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Thermo-Bluespace Generator (groundside gens rework) #16889
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Awesome pr, would definitely like to see it tested I am concerned about the maps with disks directly next to the generator such as ice colony, LV624, lawanka, research outpost, gelida, icy caves, and riptide. I think the opportunity cost is too low to justify including it in these spots and in some cases on these maps in general. Smaller maps like the crash ones may also be too small to justify these, as if marines are ahead it'll likely turn into a very fast win using these. Overall I am very excited to see new map objectives though I do not believe they will fit into every one of our maps. Keep up the good work! |
Would be nice if this works but not sure marines will bother to split up for it yet, not with how things are balanced lmfao. |
will it have a health bar like a turret or will it need a windup like a miner ,also will it be susceptible to chem clouds like sents and boiler. Because if a sentinel just lobs a nade or boiler rng misses the cades and nails the reactor and that makes it go boom it will be pretty dangerous for marines to bother. |
Windup like miner & isn't affected by clouds
Agreed but I'd like to try it out anyway |
hey shouldn't you make it so if a xenos is damaged while breaking the gen the cast is broken like with drains |
Its been a while since someone thought about something for engineers to do other than miners |
Please no, that would mean it's only possible to destroy when xenos have already won |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About The Pull Request
[TM because walance
+ I did all of the mapping at 2am and need to double check it all
]Adds the thermo-bluespace generator to all groundside maps. (Some regular geothermal gens still exist.)
The bluespace gen is a powerful but volatile generation method used on the colonies of the outer rim. Its bluespace fuel source is easy to deliver and incredibly efficient.
Intention is to make gens a secondary objective which gives an actual goal for multiple squads (i.e one on disks; one on gens).
Video example of meltdown because github won't let me embed: https://cdn.discordapp.com/attachments/500801682058379265/1326905126555881502/generator.mp4?ex=67812032&is=677fceb2&hm=de6aa5e49a27694f43f774d1a055eaf9696c5c767f111d6749abbd77ab92d0e3&
Why It's Good For The Game
Currently all we have for non-disk objectives is req-oriented stuff which 1) is incredibly obtuse to operate and 2) relies on the RO being both competent and present (lol).
This provides a high-risk high-reward secondary objective which should lead to more actual plans (e.g secure gens so that caves disk can be speedran) with still some counterplay for xenos (if they hit gens they get to wipe out that squad pretty easily thanks to explosion forcing them to move)
While I am wary of adding a "sit and wait for xenos to come to you" objective, I think that this one gets a pass for a few reasons:
Changelog
🆑
add: Thermo-Bluespace Generator. Triples disk speed while active; explodes when destroyed by xenos.
imageadd: tbg.dmi
soundadd: tbg_windup, tbg_winddown, tbg_mid1, tbg_mid2, tbg_mid3, tbg_mid4, tbg_mid5, tbg_alarm
/:cl: