ALL old spreadsheets are now tracked in repo!

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0ceanSlim 2023-10-20 16:26:27 -04:00
parent 183578ad62
commit 0510d02543
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Documents/ammo.md Normal file
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Need a database for the ammo damage values
here:
Type Damage Chance to Bleed
5.56 AP 12 6%
5.56 FMJ 16 12%
5.56 HP 20 22%
40S&W AP 9 5%
40S&W FMJ 11 10%
40S&W HP 17 23%
9mm AP 8 4%
9mm FMJ 10 8%
9mm HP 15 20%
7.62 x 39 AP 15 7%
7.62 x 39 FMJ 18 13%
7.62 x 39 HP 22 24%
.45ACP AP 10 5%
.45ACP FMJ 13 10%
.45ACP HP 20 24%
12 Guage AP Slug 30 24%
12 Guage 00 Buck 30
12 Guage Fletchette 30
75% On Target
12 Guage 00 Buck 22.5
12 Guage Fletchette 30
50% On Target
12 Guage 00 Buck 15
12 Guage Fletchette 15
25% On Target
12 Guage 00 Buck 7.5
12 Guage Fletchette 7.5
Shotgun ammo mechanics need some more brainstorming.
Spread @ 10 ft Number of Pellets Damage/ Pellet
0 1 30
3 Feet 10 3
6 Feet 30 1

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body armors should have double durability per class of armor as plate since they cover both front and rear or plates should have half? something to consider
https://escapefromtarkov.fandom.com/wiki/Backpacks
@ -6,3 +5,18 @@ https://escapefromtarkov.fandom.com/wiki/Chest_rigs
https://www.apexgunparts.com/more/gear-outlet/chest-rigs.html
armor hp resources
class 1 100 hp
class 2 200 hp
class 3 300 hp
Plates have half durability as armors for the same class as a player can equip them to either side
so a class 1 armor has 100 hp and class 1 plates have 50 hp each
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ammo type
damage to armor
- AP | 100
- FMJ | 50
- HP | 25

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@ -69,3 +69,18 @@ Below is an example of the materials a player will recieve from scrapping a basi
- ![Weapon Build Sketch](https://git.happytavern.co/OceanSlim/projectEli/raw/branch/master/Documents/images/sketch/buildGun.png)
- ![Weapon Build Sketch 2](https://git.happytavern.co/OceanSlim/projectEli/raw/branch/master/Documents/images/sketch/buildGun2.png)
Weapon Performance Modifiers
https://escapefromtarkov.fandom.com/wiki/Performance_modifiers
you can craft bullets except AP
you can craft gun powder
have to buy or find casings
have to buy or find primers
Every shot has a 1/2 chance to leave a casing on the ground
click "start pressing" ; presses ammo at a rate of 1 round every .25 seconds until the ammo press is out of a material.

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@ -3,3 +3,71 @@ Tailor sells gear and stuff for crafting
Trade UI 1st Draft:
![TradeUI](https://git.happytavern.co/OceanSlim/projectEli/raw/branch/master/Documents/images/sketch/tradeUI.png "Trade UI V1")
- add another tab on trader for barter trades
- drag your trade items to the sell window to trade them.
- you can't drag the barter item over until you fulfill the barter required
- how to display what is required for barter if each item?
- select barter item you want to trade for. the bottom window shows transparent items of what he wants for the barter. fill in the appropriate items. once the reqs are met you can drag the barter item you are trading for over to your inventory. Click accept or trade to finalize the deal
All Cities should have at least one
- Care taker
- Seamstress
- Gunsmith
- stockpile (guardian)
**caretaker**
- Sells meds and food stuffs
- Laboratory is in his shop can be used to craft meds
- after contract?
- can combine partially used health stims
**seamstress**
- has sewing bench in shop used to craft clothes armor and other stuff
- sells armor, pouches, materials to craft apparel
**Gunsmith**
- barter/ sell guns
- sells gun parts
- has relaoding banch and workbench in shop
**Stockpile (guardian)**
- go to this person to access your stockpile
- stockpile is designed like stash with limited storage
- stash slots can be grouped into customizable tabs like runescape banks
- stash to have tabs and maximum storage space that you can allocate as many as you want to each tab. Like a runescape bank
# Faction Information
## Protagonist
- Controls the safe city you start in.
- Provides everything you need in the early game.
- Actively hunts and pursues the chaotic evil faction.
## Neutral Faction (Strictly Defensive)
- Doesn't shoot on sight.
- Controls the second safe city.
- Neutral towards chaotic evil and lawful good factions.
- Neutral towards you as long as you don't shoot at them.
## Lone Wolves (Scavs)
- Sovereign individuals.
- Shooting or letting them live does not affect any karma or faction.
## Antagonist
- Cannibals.
- Will shoot you on sight unless you have killed enough protagonists to ally yourself with the antagonist.
- Even when you ally with them, they are still hostile to you anywhere that's not the safe city.
### Antagonist Group
- Composed of many smaller gangs.
- You can individually ally with ONE of the gangs.
- The gang you ally with will not shoot on sight unless you kill a few of them.
- Takes a long time to go hostile for either faction.
- You can only ally with a gang once you separate from the protagonist.
- Becoming a gang member means the protagonist will now shoot on sight.
- Patrols from both factions.
- Being a gang member means no access to the original safe city.
## Other Information
- Patrols of sovereign individuals.
- Being neutral allows you to access all 3 safe cities, but there are special perks to being a gang member or a member of the protagonist group.
## Airdrops from Planes