[MOD IDEA][WIP] More Descriptive Descriptions for CE Endless Loot

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mr_easy_money
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[MOD IDEA][WIP] More Descriptive Descriptions for CE Endless Loot

Postby mr_easy_money » Sun Nov 20, 2016 12:27 am

This upcoming mod is basically my attempt at replacing all the end stats of an Endless Loot weapon with an actual description. Now there are way too many Endless Loot weapons to create a description for each and every prefixed weapon as that would not only take eternity, but would probably end in abandonment. Instead, I'm going to add a generic description related to each prefix and replace all of the same prefix type with this new description. I might also end up changing some base descriptions for certain weapons.

I'm posting this here in Mod Development as this will basically be a planning stage, and also maybe to get some feedback. When and if I feel it is ready by any standard, I will post something in Working Mods. For now, this will be the plan for which prefixes get what description.

Sometimes, if a weapon is rare, I add rare in the beginning of the description. This doesn't work when it doesn't say weapon explicity, e.g. "Innovative missile design".
Some descriptions only make sense for certain weapon types (lasers or missiles or beams, etc.).


Right now, some descriptions overfill the UI box for certain weapons. Note that before even replacing anything, some weapons already overfill the UI box.

if anyone has any ideas on weapon parts, weapon pieces, weapon targeting systems, etc. please let me know, as I've made some things up, but more ideas are always useful...

This is what I have so far:

Uncalibrated (targeting radius + 30):

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LASER_CHARGEGUN_2_UNCALIBRATED
<desc>This laser weapon can charge multiple times, giving it additional projectiles. Its targeting sensors are a little bit off, increasing targeting area by 345%.</desc>

Unreliable (targeting radius +45):

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LASER_CHARGEGUN_2_UNRELIABLE
<desc>This laser weapon can charge multiple times, giving it additional projectiles. Its targeting sensors are worn out, increasing target area by 522%.</desc>

Wild (damage +1; targeting radius +70):

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LASER_CHARGEGUN_2_WILD
<desc>This laser weapon can charge multiple times, giving it additional projectiles. The targeting sensors broke while increasing charge damage output, resulting in a 900% target area increase.</desc>

Suppression (cooldown x0.70; targeting radius +45):

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LASER_CHARGEGUN_2_SUPPRESSION
<desc>This laser weapon can charge multiple times, giving it additional projectiles. The targeting sensors wore out while decreasing charge cooldown, resulting in a 522% target area increase.</desc>

{Laser} Piercing (Rare) (shield piercing +1):

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LASER_CHARGEGUN_2_PIERCING
<desc>This rare laser weapon can charge multiple times, giving it additional projectiles. Each shot can pierce one shield bubble.</desc>

Stalking (cooldown x0.70; projectile speed x0.4; power cost +1):

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LASER_CHARGEGUN_2_STALKER
<desc>This laser weapon can charge multiple times, giving it additional projectiles. Cooldown was decreased by slowing down projectile velocity and increasing power use.</desc>

Assault (cooldown x0.75; power cost +1):

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LASER_CHARGEGUN_2_ASSAULT_LASER
<desc>This laser weapon can charge multiple times, giving it additional projectiles. By increasing power use, its projectiles can charge 25% faster.</desc>

Feel kinda meh on this one,

Tactical (1 damage becomes 1 system damage):

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LASER_CHARGEGUN_2_TACTICAL
<desc>This laser weapon can charge multiple times, giving it additional projectiles. In order for system damage to be increased, the hull damage output had to nullified.</desc>

Repeater (projectiles +1):

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LASER_CHARGEGUN_2_REPEATER
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This version can fire an extra projectile each charge at the cost of increasing charge cooldown by 50%.</desc>

Faulty (power cost +1):

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LASER_CHARGEGUN_2_FAULTY
<desc>This laser weapon can charge multiple times, giving it additional projectiles. In an attempt at improving power efficiency, its power couplers wore out, increasing power consumption.</desc>

Outdated (cooldown x1.15):

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LASER_CHARGEGUN_2_OUTDATED
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This outdated model recharges slightly slower than the modern version.</desc>

Obsolete (cooldown x1.25):

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LASER_CHARGEGUN_2_OBSOLETE
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This obsolete model recharges slower than the modern version.</desc>

Quickshot (cooldown x0.90; projectile speed x2):

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LASER_CHARGEGUN_2_QUICKSHOT
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This version fires quicker than usual and its projectiles travel twice as fast.</desc>

Upgraded (cooldown x0.85):

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LASER_CHARGEGUN_2_UPGRADED
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This upgraded version recharges slightly faster than the base model.</desc>

Advanced (Rare) (cooldown x0.75):

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LASER_CHARGEGUN_2_ADVANCED
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This rare advanced version recharges faster than the base model.</desc>

Specified as {Laser} since it doesn't make sense for missile-consuming weapons.

{Laser} Penetrating (breach chance +1; projectile speed x1.10):

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LASER_CHARGEGUN_2_PENETRATING
<desc>This laser weapon can charge multiple times, giving it additional projectiles. Its projectile generator was given sharper patterns, creating slightly more breach-capable and aerodynamic projectiles.</desc>

Actually not so sure about this, as specifying "rare" at the beginning is not only not possible for some weapons of the same type, but also doesn't make sense to add to the beginning.

{Laser} Breaching (Rare) (breach chance +2; projectile speed x1.30):

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LASER_CHARGEGUN_2_BREACHING
<desc>This rare laser weapon can charge multiple times, giving it additional projectiles. Its projectile generator was given the sharpest patterns available, creating more breach-capable and aerodynamic projectiles.</desc>

Incendiary (fire chance +1):

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LASER_CHARGEGUN_2_INCENDIARY
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This model was created near a blast furnace, making it more likely to start a fire.</desc>

Something about this sentence doesn't feel quite right; feels like a run-on...

Plasma (fire chance +3):

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LASER_CHARGEGUN_2_PLASMA
<desc>This rare laser weapon can charge multiple times, giving it additional projectiles. This model got struck by lightning during a plasma storm, superheating it, making it more likely to start fires.</desc>

Radioactive (crew damage +1):

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LASER_CHARGEGUN_2_RADIOACTIVE
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This version was exposed to radioactive elements, increasing crew damage by 1.</desc>

Swag (gold and costs 50% more):

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LASER_CHARGEGUN_2_SWAG
<desc>This rare laser weapon can charge multiple times, giving it additional projectiles. With gold camo, this version of the Charge II has the most swag.</desc>

Second Hand (as good as new, but cheaper):

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LASER_CHARGEGUN_2_SECOND_HAND
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This model has already seen combat use, but is still in top condition, so is just cheaper than regular.</desc>

The following description only makes sense for weapons with more than one barrel. For example, it doesn't make sense for Basic Laser II, which can also have the Repeater prefix.

Malfunctioning (projectiles -1):

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LASER_CHAINGUN_MALFUNCTIONING
<desc>This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge. One of this model's barrels is jammed, making it fire 1 projectile less.</desc>


I'll add more to this as soon as I figure out what to write for the other prefixes. :mrgreen: