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Mechs forcefully eject their occupants when destroyed #11349
Mechs forcefully eject their occupants when destroyed #11349
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I may have two follow-up PRs in mind for this for independent consideration.
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If you could make them eject as soon as they enter crit or hard crit as well, that'd be great. Bit weird being able to control a mech while you're practically dead. lol |
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It should have a knockdown regardless of an occupant will be hit to a wall to be knockdowned.
I dont really... like this? Like there's no flair to it. I guess I can paint a picture for you: compare this to Maybe like, a cool ejection sound or effect happens? I don't really understand why it would sleep you either. |
@EvilDragonfiend I plan to address the sleep in a follow-up PR. I don't want to shackle this modification with a balance change. The sleeping is and has always been what happens when a player is ejected from a mech, before this PR it simply happened on the same location.
See above. This is not something new I have added and is something I want to change, but I don't want to hold this PR back with a balance change unless an unrelated balance change is forced on me by dragon. I want this to merge as quickly as possible to improve mining in the new Clarke mech, and then worry about the balance afterward. The only thing this PR does to balance is highlight that it's stupid that mechs sleep their occupant upon breaking. |
Alright, after pressure from a secondary person I have included the knockdown + stun changes with this PR. I've also added sounds to the ejection and added a special hook to the chasm falling that triggers the ejection with more reasonable timing. |
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mech buff 😔
looks good to me, but I hope you put a comment for the rand procs. |
Failsafe for turf just in case Co-authored-by: EvilDragonfiend <[email protected]>
Updates comment
Per bacon the failsafe is already built into the game, in every possible case the player will already be sent to the error room if the mech is not in a valid location when it is destroyed or ejects. |
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ye
About The Pull Request
Why It's Good For The Game
It really really sucks getting dropped into a chasm under any circumstances, but even moreso when piloting a clunky mech that can't strafe. This greatly improves the chances for miners to survive chasm falls while using mechs, and at the very least almost guarantees a recoverable body.
Likewise the forced ejection in a random direction made mech pilots a bit more slippery than before, and sleeping when ejected made no sense at all so I've swapped it for a hard stun + knockdown instead. The knockdown counteracts the ejection distance for most station mechs, while nuclear operative mechs will actually benefit from having their pilots be a bit more slippery after this PR.
Testing Photographs and Procedure
dreamseeker_oeuVIL4v8M.mp4
Changelog
🆑
tweak: Mechs now fling their occupants in a random direction upon destruction, including when a mech falls down a chasm.
code: Mechs now have an Eject() proc that can be called directly without destroying the mech.
fix: Mechs can no longer continue walking around when falling into a chasm
tweak: Mechs no longer put pilots to sleep when breaking, instead stunning the pilot and knocking them down for a time dependant on the type of mech.
/:cl: