustment (now is a cabinet, contains CE hardsuit, engineering toolbelt, sabre sheath, air tanks, explorer mask) -Adds an ore-crab filled rock to the Clawbreaker for thematic reasons
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I again see a lot of issues mostly with the "illegal one"
- The Clawbreaker feel extremly useless, its just a copy and paste of the Crab, peoples will just buy this ship for free guns and then sell it.
- Your changlog is tottaly incorrect, the changlog is what peoples will see in-game, and its like this ship was already in-game, i suggest you should change your changlog.
- Grills are still missing from the first ship.
- SMES is not correctly linked in the first ship and i think the second.
Now my overall opinion:
This ship feel, slightly like a joke and mostly the illegal one, peoples are just gona buy it for the loot or the power source and then sell it and for a pirate ship its is extremly weak and easy to destroy the engines or just fire lasers weapon to the inside, this ship as a "pirate" version feels like a joke, the legal one tho "Crab" i think that possible indeed.
I still don't understand the issues with the rad collectors. They aren't infinite free power, they have to be refueled periodically with more plasma, which must be either salvaged or stolen. It's not like I mapped RTGs on there. If the issue is having extra plasma tanks/canisters on board, I can remove those, but outside of being dangerous, I really don't see how it's so problematic, unless I really understand it incorrectly. If my power is not setup correctly with SMES I will be shocked. I tested thoroughly and repeatedly by buying the ship from the shipyard, piloting it around, and checking the power on the SMES, and I added a power monitoring computer and checked that way too. And the fragility/copypaste is the point! I thought it was charming to have two ships that are similar in layouts but different in contents and acquisition, and as well, I think the fragile ships are nice. It encourages one to build it out of something sturdier. As for the changelog, that was what it was compared to my last PR of these ships. I didn't really want to repeat "adds the crab" to every box... |
If I’m being honest Im not sure that the battery connector things are necessary. From what I can tell SMES work without them |
The crab's SMES is charge only, so it won't be powering the ship if the solars become misaligned or blocked. The bananium gen is not free power, and has as much maintenance as other generators, except for the fuel cost. Joke ship or not, it's a compact shuttle that seems fairly maneuverable and very easy to modify. |
Agree on the part when looking at the bananium (still got it in the mind before the collectors update) Tho thinking of it its still need some slight changes for the SMES, fixes, and i still hold my point on the "buy gear and sell later" |
The "buy for weapons" concern is valid. However, the price is already highly, highly marked up compared to its appraisegrid sell value. If one were to buy this ship simply for the gear on it, they would be losing a hefty amount of cash. I'm about to fix the SMES on the crab and commit it, and I'm still open to changing up the weapons on offer for the clawbreaker if it really comes to it. I still don't want grilles underneath the crab glass, though. Still, I added them anyway. EDIT: I have definitively fixed the power now, and have updated pictures to reflect the latest changes. All information should be accurate, and everything should be working now. I am still open to criticism and feedback on prices, contents, and etc. |
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crab:
- Missing Gyroscope.
- Grid Appraised to 36480, your current price is 21000; i recomend fixing a price between 3700-4000.
- Minor but there some random unconnected HV Cables laying round.
clawbreaker:
- Replace Syndicate Fax Machine by a Ship Fax Machine.
- Minor but im not sure about Krammer as i honestly would be prefer to be a reward.
-Replaces Syndie fax with Ship Fax -Prices are the same, but I'm like 99% sure the pricing is well and accurate.
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My only critique is that they are all glass windowed. You should have at least some reinforced/shuttle/plastititanium walls, especially where you have wall devices like APC, substations, and signal switches.
also kammerers are a bit strong, the concerns of buying them for the weapons is definitely valid, might want to downgrade them to double barrels |
-Replaces Krammerer's with MK58s, bandolier with shoulder holsters, shotgun ammo with MK58 mag boxes -Replaces some critical shuttle windows with plastitanium walls Crab: -Replaces some critical shuttle windows with plastitanium walls
Hmmm try again I must. Get re-reviewed I must. So says yoda |
-Renaming of vessel from Crab to Crawdad -Changes IDs and naming references from crab to crawdad -I have another ship that is much more crablike coming down the pipe, and plus, this ship looks more like a crawdad anyway, AND crawdad is a fun word.
…Lethal + beanbag) back to the clawbreaker.
are you converting this into your new idea of the asteroid cracker? The latest proposal i saw you post in discord is much better fit for frontier, and gladly help you get it working well n stuff! |
Still working on this one in the background. I still want a small construct alternative for one to two with a pirate variant.. I don't know why all my ships are themed after crustaceans, but eventually I'll make a Faction that retroactively justifies it. |
* Make felinids meow it instead of sayin it. A note: snapping doesnt even make a sound effect on humans. Only putting it just incase that ever gets fixed upstream. Also fixes issue new-frontiers-14#525 A simple PR. * Hopefully fixes yaml linter. * Removes notes.
* Fluffy tail for felinids (#433) * Fluffy tail for felinids After 9 years. I finished it. (Requires Phil's approval, will put it to ready for review as soon as he gets to see fully the fully finished PR) * An small update. Updated meta.json to include all numbers to be equal. Updated PNG to allow updated numbers to have actual sprites and not just empty sprites. * Improved the tail sprite. Proper animation and code. * Updates ftl for it to properly work. * Prevent shooting while inside a duffelbag (#510) Anyone shoved into a duffelbag gets an ItemComponent. This denies anyone with an ItemComponent from shooting a gun. * Prevent pseudoitems from being transferred between bags (#553) * Update PseudoItemSystem.cs * Rider full cleanup * Also abort in sharedstorage * Make the comp shared * Why drop the bags? * Make felinids meow it instead of sayin it. (#543) * Make felinids meow it instead of sayin it. A note: snapping doesnt even make a sound effect on humans. Only putting it just incase that ever gets fixed upstream. Also fixes issue #525 A simple PR. * Hopefully fixes yaml linter. * Removes notes. * Fixing * FTL fix * Missing FTL * fix tattoos * Updates more variation of mraowing. (#604) Thats it. * Allow vulpkaning to sigh. (#569) Nothing much. Just a small quality of life. * What the hell is even a yeep? * Update felinid.yml --------- Co-authored-by: Adrian16199 <[email protected]> Co-authored-by: Bakke <[email protected]> Co-authored-by: Debug <[email protected]>
I'm going to close this PR for now. The ships within don't really fit in on this server and it does not look like it has been touched since November. If you want to keep working on them feel free to do so and re-open. |
About the PR
Adds the Crawdad and Clawbreaker.
The Crawdad is a modest, fragile, salvaging vessel, with the intent to be for captains to use it as an alternative to the construct with a larger atmosable area. The ship is rather barebones, with only mining equipment, an ore processor, solars, and a few building materials. An industrious captain may find themselves in a cozier place than expected, if they don't find it too cramped. Priced at 21,000 MRSP.
The Clawbreaker is a robust, aggressive boarding platform. With grappling hooks, weapons, and an unorthodox power solution, what was originally a one of a kind modification is now available to anyone with the right connections. Rumors of illegal Cybersun bananium mines are hugely overblown. Priced at 54,000 MSRP.
Why / Balance
I want to pilot these ships on the frontier personally myself. I'm still open to talks about balance for the weaponry included on the Clawbreaker.
Technical details
Adds both ships to be purchaseable, the Crab from the Frontier and the Clawbreaker from the pirate cove.
Media
Breaking changes
hopefully not
Changelog
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-Adds the Crawdad, a small, fragile, solar-powered salvaging ship.
-Adds the Clawbreaker, a pirate variant of the Crab that's equally fragile, but surprisingly well equipped, to the Pirate Cove.