Equipment Slots:
When equipment is placed in these slots, it'll equip it on your astronaut, instead of having to use the hotbar. Blocks can still be placed in these slots if needed, but won't do anything.
Now that we have our equipment slots, we'll need gear for our astronauts.
Currently, I've thought of three sets of gear:
The Revampening:
Thought I was done? LolNope!
Astronauts:
Astronaut's are currently very weak. Increased health pool to 700, with 400 Health & 300 Shields, to make stronk.
Weapons:
Let's be honest, they're pretty lacking, with everyone either using the pistol or inventories full of rocket launchers and snipers, it's just plain... bad. These new mechanics help form solid roles for each weapon, making them more unique (though admittedly generic).
Pistol:
The standard Laser Pistol is a quick draw & sheath semi-automatic gun, capable of firing a 75 damage charge every half second, with 10 rounds in the magazine. Continuously regenerates 1 round every second. If magazine hits 0, fully recharges after a 3 second delay.
Introducing: The SMG
Compact and fully automatic. The SMG discharges a 25 damage round every 0.20 seconds, with 50 charges in the magazine. Accuracy is less punishing than compared to the Laser Pistol, but watch your ammo.
Introducing: The Rocket Rifle:
While somewhat unwieldy, this potent weapon fires a consecutive barrage of micro-rockets, each dealing 175 damage within a small blast radius. Or simultaneously fire a triad after a 3 second lock-on acquisition.
Sniper Rifle:
Although Heavy, the AutoBolt-Action Sniper Rifle is equipped with a powerful scope and punch-through effect, that when charged, adds even more carnage on top of its already devastating head-shots, taking out all but the most heavily armored targets.
Rocket Launcher:
Big, Bulky, and Cumbersome, The Rocket Launcher offers ultimate firepower at the cost of slow speed and a heavy reload time. Capable of slightly inaccurate dumb-fire, and precision lock-on at a distance.
Cutting Torch:
When used on an enemy astronaut, the Cutting Torch will burn them for 10 damage every 0.10 seconds, and will set them aflame if burned for 3 seconds. Burning enemies are dealt 30 damage every second, for the next 10 seconds
Heal Beam:
When used on an astronaut, the Healing Beam will now rejuvenate 15 HP, then heal ArmorHP every 0.20 seconds.
Power Supply:
When used on an astronaut, the Power Supply Beam will now resupply 10 energy to their shields every 0.20 seconds.
Tools:
Grappling Gun:
The Grappling Gun shoots an energy tether up to 50 meters, which on contact with a block, will align and pull the user to it. Additionally, Astronauts shot by the grappling tether will be lose shields, and be pulled towards the aggressor.
Gravity:
Gravity is now binary (on/off) (and Gasp! logic-toggleable!) and applied to the entirety of ships and stations. No more individuals out of gravity while others are in: colliding with, aligning to, or being X meters [calc'd] near a structure's center of mass will now automatically pull you into its gravity, if it has any.
Balancing™ Because life hates you.
Now Edited for 97% more viewing pleasure!
When equipment is placed in these slots, it'll equip it on your astronaut, instead of having to use the hotbar. Blocks can still be placed in these slots if needed, but won't do anything.
- Head
- Back
- Body
- Legs
Currently, I've thought of three sets of gear:
- Survival
- Utility
- Combat
- Helmet - The helmet we currently have - now supplies oxygen to the astronaut, with 1 hour of breathable air.
- Air Tank - Holds 1h & 30m of oxygen (starts off empty.)
- Jumpsuit - The standard suit, comes with a small built-in jetpack. (Spaceflight only) Also holds 30m of oxygen.
- Jump Boots - Standard boots, increases run speed by 2x and allows astronauts to jump up to 6 meters in gravity.
- Regulator - Grants 50 ArmorHP and supplies 15m of Oxygen.
- Backpack - Doubles the inventory storage capacity and fabricator range of the astronaut.
- Jetsuit - Increases astronaut spaceflight speed & allows in-gravity flight for 10 seconds; has a 10 second cool-down.
- GravLock Boots - Gravitize to any surface when aligned to it, works both in and out of gravity; be careful, as jumping will degravitize you.
- Armored Helmet - Adds 100 ArmorHP, also nullifies head-shot multipliers.
- Jumpjet-pack - Increases astronaut spaceflight speed and allows in-gravity flight for 10 seconds; has a 15 second cool-down; when worn with the Jetsuit, has unlimited in-gravity flight.
- Armored Torso - Adds 100 ArmorHP and supplies 15m of Oxygen.
- Armored Leggings - Adds 100 ArmorHP
Thought I was done? LolNope!
Astronauts:
Astronaut's are currently very weak. Increased health pool to 700, with 400 Health & 300 Shields, to make stronk.
ArmorHP is gained while wearing equipment with an armor bonus, it will absorb incoming damage to the Player's HP until depleted.
Unlike Shields, ArmorHP must be repaired either at a Medical Dispenser or by Healing Beam to regain its HP
Unlike Shields, ArmorHP must be repaired either at a Medical Dispenser or by Healing Beam to regain its HP
Shields absorb incoming damage to an Astronauts HP and ArmorHP, and after no longer receiving any for 10 seconds, will recharge at a rate of 30 energy per second;
If the player's shields are depleted, they suffer a delay penalty of 5 more seconds.
Recharges from 1 from 300 in 10 seconds, and depleted to 300 in 15 seconds.
If the player's shields are depleted, they suffer a delay penalty of 5 more seconds.
Recharges from 1 from 300 in 10 seconds, and depleted to 300 in 15 seconds.
Oxygen is now required to survive, but don't worry, you will now start with 1 hour and 30 minutes of air in your suit. Mainly extracted from water and ice blocks, and held in the Air Tank item, which can hold up to 1 hour and 30 minutes. Certain worlds now have breathable atmospheres, but you if you want to contain it you will need an air compressor.
It is also available at shops, where you can pay to refill your Equipment and Air Tanks for 100 credits per minute.
It is also available at shops, where you can pay to refill your Equipment and Air Tanks for 100 credits per minute.
While in gravity astronauts can now sprint. Sprinint consumes oxygen twice as fast, but also increases run speed by 2x (3x with Jump Boots). A player can sprint for 15 seconds before becoming exhausted; stamina regenerates 1 energy every second, but suffers a 5 second delay to regeneration if exhausted.
Weapons:
Let's be honest, they're pretty lacking, with everyone either using the pistol or inventories full of rocket launchers and snipers, it's just plain... bad. These new mechanics help form solid roles for each weapon, making them more unique (though admittedly generic).
Pistol:
The standard Laser Pistol is a quick draw & sheath semi-automatic gun, capable of firing a 75 damage charge every half second, with 10 rounds in the magazine. Continuously regenerates 1 round every second. If magazine hits 0, fully recharges after a 3 second delay.
Weapon: Pistol
Fire-mode(s): Semi-Auto
Draw Time: 0.25s
Sheath Time: 0.25s
Head Shot Multiplier: 1.3x
Damage: 60
Rate of Fire: 0.5s
Damage Per Second: 120
Magazine: 10
True Magazine: 15
Damage/Magazine: 1,125
Recharge Speed: 1/rps
Magazine Depletion Time: 7.5s
Reload Speed: 3s
Time To Kill: 6s/700HP - 8.5s/1,000HP
Fire-mode(s): Semi-Auto
Draw Time: 0.25s
Sheath Time: 0.25s
Head Shot Multiplier: 1.3x
Damage: 60
Rate of Fire: 0.5s
Damage Per Second: 120
Magazine: 10
True Magazine: 15
Damage/Magazine: 1,125
Recharge Speed: 1/rps
Magazine Depletion Time: 7.5s
Reload Speed: 3s
Time To Kill: 6s/700HP - 8.5s/1,000HP
Introducing: The SMG
Compact and fully automatic. The SMG discharges a 25 damage round every 0.20 seconds, with 50 charges in the magazine. Accuracy is less punishing than compared to the Laser Pistol, but watch your ammo.
Weapon: SMG
Fire-mode(s): Auto
Draw Time: 1s
Sheath Time: 1s
HSM: 1.1x
Dmg: 25
RoF: 0.2s
DPS: 125
Mag: 50
True Mag: 50
Dmg/Mag: 1,250
MDT: 10s
Reload Speed: 2.5s
TTK: 5.4s/700HP - 8s/1,000HP
Fire-mode(s): Auto
Draw Time: 1s
Sheath Time: 1s
HSM: 1.1x
Dmg: 25
RoF: 0.2s
DPS: 125
Mag: 50
True Mag: 50
Dmg/Mag: 1,250
MDT: 10s
Reload Speed: 2.5s
TTK: 5.4s/700HP - 8s/1,000HP
Introducing: The Rocket Rifle:
While somewhat unwieldy, this potent weapon fires a consecutive barrage of micro-rockets, each dealing 175 damage within a small blast radius. Or simultaneously fire a triad after a 3 second lock-on acquisition.
Weapon: Rocket Rifle
Fire-mode(s): Semi-Auto/Lock
Draw Time: 3s
Sheath Time: 3s
Dmg: 175 / 525 / 525
RoF: 1.25s / 3s / 5s
DPS: 140 / 175 / 105
Radius: 1.5³ meter/x3
Drop Off: 50/meter
Magazine: 6
Dmg/Mag: 1,050
MDT: 7.5s
Reload Speed: 3s
Lock-On Time: 3s
TTK: 5s/700HP - 7.5s/1,000HP
Fire-mode(s): Semi-Auto/Lock
Draw Time: 3s
Sheath Time: 3s
Dmg: 175 / 525 / 525
RoF: 1.25s / 3s / 5s
DPS: 140 / 175 / 105
Radius: 1.5³ meter/x3
Drop Off: 50/meter
Magazine: 6
Dmg/Mag: 1,050
MDT: 7.5s
Reload Speed: 3s
Lock-On Time: 3s
TTK: 5s/700HP - 7.5s/1,000HP
Sniper Rifle:
Although Heavy, the AutoBolt-Action Sniper Rifle is equipped with a powerful scope and punch-through effect, that when charged, adds even more carnage on top of its already devastating head-shots, taking out all but the most heavily armored targets.
Weapon: Sniper Rifle
Fire-mode(s): Auto/Semi-Auto
Draw Time: 4s
Sheath Time: 5s
Charge-up Time: 3s
Charge Dmg Multiplier: 1.25x
HSM: 2x / 2.25x
Dmg: 420 / 525 /525
RoF: 3s / 3s / 6s
DPS: 140 / 175 / 87.5
Mag: 4
Dmg/Mag: 1,700
MDT: 12s
Reload Speed: 4s
TTK: 6s/700HP - 9s/1,000HP
Fire-mode(s): Auto/Semi-Auto
Draw Time: 4s
Sheath Time: 5s
Charge-up Time: 3s
Charge Dmg Multiplier: 1.25x
HSM: 2x / 2.25x
Dmg: 420 / 525 /525
RoF: 3s / 3s / 6s
DPS: 140 / 175 / 87.5
Mag: 4
Dmg/Mag: 1,700
MDT: 12s
Reload Speed: 4s
TTK: 6s/700HP - 9s/1,000HP
Rocket Launcher:
Big, Bulky, and Cumbersome, The Rocket Launcher offers ultimate firepower at the cost of slow speed and a heavy reload time. Capable of slightly inaccurate dumb-fire, and precision lock-on at a distance.
Weapon: Rocket Launcher
Fire-mode(s): Semi-Auto/Lock
Draw Time: 7s
Sheath Time: 6s
Dmg: 1500
Radius: 6³ meters
Drop Off: 250/meter
Magazine: 1
Reload Speed: 6s
Lock-On Time: 4.5s
Fire-mode(s): Semi-Auto/Lock
Draw Time: 7s
Sheath Time: 6s
Dmg: 1500
Radius: 6³ meters
Drop Off: 250/meter
Magazine: 1
Reload Speed: 6s
Lock-On Time: 4.5s
Cutting Torch:
When used on an enemy astronaut, the Cutting Torch will burn them for 10 damage every 0.10 seconds, and will set them aflame if burned for 3 seconds. Burning enemies are dealt 30 damage every second, for the next 10 seconds
Weapon: Cutting Torch
Fire-mode(s): Auto
Draw Time: 1s
Sheath Time: 1s
Dmg: 10
RoF: 0.10
DPS: 100 [ 100/100/130]
TTK: 6.10s/700HP - 8.2s/1,000HP
Fire-mode(s): Auto
Draw Time: 1s
Sheath Time: 1s
Dmg: 10
RoF: 0.10
DPS: 100 [ 100/100/130]
TTK: 6.10s/700HP - 8.2s/1,000HP
Heal Beam:
When used on an astronaut, the Healing Beam will now rejuvenate 15 HP, then heal ArmorHP every 0.20 seconds.
Weapon: Healing Beam
Fire-mode(s): Auto
Draw Time: 2.5s
Sheath Time: 2s
Heal: 15
RoF: .20
HPS: 75 |
TTH: 5.40s/400, 9.40s/700
Fire-mode(s): Auto
Draw Time: 2.5s
Sheath Time: 2s
Heal: 15
RoF: .20
HPS: 75 |
TTH: 5.40s/400, 9.40s/700
Power Supply:
When used on an astronaut, the Power Supply Beam will now resupply 10 energy to their shields every 0.20 seconds.
Weapon: Power Supply Beam
Fire-mode(s): Auto
Draw Time: 2s
Sheath Time: 1.5s
Heal: 10
RoF: .20
HPS: 50
TTH: 6s/300
Fire-mode(s): Auto
Draw Time: 2s
Sheath Time: 1.5s
Heal: 10
RoF: .20
HPS: 50
TTH: 6s/300
Tools:
Grappling Gun:
The Grappling Gun shoots an energy tether up to 50 meters, which on contact with a block, will align and pull the user to it. Additionally, Astronauts shot by the grappling tether will be lose shields, and be pulled towards the aggressor.
Weapon: Grappling Gun
Fire-mode(s): Semi-Auto
Draw Time: 2s
Sheath Time: 3s
Dmg: 300 - 0 (EMP)
Fire-mode(s): Semi-Auto
Draw Time: 2s
Sheath Time: 3s
Dmg: 300 - 0 (EMP)
Gravity:
Gravity is now binary (on/off) (and Gasp! logic-toggleable!) and applied to the entirety of ships and stations. No more individuals out of gravity while others are in: colliding with, aligning to, or being X meters [calc'd] near a structure's center of mass will now automatically pull you into its gravity, if it has any.
Balancing™ Because life hates you.
Now Edited for 97% more viewing pleasure!
Last edited: