# **Bomber CAS Framework**
### **Overview**
Hey everyone, Iβm working on a new **Bomber CAS** type and would love to get your input! Right now, POβs CAS can choose the A-10 (Condor), but Iβm developing an alternative with unique features and playstyle differences.
## **π Bomber CAS Features**
- **More Bomb Capacity** β 8 slots instead of 4, allowing for larger payloads.
- **Increased Fuel Consumption** β Requires more fuel to sustain operations.
- **Exclusive Bomb Types** β Unique ordnance that only bombers can equip.
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## **π₯ Exclusive Bomber CAS Weapons & Equipment**
- **Cluster Bombs** β Inspired by Hugger XOB, but instead of huggers, it deploys grenades for widespread destruction.
- **Equipment NVG Mount** β Adds night vision capability to improve visibility in dark conditions.
- **Target Uplink** β A backpack for SLs, Engineers, and FCs that lets them deploy a scout drone. If they have the pack and CAS has the Target Uplink installed, the drone acts as a live camera feed for CAS support. ( ideas needed, not solid atm.)
- **EMP Bomb** (400 points unguided, no damage, 1x1 fireball, 5x5 stun radius (tesla balls))
- **Bunker buster** (1000 points, 5x5 heavy damage guided bomb, can be used in buildings/caves with lase)
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## **π¨ Development Progress**
### **π To-Do List**
- COMMENT OUT TESTING DEFINE
- ENABLE DM FILES
- MAKE NEW CLUSTER BOMB
- INCREASE FUEL USAGE code\modules\bomber\bomber_shuttle.dm
- REWORK DROPSHIP FABRICATOR MENU
- GET NAMES FOR NEW WEAPONS/PLANE (Possibly from "Lore" team)
- SPRITE WORK FOR NEW BOMBS/PLANE
- MODIFY NEW FILES AFTER DROPSHIP MENU REWORK
- RESTRICT WEAPONS FOR NEW BOMBER
- BLOCK NEW BOMBER WEAPONS FROM CONDOR
- FIGURE OUT SOLO TESTING FOR CAS WEAPONS
- ADD CLUSTER BOMB
- ADD EMP
- ADD BUNKER BUSTER
- GET NEW SOUNDS FOR CAS BOMBER PLANE
- GET NEW SOUNDS FOR BOMB WARNINGS
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### **β Implemented**
- **Tactical Nuke** β A massive 7x7 explosion, extremely costly in CAS points but devastating.
- πΉ Needs warning sound, sprites, and CAS warning overlay
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### **β Completed**
- FILE STRUCTURE CREATED
- TACTICAL NUKE CODE IMPLEMENTED FOR BOMBER
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### **π« Canceled Ideas**
π« Mounted Laser Beams β A bomber version of the Condorβs BRRRT gun, using beam weapons for area suppression.
πΉ Laser Gun Mount β A continuous beam weapon for area denial, forcing enemies out of key zones.
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## **π οΈ Day One Work Log**
### **Files Updated**
MODDED:
- code\game\objects\structures\dropship_ammo.dm
- code\game\area\areas\shuttles.dm
-
/area/shuttle/bomber
name = "Bomber Jet"
- code\game\objects\structures\dropship_equipment.dm
```/obj/effect/attach_point/weapon/bomber
ship_tag = SHUTTLE_BOMBER_DOCK
icon = 'icons/turf/bomber.dmi'
icon_state = "15"
/obj/effect/attach_point/weapon/bomber/left
icon_state = "30"
/obj/effect/attach_point/weapon/bomber/left/second
icon_state = "31"
/obj/effect/attach_point/weapon/bomber/left/third
icon_state = "69"
/obj/effect/attach_point/weapon/bomber/left/fourth
icon_state = "420"
/obj/effect/attach_point/weapon/bomber/right
icon_state = "16"
/obj/effect/attach_point/weapon/bomber/right/second
icon_state = "454"
/obj/effect/attach_point/weapon/bomber/right/third
icon_state = "3535"
/obj/effect/attach_point/weapon/bomber/right/fourth
icon_state = "465"
```
#### **Key Code Additions dropship_ammo.dm**
```// new var -Flash range, bright light
var/flash_range = 0
// Bomber Cas tatical nuke
/obj/structure/ship_ammo/cas/bomb/detonate_on(turf/impact, attackdir = NORTH)
impact.ceiling_debris_check(2)
explosion(impact, heavy_explosion_range, light_explosion_range, adminlog = FALSE)//no messaging admin, that'd spam them.
/obj/structure/ship_ammo/cas/bomb/taticalnuke
name = "\improper NUC-MK1 'Tactical' Warhead"
desc = "A low yield nuclear bomb used to make advesaries rethink their actions. It will only fit in a full-sized bomb pod. Moving this will require some sort of lifter."
icon_state = "nuke_1"
ammo_count = 1
max_ammo_count = 1
devastating_explosion_range = 7
heavy_explosion_range = 8
light_explosion_range = 9
fire_range = 4
flash_range = 10
throw_range= 10
ammo_name = "nuke_1"
travelling_time = 7 SECONDS
point_cost = 1200 // Needs balance check.
cas_effect = /obj/effect/overlay/blinking_laser/bomb_fat
```
### **Added Files**
code\modules\bomber\bomber_actions.dm
code\game\objects\structures\cas_bomber_parts.dm
code\modules\bomber\bomber_chair.dm
code\modules\bomber\bomber_shuttle.dm
icons\turf\bomber.dmi
_maps\shuttles\bomberplane.dmm
---