{"action":"created","issue":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/2719","repository_url":"https://api.github.com/repos/endless-sky/endless-sky","labels_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/2719/labels{/name}","comments_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/2719/comments","events_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/2719/events","html_url":"https://github.com/endless-sky/endless-sky/pull/2719","id":241043015,"number":2719,"title":"New outfit attributes: disruption, ion, piercing and slowing resistance","user":{"login":"Elyssaen","id":23544894,"avatar_url":"https://avatars0.githubusercontent.com/u/23544894?v=3","gravatar_id":"","url":"https://api.github.com/users/Elyssaen","html_url":"https://github.com/Elyssaen","followers_url":"https://api.github.com/users/Elyssaen/followers","following_url":"https://api.github.com/users/Elyssaen/following{/other_user}","gists_url":"https://api.github.com/users/Elyssaen/gists{/gist_id}","starred_url":"https://api.github.com/users/Elyssaen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Elyssaen/subscriptions","organizations_url":"https://api.github.com/users/Elyssaen/orgs","repos_url":"https://api.github.com/users/Elyssaen/repos","events_url":"https://api.github.com/users/Elyssaen/events{/privacy}","received_events_url":"https://api.github.com/users/Elyssaen/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":9,"created_at":"2017-07-06T18:19:29Z","updated_at":"2017-07-07T23:04:01Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/endless-sky/endless-sky/pulls/2719","html_url":"https://github.com/endless-sky/endless-sky/pull/2719","diff_url":"https://github.com/endless-sky/endless-sky/pull/2719.diff","patch_url":"https://github.com/endless-sky/endless-sky/pull/2719.patch"},"body":"```\r\nAdds outfit attributes that resist the effect of disruption, ion,\r\npiercing and slowing damage, respectively. Each functions by 'shaking\r\noff' an amount of damage each second, immediately if possible.\r\n```\r\n\r\n@endless-sky, given your commit 2bf7c0f089d72aef14a301bbdd09b9639f17c1e0 in the last half an hour, I thought I should finally PR this piece of work. It includes piercing resistance but not heat resistance. It's been tested (by myself and a few others in the community) and quite a bit of work's gone into it.\r\n\r\nIt follows a slightly different approach to your fractional scaling of the damage. In this PR, the resistance is an amount of that type of damage you ignore each second. This means your resistance values are pegged to the strength of the effect. You can be completely immune to a weak disruptive effect, but that same resistance might not be worth much against a very strong (Tier 3/4) disruption. I playtested other approaches, but this one seemed to be most resilient across tiers.\r\n\r\nWorking on the 'resisted value' approach rather than 'percentage reduction' approach, `piercing resistance` was a little more complicated, as I didn't want to make a piercing beam too weak or a piercing missile too strong. The proposed method here is that your piercing resistance covers a second of play and slowly restores, so a continuous beam can wear it down."},"comment":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/comments/313812636","html_url":"https://github.com/endless-sky/endless-sky/pull/2719#issuecomment-313812636","issue_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/2719","id":313812636,"user":{"login":"Amazinite","id":17688683,"avatar_url":"https://avatars2.githubusercontent.com/u/17688683?v=3","gravatar_id":"","url":"https://api.github.com/users/Amazinite","html_url":"https://github.com/Amazinite","followers_url":"https://api.github.com/users/Amazinite/followers","following_url":"https://api.github.com/users/Amazinite/following{/other_user}","gists_url":"https://api.github.com/users/Amazinite/gists{/gist_id}","starred_url":"https://api.github.com/users/Amazinite/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Amazinite/subscriptions","organizations_url":"https://api.github.com/users/Amazinite/orgs","repos_url":"https://api.github.com/users/Amazinite/repos","events_url":"https://api.github.com/users/Amazinite/events{/privacy}","received_events_url":"https://api.github.com/users/Amazinite/received_events","type":"User","site_admin":false},"created_at":"2017-07-07T23:04:01Z","updated_at":"2017-07-07T23:04:01Z","body":"My thoughts on the topic:\r\n\r\nI like the idea of having both `resistance` and `absorption` attributes (resistance being what has just been added to the game and absorption being @Elyssaen's take on it). Resistance seems like very high level tech to me, to be able to shrug off an entire chunk of damage from a certain source no matter how much you're getting hit by. This absorption idea though feels like it could be used on a lower level. Having both attributes would certainly be interesting and a treat for plugin makers and their alien races.\r\n\r\nAs for the topic of `piercing absorption` (`resistance` in this PR), I don't really think it makes much sense. As @endless-sky pointed out, this absorption idea is similar in nature to how you can shrug off shield or hull damage with your shield generators or hull repair outfits. Piercing damage is nothing more than hull damage that goes through the shields, so hull repair outfits already act as piercing absorption in a way. Although, a `piercing resistance` that is similar to the way that @endless-sky currently has resistances in vanilla seems like it would make sense, ignoring a percentage of all hull damage that bleeds through to the hull.\r\n\r\nSpeaking of shield and hull repair, how about some sort of `absorption energy` and `absorption heat` attributes? Since any outfit with an absorption attribute is pretty much acting like a shield generator but for a different damage type, I think it makes sense that they would require energy and produce heat when they are active. (Resistance outfits on the other hand seem like they would have constant energy and heat to them, if any at all.)\r\n\r\nAlso:\r\n>This would also mean that mechanically, cooling is equivalent to heat resistance and energy generation is equivalent to ion resistance, except that cooling can also be used on heat from other sources and energy generation can be used on energy drains from other sources.\r\n\r\nThis is indeed the case. Ion absorption is in a way a dumbed down energy generation, and the same for heat absorption to cooling. Because of this, these attributes would allow for very niche ship setups.\r\nRight now, the most cooling provided by any outfit per frame is 69 at 40 tons from the Liquid Helium Cooler. The largest (obtainable) reactor outfits all produce between 18.2 (Fusion Reactor) and 43.6 (Triple Plasma) energy per frame, most of which being in the 20s for their energy per frame (the Blue Sun and Triple Plasma reactors being the only ones above 30 energy/frame), but all of which being over 90 tons, going all the way up to 169. An outfit with `heat absorption` could provide 70 absorption/frame at a size smaller than 40 tons, or an outfit with `ion absorption` could provide around 20 absorption/frame at something much smaller than 90 to 169 tons. These outfits would then provide a purely combat bonus at an efficiency much better than if the player had installed more cooling or more reactors, but in turn they do not get the benefit that cooling outfits or reactors give, which is also combating heat production and energy drain from the player's own ship. The dynamic of such outfits really seems interesting to me.\r\n"}}
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