{"action":"created","issue":{"url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/2540","repository_url":"https://api.github.com/repos/PolarisSS13/Polaris","labels_url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/2540/labels{/name}","comments_url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/2540/comments","events_url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/2540/events","html_url":"https://github.com/PolarisSS13/Polaris/pull/2540","id":179075243,"number":2540,"title":"Energy weapons can be reloaded","user":{"login":"Anewbe","id":10236878,"avatar_url":"https://avatars.githubusercontent.com/u/10236878?v=3","gravatar_id":"","url":"https://api.github.com/users/Anewbe","html_url":"https://github.com/Anewbe","followers_url":"https://api.github.com/users/Anewbe/followers","following_url":"https://api.github.com/users/Anewbe/following{/other_user}","gists_url":"https://api.github.com/users/Anewbe/gists{/gist_id}","starred_url":"https://api.github.com/users/Anewbe/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Anewbe/subscriptions","organizations_url":"https://api.github.com/users/Anewbe/orgs","repos_url":"https://api.github.com/users/Anewbe/repos","events_url":"https://api.github.com/users/Anewbe/events{/privacy}","received_events_url":"https://api.github.com/users/Anewbe/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/PolarisSS13/Polaris/labels/Feature","name":"Feature","color":"d2aa99"},{"url":"https://api.github.com/repos/PolarisSS13/Polaris/labels/Requires%20Staff%20Input","name":"Requires Staff Input","color":"006b75"}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":6,"created_at":"2016-09-25T08:31:18Z","updated_at":"2016-09-25T20:06:38Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/PolarisSS13/Polaris/pulls/2540","html_url":"https://github.com/PolarisSS13/Polaris/pull/2540","diff_url":"https://github.com/PolarisSS13/Polaris/pull/2540.diff","patch_url":"https://github.com/PolarisSS13/Polaris/pull/2540.patch"},"body":"This changes the way energy guns work, instead of having to recharge them between uses, you can now also swap batteries on the fly, much like a ballistic weapon's magazine.\r\n - The battery in question is a specific type of power cell, called a device cell. A device cell is a small item, and other cells will not fit in weapons, they're too big.\r\n - Stunbatons will also use device cells, and you can now replace their cells without a screwdriver.\r\n - Clicking on an energy gun with an empty hand removes the power cell, clicking an empty gun with a device cell loads that cell.\r\n - Self-recharging weapons, such as the advanced egun, still self-recharge. They cannot swap cells, and cannot be placed in chargers, but when they do recharge it is always a flat 20% of the maximum cell capacity. Additionally, they will stop recharging for a short period after they've been fired.\r\n - HoS, Warden, and Sec Officers get an extra power cell in their lockers. If more cells are needed, they can be printed in the protolathe, or from a hacked autolathe.\r\n - Cargo crates that include energy weapons have a few spare device cells added in. Prices may be or need to be adjusted accordingly.\r\n - The map has been tweaked slightly. On the main level, multiple device rechargers have been added, notably in the first-aid stations. The Merc and ERT bases have had spare device cells mapped in.\r\n - Most weapons still have the same number of shots. However, on weapons that can fire both lethally and non-lethally, lasers drain twice as much power as tasers. Practically, this means that the egun has 5 laser shots before you need to reload, but it still has 10 taser shots.\r\n - Temporary sprites have been added for weapons that have had their cells removed, I hope to replace these with more lovingly crafted ones as soon as I receive them.\r\n - There is now a proc that admins can call on a weapon to make it self-recharging.\r\n\r\nThis is a rather large change, but it's been requested of me multiple times, and I think it's a fun idea. Balance changes will likely need to be made after introducing this, but if worse comes to worst this can be reverted."},"comment":{"url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/comments/249443423","html_url":"https://github.com/PolarisSS13/Polaris/pull/2540#issuecomment-249443423","issue_url":"https://api.github.com/repos/PolarisSS13/Polaris/issues/2540","id":249443423,"user":{"login":"Yoshax","id":8885521,"avatar_url":"https://avatars.githubusercontent.com/u/8885521?v=3","gravatar_id":"","url":"https://api.github.com/users/Yoshax","html_url":"https://github.com/Yoshax","followers_url":"https://api.github.com/users/Yoshax/followers","following_url":"https://api.github.com/users/Yoshax/following{/other_user}","gists_url":"https://api.github.com/users/Yoshax/gists{/gist_id}","starred_url":"https://api.github.com/users/Yoshax/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Yoshax/subscriptions","organizations_url":"https://api.github.com/users/Yoshax/orgs","repos_url":"https://api.github.com/users/Yoshax/repos","events_url":"https://api.github.com/users/Yoshax/events{/privacy}","received_events_url":"https://api.github.com/users/Yoshax/received_events","type":"User","site_admin":false},"created_at":"2016-09-25T20:06:37Z","updated_at":"2016-09-25T20:06:37Z","body":"I'm not a fan of this, at all. For several reasons, some of which were pointed out in the previous PR.\r\n\r\nFirstly, this completely removes and changes the whole balance of a lot of things. I'm going to detail what I believe are some of the pros and cons of the types of weapons.\r\n\r\n**Projectile**\r\nPros:\r\n- Reloadable (Different ammo)\r\n- Cannot be EMPed\r\n- In general you get more shots\r\n- Burst Fire\r\n- Chance for internal damage / Broken bones\r\n\r\nCons:\r\n- Most things have higher bullet armor\r\n- Cannot pass through windows\r\n- Chance for internal damage / Broken bones\r\n- Higher chance of stray projectile breaking windows / other things\r\n\r\n**Energy**\r\nPros:\r\n- Pass through windows\r\n- Lower energy armor on most things\r\n- In general they have higher damage\r\n- Some have toggleable firing modes\r\n- Higher scaling, Laser Cannon is top end vs Assault Rifle/Shotgun\r\n\r\nCons:\r\n- Can be EMPed\r\n- Cannot be reloaded\r\n\r\nLooking at these we can see what one of the biggest features is reloadability. Removing it severely upsets the balance, and really, just makes the split less interesting. The reloadability is the biggest difference outside of damage type between the two types of weapons, removing it makes both of them less interesting.\r\n\r\nFurthermore, having to add a new producable power cell, and mapping them in is more bloat that is not really needed.\r\n\r\nAnd, as Spook said in the last PR:\r\n`Further, the obvious following intent is to make the batteries swappable. This is a problematic goal, in that energy weapons represent an existing utility trade - they are not reloadable, but their beams ignore a fairly substantial portion of normal obstacles, like windows. With the recent recharging tweaks, they're also not a pain to refill.`\r\n\r\nFurthermore, increasing the prices of things in cargo is not a good change, seeing as cargo already struggles for points when there is no mining and they're not allowed to use exploits. Weapons are already expensive, and it takes a long time to naturally get enough points for even the least expensive of things.\r\n\r\nIn addition, you've also made it so the energy gun only gets 5 lethal shots, which seems like a very strange change and I see no reason for making the lethal lasers use twice as much power. It further upsets the balance of these weapons, and does not at all put them in line with anything else. Making it a weapon that only has 5 shots is very poor, in my opinion.\r\n\r\nI do not feel as though this is a positive change, and I feel as though it will be an overall negative to the server. It will upset the balance, make weapons less interesting, reduce the variance, all while adding more unnecessary things into the map and code, along with making energy weapons compared to everywhere else more convoluted."}}
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