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# Mech equipment rework
## State of mech equipment
Its terrible
We have shitcode scattered all over the place, random stuff was added 11 years ago and never used, its inconsistent as shit (Did you know you can reload some ballistic weapons without actually using ammo packs???), Procs are constantly overridden despite being something that shouldcallparent, Theres completely useless modules noone takes literally ever (seriously who makes generator upgrades in 2022 when tesla exists(sidenote tesla will ALSO be useless when lavalandmechs happen)). Additionally you have "mechanics" that never happen such as weapon destruction/internal damage that even have their own voicelines.
Accessibility is terrible too, equipment management is still in an archaic html menu from 11 years ago, when changing weapons you have to click a UI action icon every time, in general the mech UI doesnt tell you anything.
Balance is also bad, you have infinite power sources, and you typically take the same thing every round (tesla-ion-solaris or drill-sensor-clamp). Armor is MASSIVELY RNG in that armor modukes will straight up allow you to stack deflection to make yourself immune to some damages 100% and often take 0 damage from other sources.
TLDR: Shitcode, unused "mechanics", some nobrainer modules, bad accesibility, lack of real options except to minmax
## Tivi you have dumb cat brain why do we need to change it
Because frankly mechs are clunky and largely unmaintained right now and if we want to make lavaland mechs a thing they need to be:
A) Fun to use
B) At least marginally more interesting than attaching the same gun 3 times and clicking enemies fast
C) Have enough slot availablility for weapons AND mining
D) Not make me cry when i try to fix equipment code
## What to do
- Add a TGUI menu (duh)
- Move from a fixed 3 equipment system to equipment slots. Ex. I have left and right arm weapons for left and right click, a Utility module for zoom/scanner/etc, armor slots, power slot
- Above probably means the concealed bay needs to go
- Change the cooldown from mech-based to typepath-based
- Armor should be reworked
- No RNG deflection (Also remove this on mechs)
- Limited armor slots with choice to armor against certain damage types
- Damage should be dealt to equipment instead of the main mech first to encourage module-based targetting mechanics
- Example: Aim left arm: hit left weapon, aim head: hit power module, etc
- This should mean a more strategic approach to fighting mechs
- In addition to above internal damage should have
- Remove of health maximum check
- Make repairs not hidden by code, and annoying to perform
- Delete tesla and rebalance power to be properly meaningful
- Consider changing ballistics to a reload system where you fill magazines then reload on the go (ie I load 5 magazines and have a reload timer after one runs out)
- This is because current ballistics weapons dont actually use the reload mechanic except to limit how long you can stay in a fight
- Make the mech UI actually display relevant info like ammo levels
- Keybinds
- (optional) Autofire mech weapons
## What not to do
- Change backstabbing
- Change mech-specific ablities
- Outright removing **weapons**, most are unused because they're overshadowed and not cus they're bad
- Change mech punch
## TLDR
Mech code bad and unbalanced
Redesign mech controls to be more friendly, especially for lavalandmechs
Make mech resources have to be managed properly
Move mechs to a more "Big and heavy but multiple critical damages will make it much easier to take down"