2026-09-20 16:07:59
Anonymous:
Service Gun: two of the same gun (owner decision 2026-09-20): skip enemies already as good as dead; take turns; never run dry together
hold the flood/the pack.md ..
@@ 37,6 37,10 @@
- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown 1 second. Adjacency range 1.
- **Oxygen Tank** *(owner's card, 2026-09-17)*: 3x1. Good for 5 minutes. While it lies in the pack it feeds the suit by itself; there is nothing to click. With several tanks the emptiest goes first, so a full one stays full for whoever needs it. A tank on the floor feeds nobody.
- **Service Gun** *(owner's card, 2026-09-17)*: L tromino, three squares. Fires every 0.2 second at the nearest target for 5 damage. Ammo 8. Auto reload: 1 second. Built as: self-activates every 0.2 second; it fires only when it can see an enemy within 15 metres (the range is my assumption: the card gives none); with nothing to shoot at it spends no ammunition; after the eighth shot it reloads by itself for one second.
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- **Two of the same gun** *(owner decision, 2026-09-20)*. The owner's problem, in his words: "the player has 2 identical guns. they shoot the same time, and would in almost all cased pick the same target. this makes their bullets basically overlap which would make it feel to the player like he only has 1 pistol." Out of six ideas he chose two, together ("I agree with combining 1 and 2"):
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1. **A gun never aims at an enemy that is already as good as dead.** Each gun takes the nearest enemy it can see that the shots already in the air will not kill. Two guns drop two enemies at once; a lone enemy that one shot will kill gets one shot, and the other gun keeps its rounds; a tough enemy gets exactly as many shots as it takes. A shot that misses, or hits somebody who stepped in the way, stops counting the moment it is gone, and its target is fair game again. This holds for every weapon, the pack screen's item text now says "the nearest enemy it can see that is not already about to die", and it changes the card's "fires at the nearest target" to **"fires at the nearest target that still needs a shot"** *(these last words are mine: the owner has not yet said how the card should read)*.
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2. **The guns take turns.** The first keeps the beat exactly as a single gun always has; the second fires half a beat after it (with three, a third of a beat apart, and so on), so the ear and the eye get twice the pace instead of one thick shot. **They do not run dry together when it matters:** while both guns fire beat after beat (a crowd in reach) and one would empty while the other is still reloading, the one that would empty first reloads early, as long as the other has the rounds to cover it; after one or two such reloads they stay out of step by themselves, so one of the two is always loaded. When enemies come one at a time nothing of the kind happens: a gun's rounds are then worth more than its timing. *(The early reload is mine: it is how I kept the promise "there is never a moment when both are empty". Its first version threw rounds away in a trickle of enemies and could lock into running dry together; a review caught both, and it is now tested from every pair of starting magazines, 1 to 8 rounds each: at most one silence, then none.)* The fight panel shows each gun's own rounds, so the two can be seen working apart.
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- **Measured in the Western Promenade** (scripted, standing still in the middle): with one gun the room now takes 47 seconds instead of 53, because a single gun no longer wastes shots on an enemy that is already dying; with two guns it also takes 47, because that room's length is set by how fast the enemies arrive, not by how fast they fall. The second gun shows its worth when more come than one gun can drop (one gun manages about three a second).
- **Pulse Projector:** 1x2. Activated by a neighbour. When active: fires one shot at the nearest enemy it can see. Cooldown 0.6 seconds.
- **Trigger button:** 1x1. Activated by the player's button, click or Space. When active: all adjacent items get activated. Cooldown 0.2 seconds.
- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.