-
-
Notifications
You must be signed in to change notification settings - Fork 257
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Space mines, Syndicate stealth attacks #2693
Space mines, Syndicate stealth attacks #2693
Conversation
Watch out when flying into Syndicate space!
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Quick preliminary review.
Co-authored-by: DeltaFire <[email protected]>
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me.
You could probably reset mine count somewhere in try_threat_elevation_reinforce()
if you want them to not refill within a fight itself and rearm outside of one, but I don't see any real issues anywhere.
Figured for now I'd like to keep them somewhat sparse, it adds a bit to the surprise factor |
About The Pull Request
This PR adds space mines, a new weapon invented by combining Syndicate cloaking technology with high-yield explosives. Currently Aspala-class submarines, Mako flak frigates, and combat carriers will be able to drop them when fleeing or patrolling.
Why It's Good For The Game
More fun stuff to
die to, it also makes Syndicate systems more dangerous by spawning a few mines in them at roundstart.Testing Photographs and Procedure
I tested it. Only shooting doesn't work nicely (you need to actually click on a mine to hit it right now)
Changelog
🆑
add: Added space mines
/:cl: