Allow to make something that a newbie can start out with faster, based on the new weapon system. Let\'s start with:
Weapon frames. These are the items that become weapons when you add blocks (or some come as weapons). Right click on them in the inventory to edit them, both by changing the blocks and like the weapons menu (adjusting reload, distance, etc). You can also name weapons.
They have a slot for a master computer, a slave computer, and a varible number for the functional blocks. So pistols have 5 slots for functional blocks, SMGs have 7, rifles have 12, shoulder-mounted weapons have 18. But larger weapons make you move slower when you have them selected.
Block Effects. It doesn\'t matter what slots you put functional blocks in, they simply act like you put them adjecent. If you put in the same type of computer for master and slave, you can change the proportion of modification using \"v\" to change which blocks are assigned to the slave.
--The master computer determines what the weapon is.
- Cannon: Shoots bullets.
- Missile: Shoots missiles (bullets + splash damage, acceleration)
- Beam: Shoots laser
- Pulsar: Short range attacks, causes knockback
- Minelayer: Grenade launcher. Right-click to place an explosive charge.
- Astrotech: Medigun/block repair
- Powersupply: Refills the energy of the target. Right-click to use like a ship\'s battery (has only a fraction of player power and much lower regen than the player\'s)
- Powerdrain: Transfers target power
- Salvager: Like a better fabricator.
--The slave system modifies this. (You don\'t need this for the weapon to work)
- Cannon: increases rate of fire
- Missile: Split attack (less damage per, but multiple at once) (Missile heatseeker - more means more weight on angle to target and less on distance to target - it\'s more likely to hit what\'s in front of you)
- Beam: Increases range of attack (Missile honing - more is faster lock-on)
- Pulsar: Decreases ROF, increases attack damage greatly.
- Minelayer: Adds splash damage/radius
--In addition, you may also add an effect to your attack (Melee really benefits from this.) So you could set your target on fire, apply lightning, freeze them in place, corrode their armor, it\'s open-ended. You do this by adding a new type of block called
Effect controller in the slots for the functional blocks. More of these increases the chance of the effect being applied, but you only get one effect. (You don\'t need this for the weapon to work)
Firing types
You can set your weapon to use clip, heat, continous, or charge firing. The default is continous for empty weapon frames.
Continous: constant rate of fire. The default. Simple.
Clip: Allows burst firing. However, you must manually reload or run through the entire clip and automatically reload. When this is set, you can change the clip size, and the fire rate. Reloading takes the same amount of time regardless of how much of the clip you used, and reload time is dependent on how large it is. Average ROF is slightly higher than continous.
Heat: Allows burst firing. Each shot builds up heat, which dissipates when the weapon is not being fired. Average ROF is the same as continous. When this is set, you can change the rate of fire.
Charge: Hold down the mouse and release. Has a minimum charge time of the continous fire rate. You move much slower while charging. Max charge power is ten times continous attack power, which occurs at ten times continous fire rate (linear charge effect,) so the same DPS as continous fire.
Player changes (for Daves too)
Players now have energy and shields. All players have the same base hp, max energy, energy regen, and thrust. They also have a jetpack/sprint ability, which uses energy. Players can customize their loadout by going to T while in astronaut mode. There, they can equip suits, which increase a player\'s mass, hp, and the number of block slots they have.
Placing a block in any block slot increases mass, but it increases stats. Like the weapons, adjanceny does not matter.
- hull-hp and armor rating
- power regen - ...... duh
- power tank - max energy
- thrusters - thrust
- shield dispersers - shields.
So players are now kinda like ships. You can remove suits and switch them around and they will keep their blocks.
--The jetpack/sprint.
Activated with Lshift. Slow-walking is done using Lctrl (of course you walk slower while looking at the PDA to order around your Daves)
You have interia while Lshift is held (though you lose it faster in gravity). Thrusting with the jetpack or sprinting costs you energy. You can jetpack up while in gravity, or jump.
Your jump height is determined by your thrust/mass ratio.