diff --git a/code/controllers/subsystem/points.dm b/code/controllers/subsystem/points.dm index bab44aa3a5546..9f9168436deb2 100644 --- a/code/controllers/subsystem/points.dm +++ b/code/controllers/subsystem/points.dm @@ -1,5 +1,5 @@ // points per minute -#define DROPSHIP_POINT_RATE 18 * ((GLOB.current_orbit+3)/6) +#define DROPSHIP_POINT_RATE 18 * (GLOB.current_orbit/3) #define SUPPLY_POINT_RATE 20 * (GLOB.current_orbit/3) SUBSYSTEM_DEF(points) diff --git a/code/game/objects/structures/dropship_ammo.dm b/code/game/objects/structures/dropship_ammo.dm index b81430eafa003..ce2a8fc74f8d6 100644 --- a/code/game/objects/structures/dropship_ammo.dm +++ b/code/game/objects/structures/dropship_ammo.dm @@ -206,11 +206,11 @@ desc = "A crate full of 30mm bullets used on the dropship heavy guns. Moving this will require some sort of lifter." equipment_type = /obj/structure/dropship_equipment/cas/weapon/heavygun travelling_time = 6 SECONDS - ammo_count = 200 - max_ammo_count = 200 + ammo_count = 2000 + max_ammo_count = 2000 transferable_ammo = TRUE - ammo_used_per_firing = 20 - point_cost = 75 + ammo_used_per_firing = 200 + point_cost = 100 ///Radius of the square that the bullets will strafe var/bullet_spread_range = 2 ///Width of the square we are attacking, so you can make rectangular attacks later @@ -258,7 +258,7 @@ if(QDELETED(AM)) continue //This may seem a bit wacky as we're exploding the turf's content twice, but doing it another way would be even more wacky because of how hard it is to modify explosion damage without adding a whole other explosion type - AM.ex_act(EXPLODE_LIGHT) + AM.ex_act(EXPLODE_LIGHT) if(length(strafelist)) addtimer(CALLBACK(src, PROC_REF(strafe_turfs), strafelist), 2) @@ -269,7 +269,7 @@ icon_state = "30mm_crate_hv" desc = "A crate full of 30mm high-velocity bullets used on the dropship heavy guns. Moving this will require some sort of lifter." travelling_time = 3 SECONDS - point_cost = 150 + point_cost = 225 //railgun @@ -321,7 +321,7 @@ transferable_ammo = TRUE ammo_used_per_firing = 10 warning_sound = 'sound/effects/nightvision.ogg' - point_cost = 85 + point_cost = 150 ///The length of the beam that will come out of when we fire do both ends xxxoxxx where o is where you click var/laze_radius = 4 ammo_type = CAS_LASER_BATTERY @@ -395,7 +395,7 @@ icon_state = "single" travelling_time = 3 SECONDS //not powerful, but reaches target fast ammo_id = "" - point_cost = 75 + point_cost = 225 devastating_explosion_range = 2 heavy_explosion_range = 4 light_explosion_range = 7 @@ -412,7 +412,7 @@ desc = "The AGM-227 missile is a mainstay of the overhauled dropship fleet against any mobile or armored ground targets. It's earned the nickname of 'Banshee' from the sudden wail that it emitts right before hitting a target. Useful to clear out large areas. Moving this will require some sort of lifter." icon_state = "banshee" ammo_id = "b" - point_cost = 150 + point_cost = 225 devastating_explosion_range = 2 heavy_explosion_range = 4 light_explosion_range = 7 @@ -446,7 +446,7 @@ desc = "The SM-17 'Fatty' is the most devestating rocket in TGMC arsenal, only second after its big cluster brother in Orbital Cannon. These rocket are also known for highest number of Friendly-on-Friendly incidents due to secondary cluster explosions as well as range of these explosions, TGMC recommends pilots to encourage usage of signal flares or laser for 'Fatty' support. Moving this will require some sort of lifter." icon_state = "fatty" ammo_id = "f" - point_cost = 250 + point_cost = 325 devastating_explosion_range = 2 heavy_explosion_range = 3 light_explosion_range = 4 @@ -479,7 +479,7 @@ desc = "The XN-99 'Napalm' is an incendiary rocket used to turn specific targeted areas into giant balls of fire for a long time. Moving this will require some sort of lifter." icon_state = "napalm" ammo_id = "n" - point_cost = 200 + point_cost = 250 devastating_explosion_range = 2 heavy_explosion_range = 3 light_explosion_range = 4 @@ -508,13 +508,13 @@ ammo_count = 6 max_ammo_count = 6 ammo_name = "minirocket" - travelling_time = 4 SECONDS + travelling_time = 2 SECONDS transferable_ammo = TRUE - point_cost = 100 + point_cost = 175 ammo_type = CAS_MINI_ROCKET devastating_explosion_range = 0 heavy_explosion_range = 2 - light_explosion_range = 4 + light_explosion_range = 3 prediction_type = CAS_AMMO_EXPLOSIVE cas_effect = /obj/effect/overlay/blinking_laser/minirocket @@ -536,7 +536,8 @@ name = "incendiary mini rocket stack" desc = "A pack of laser guided incendiary mini rockets. Moving this will require some sort of lifter." icon_state = "minirocket_inc" - point_cost = 200 + point_cost = 250 + travelling_time = 4 SECONDS light_explosion_range = 3 //Slightly weaker than standard minirockets fire_range = 3 //Fire range should be the same as the explosion range. Explosion should leave fire, not vice versa prediction_type = CAS_AMMO_INCENDIARY @@ -550,7 +551,8 @@ name = "smoke mini rocket stack" desc = "A pack of laser guided screening smoke mini rockets. Moving this will require some sort of lifter." icon_state = "minirocket_smoke" - point_cost = 25 + point_cost = 75 + travelling_time = 4 SECONDS cas_effect = /obj/effect/overlay/blinking_laser/smoke devastating_explosion_range = 0 heavy_explosion_range = 0 @@ -566,8 +568,9 @@ name = "Tanglefoot mini rocket stack" desc = "A pack of laser guided mini rockets loaded with plasma-draining Tanglefoot gas. Moving this will require some sort of lifter." icon_state = "minirocket_tfoot" - point_cost = 150 + point_cost = 200 devastating_explosion_range = 0 + travelling_time = 4 SECONDS heavy_explosion_range = 0 light_explosion_range = 2 cas_effect = /obj/effect/overlay/blinking_laser/tfoot @@ -583,7 +586,8 @@ name = "illumination rocket flare stack" desc = "A pack of laser guided mini rockets, each loaded with a payload of white-star illuminant and a parachute, while extremely ineffective at damaging the enemy, it is very effective at lighting the battlefield so marines can damage the enemy. Moving this will require some sort of lifter." icon_state = "minirocket_ilm" - point_cost = 25 // Not a real rocket, so its cheap + point_cost = 50 // Not a real rocket, so its cheap + travelling_time = 4 SECONDS cas_effect = /obj/effect/overlay/blinking_laser/flare devastating_explosion_range = 0 heavy_explosion_range = 0 diff --git a/code/game/objects/structures/dropship_equipment.dm b/code/game/objects/structures/dropship_equipment.dm index 92e6f0ca3f1f1..03bc3989f2b81 100644 --- a/code/game/objects/structures/dropship_equipment.dm +++ b/code/game/objects/structures/dropship_equipment.dm @@ -721,7 +721,7 @@ desc = "A dismounted GAU-21 'Rattler' 30mm rotary cannon. It seems to be missing its feed links and has exposed connection wires. Capable of firing 5200 rounds a minute, feared by many for its power. Earned the nickname 'Rattler' from the vibrations it would cause on dropships in its inital production run. Moving this will require some sort of lifter." icon_state = "30mm_cannon" firing_sound = 'sound/weapons/gunship_chaingun.ogg' - point_cost = 400 + point_cost = 300 dropship_equipment_flags = USES_AMMO|IS_WEAPON|IS_INTERACTABLE ammo_type_used = CAS_30MM @@ -749,7 +749,7 @@ desc = "A rocket pod weapon system capable of launching a single laser-guided rocket. Moving this will require some sort of lifter." firing_sound = 'sound/weapons/gunship_rocket.ogg' firing_delay = 5 - point_cost = 600 + point_cost = 450 ammo_type_used = CAS_MISSILE /obj/structure/dropship_equipment/cas/weapon/rocket_pod/deplete_ammo() @@ -773,7 +773,7 @@ icon = 'icons/Marine/mainship_props64.dmi' firing_sound = 'sound/weapons/gunship_rocketpod.ogg' firing_delay = 10 //1 seconds - point_cost = 600 + point_cost = 450 ammo_type_used = CAS_MINI_ROCKET /obj/structure/dropship_equipment/cas/weapon/minirocket_pod/update_icon() @@ -797,7 +797,7 @@ icon = 'icons/Marine/mainship_props64.dmi' firing_sound = 'sound/weapons/gunship_laser.ogg' firing_delay = 50 //5 seconds - point_cost = 600 + point_cost = 800 dropship_equipment_flags = USES_AMMO|IS_WEAPON|IS_INTERACTABLE ammo_type_used = CAS_LASER_BATTERY diff --git a/code/modules/requisitions/supply_export.dm b/code/modules/requisitions/supply_export.dm index 45bf055d9d809..028d949fcaa76 100644 --- a/code/modules/requisitions/supply_export.dm +++ b/code/modules/requisitions/supply_export.dm @@ -5,6 +5,7 @@ return FALSE SSpoints.supply_points[faction_selling] += points + SSpoints.dropship_points += points * 0.05 return new /datum/export_report(points, name, faction_selling) /mob/living/carbon/human/supply_export(faction_selling)