diff --git a/src/design-proposals/lasersec/container.png b/src/design-proposals/lasersec/container.png new file mode 100644 index 00000000..477f5982 Binary files /dev/null and b/src/design-proposals/lasersec/container.png differ diff --git a/src/design-proposals/lasersec/lasersec.md b/src/design-proposals/lasersec/lasersec.md new file mode 100644 index 00000000..4d977c24 --- /dev/null +++ b/src/design-proposals/lasersec/lasersec.md @@ -0,0 +1,171 @@ +# Mish's Laser & Armory Overhaul: Tea Revisionist Edition + +| Designers | Implemented | GitHub Links | +|-------------|---|---| +| Miiish | :x: No | TBD | +| Tea | :x: No | TBD | +| ThatOneMoon | :x: No | TBD | +## Overview + +Original document: https://docs.funkystation.org/design-proposals/lasers.html + +This document outlines the potential next step forward for the laser armory, revising and expanding on parts of the +document to bring it up to date with Funky's current design philosophies while maintaining the original vision. + +## Background + +Ballistic weaponry from an in-universe common-sense/immersion perspective is not ideal when bullets can break windows +or station equipment, potentially killing crew and affecting productivity. The exception to this rule are Fusion weapons, +which inherently are designed to be the more aggressive option and used by security most of all rather than the crew at +large. + +The purpose of this document is to unify NanoTrasen's standard weaponry in a more cohesive way, focusing on +defensive, sensible options for suppressing large crowds of people and maintaining defensive formations with some +lower accessibility options for aggression and apprehension. + +Ballistics will now also become the primary killing tools of the Syndicate (design document for them coming soon), +and these changes work to differentiate NanoTrasen-brand killing tools and the Syndicate's (from the perspective +of NanoTrasen and the crew at large: "good" versus "bad"). You can no longer blame the bullet casings in maintenance +on a trigger-happy cadet. + +## Features to be added + +This section will go over the revised armory in its entirety, detailing the workings and intention behind each addition. + +### Defensive emplacements + +1. The ACE-79 Cable-fed Laser Rifle Emplacements. + This is NanoTrasen's premier anti-crowd emplacement, featuring a large one-tile recharger which contains + two laser rifles. ![container.png](container.png) + Removing a rifle from the container and inserting an ID with security access + allows you to shoot it at a consistent rate for sustained + fire over long periods of time. The caveat: the rifles are cable-fed, and only recharge when the sink is attached + to a sufficient power source. ![rifles.png](rifles.png) + It will have a long do-after both to wrench and unwrench, requiring planning and strategic placement. + Also, it can and will explode when it has taken sufficient damage. + +2. Defensive barricade emplacements - Glass, Solid & Gate. These are placeable barricade items, + similar to the inflatable walls. There are three versions: Glass: features a bullet-proof + glass pane for laser rifle fire atop a standard waist-height barricade. The glass will break under a spray of + bullet fire, and needs to be replaced manually when fully broken. Solid: A waist-height barricade that can be vaulted + over. Acts as a buffer to large crowds trying to rush into the protected area. Gate: Similar to the standard barricade, + except it can be open and closed by individuals with security access. + + All barricades will be quick to deploy, but have a lengthy do-after to unwrench and will have similar structural + strength to airlocks. + +### Standard Ranged Weaponry + +1. **Roundstart sidearm** RG-2 Energy Pistol. The standard security sidearm, as implemented in Forky currently. If it still proves to be + a toy gun, consider buffing the damage to 20 with a capacity of 12. + +2. RG-14 Energy Rifle. The stock standard energy rifle of choice. Consistent, reliable and cheap. Comes with a single fire mode + , energy bolts with a damage of 20 and capacity of 15. Still needs to be recharged. + +3. P-25 ~~Phoron~~ Fusion Pistol & Canister Belt. The premier one-handed option for officers who prefer to have a hand free. + Comes with a belt with a holster, which functions similarly to the Backpack Water Tank & Spray Nozzle. + Otherwise, functions as implemented on Funky with the exception of a longer firing delay between bursts. The intent + is for this to be security's aggressive option for raids and pushing, but with a limited lifetime and supply. + +4. **Drozd Replacement** P-106 ~~Phoron~~ Fusion Rifle & Canister Backpack. The premier wieldable option. Functions similarly to the pistol, with the + canister instead being a higher-capacity backpack with a holster. This is to account for the increased capacity and output of + a rifle. Otherwise, functions as implemented on Funky with the exception of a longer firing delay between bursts. + +### Standard Melee Weaponry + +1. **Roundstart** Nightstick. Ol' huckleberry. Security's standard less-than-lethal weapon to deal with all kinds of + degenerates, reprobates or people you generally find disagreeable, as implemented in Funky currently. + +2. Shock Stick. A stick with some added shock damage, split in the middle between blunt and shock. Can be wielded for + some extra heft behind each swing, but requires a battery to function. Available through the riot control research. + +### Specialist weapons + +1. Kammerer Riot Shotgun. Security's one and only ballistic option, implemented as it currently is. Standard ammo is beanbag ammunition, + which will leave people concussed or in critical condition. Other ammunition options still available, such as the lethal ammunition + and incendiary ammunition. + +2. Energy Sword/Saber. Security's new definitely-lethal melee weapon, commissioned to higher ranking officers. + As implemented currently, with the addition of requiring specialized batteries to use. + Great for opening strategic holes, and is therefore the premier breaching tool. + +3. **Lecter Replacement** X-88 Xray Lance. Dedicated long range/sniper weapon. Does a mixture of 12 heat/12 radiation damage, fires at + the same rate as the energy rifle, with a capacity of 10 shots. Additionally, comes with a scope and is hitscan. Needs to be recharged. + This weapon must be wielded to use, and slows the wielder down. + +4. X-45 Energy Cannon. Security's premier heavy ordinance. Requires a specialized battery to use, which requires a lengthy do-after + to insert into the firing port. Then, once ready, it can fire a single localized explosive fireball. This explosion does similar damage + as a makeshift firebomb and is not designed to obliterate structures, but rather to instill fear into large crowds of people. + This weapon must be wielded to use, and slows the wielder down. + + +### Visual, Flavour & Sound changes + +Every single weapon will come with unique Funky sprites, projectiles and sounds in an attempt to make them feel more +visceral and impactful. +Additionally, being hit by lasers & chemical weapons will have a chance to make people scream in pain. +Turns out getting hit by a localized third/fourth-degree burn/chemical burn hurts quite a lot. + +### Armory (Mapping) + +- 1 ACE-79 Emplacement. +- 3 Energy Rifles. +- 1 Barricade emplacement Crate (containing a stack of solid barricades, half a stack of glass and 5 gate) +- 2 Fusion Pistols holstered in the belt +- 2 Fusion Rifles holstered in the backpack +- 2 Riot safes, including riot suits, helmets, shields and 2 kammerers with spare beanbag ammunition boxes +- 1 Xray Lance +- 1 Energy cannon +- Secfab + +### Cargo + +- The removal of the WT-550 SMG crate from Cargo, effectively deprecating the WT-550 +- Replace the Enforcer crate with the Kammerer crate, which contains 2 kammerers. +- Replace the SMG & Pistols crates with the Fusion Weapons crate, which contains 1 Fusion Rifle & 1 Pistol, each holstered. +- Addition of the Xray Lance crate, which contains 1 Xray Lance. +- Addition of the ACE-79 Emplacement storage box, which contains a single ACE-79 Emplacement unit. + +### Technical / Misc Tweaks + +- A unified base laser projectile, as well as a unified base hitscan projectile. +- Reviewing and testing various laser weapon damage to make it feel worthwhile and impactful to use. +- Reduce the reflective vest's deflect change from 100% to 33% + +### Possible (Future) Tweaks and Concerns + +- Certain antag's heat & caustic resistances, most probably Nukeops and Dragons, will likely need to be tweaked down a significant margin. +- Reviewing how effective general cure & ointments are to deal with caustic damage. + +## Game Design Rationale + +### Maintaining Authenticity + +Energy weaponry is a staple of sci-fi, and especially retrofuturistic, media. This documents solidifies its place and +purpose within the game's universe, as well as making the appropriate visual & auditory changes to the weapons to make +them feel more viscerally impactful. Examples being the radiation damage causing vomiting and burns & caustic burns causing +the affected character to scream, and possibly double over on occasion if the damage is severe enough. + +### Roundflow & Player Interaction + +This revised armory promotes team-play, by establishing clear intended behaviour for each weapon. An example: +The Lance is very deadly, but the slowdown makes it difficult to use without good positioning and cover from teammates. +Furthermore, these changes largely gears security for crowd control through emplacements and crowd control tools such as +the cannon. This moves security further away from antagonist-oriented design and instead designs an armoury intended to deal +with riots and outright revolution, while still faring admirably against outside threats with coordinated play. + +Furthermore, specialized weapons are sparse and expensive. This means that selecting the correct weapons or emplacements +becomes more important and gives security the chance to develop an armory around the threats they are facing in a given round, +rather than the armory being overstocked to deal with any threat there may be. + +### Maximizing Roleplay Potential + +The revised weapons, in particular the specialist ones, are designed to be devastating with drawbacks that bring them in +line and make them feel more tactile and intentional. The armory generally moving away from fully automatic weaponry further +reinforces the idea of tactile and intentional gameplay and roleplay. + +## Technical considerations + +All the following changes should be possible with .yml and mapping changes. + +# This is step 1 of a 3 step plan. Step 2 will focus on crew-oriented options, and step 3 will focus on the syndicate. diff --git a/src/design-proposals/lasersec/rifles.png b/src/design-proposals/lasersec/rifles.png new file mode 100644 index 00000000..ba2035d1 Binary files /dev/null and b/src/design-proposals/lasersec/rifles.png differ