Lemontropia-Suite/docs/ATTACHMENT_MECHANICS.md

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# Entropia Universe Attachment Mechanics - Technical Breakdown
**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
**Date:** 2026-02-09
---
## 1. Amplifiers (Amps)
**Most common attachment for damage increase.**
### Mechanics:
- **Additional Damage:** Added to weapon's base damage
- **Cost Per Shot:** Increases SIGNIFICANTLY
- Pay weapon's normal ammo/decay PLUS amplifier decay
- **Economy:** Amp is "Eco" only if weapon Efficiency remains high
### Strategic Use:
- Higher DPS = kill faster = less time mob hits you
- Saves money on armor decay and healing
- Most players use amps for speed, not efficiency
---
## 2. Sights & Scopes
**"Skill-based" attachments.**
### Mechanics:
- **Stats:** Aiming/Skill Increase Bonus + Zoom
- **High-end versions:** Critical Hit Chance or Critical Damage bonuses
- **Cost Per Shot:** Increases SLIGHTLY
- No ammo cost
- Decay (lose value) every trigger pull
### Economy Analysis:
- "Standard" scopes provide ~0.1% efficiency boost
- **Veteran advice:** Don't use basic ones - decay cost outweighs tiny accuracy benefit
- Only use if trying to "skill up" faster
---
## 3. Absorbers (Deterioration Absorbers)
**Overlooked by beginners - protects weapon durability.**
### Examples:
- ArMatrix Extender series
### Mechanics:
- **What they do:** "Absorb" percentage of weapon's decay
- **Stats:** No damage or accuracy - strictly protect durability
- **Cost Per Shot:** Technically NEUTRAL or CHEAPER
- Absorber decays, but prevents gun from decaying
### Strategic Use:
- Use on Limited (L) weapons with high "Markup"
- Makes expensive guns last longer
- Saves money long-term on high-markup weapons
---
## 4. Enhancers ("Slot" Attachments)
**High-risk, high-reward attachments.**
### Types:
- Damage Enhancer
- Economy Enhancer
- Range Enhancer
- etc.
### Mechanics:
- **Stats:** Massive boosts (+10% Damage, -1% Weapon Decay)
- **Cost Per Shot:** HIGH RISK
- Don't just decay - have RANDOM CHANCE TO BREAK and disappear completely
### Strategic Use:
- Only recommended for HIGH-LEVEL hunting
- "Killing it before it kills you" survival strategy
- Not for casual/beginner hunters
---
## Important Note: Sights Stacking
**Weapons can have multiple sights:**
- Weapon can have a sight
- Scope can ALSO have a sight
- **Maximum:** 2 sights possible (weapon + scope)
---
## Cost Calculation Formula (Correct)
### Base Weapon Cost Per Shot:
```
Cost = (weapon_decay_pec + weapon_ammo_pec) / 100 # PED
```
### With Amplifier:
```
Cost = (weapon_decay_pec + weapon_ammo_pec + amp_decay_pec) / 100
```
### With Scope:
```
Cost = (weapon_decay_pec + weapon_ammo_pec + scope_decay_pec) / 100
# (ammo cost unchanged)
```
### With Absorber:
```
Weapon decay prevented = weapon_decay_pec × absorption_rate
Net cost = (weapon_decay_pec × (1 - absorption_rate) + absorber_decay_pec + weapon_ammo_pec) / 100
```
### With Enhancer:
```
Base cost + enhancer_decay
# Plus risk of total enhancer loss (breakage)
```
---
## Implementation Notes for Lemontropia Suite
1. **Amp Cost:** Add amp_decay_pec to every shot cost
2. **Scope Cost:** Add scope_decay_pec (no ammo impact)
3. **Absorber:** Reduce weapon decay by absorption %, add absorber decay
4. **Enhancer:** Add decay + implement breakage chance mechanic
5. **Double Sights:** Support weapon sight + scope sight combination
**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.
---
# Armor Plating Mechanics
**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
**Date:** 2026-02-09
## How It Works (The "Shield" Layer)
When a monster hits you, damage flows through layers in specific order:
```
Incoming Damage → PLATE → ARMOR → PLAYER HEALTH
```
### Example:
- **Armor:** Protects against 10 Impact damage
- **Plate:** Protects against 15 Impact damage
- **Monster hits:** 20 Impact damage
**Result:**
- Plate absorbs 15 → Plate takes decay
- Armor absorbs remaining 5 → Armor takes decay
- Player takes **0 damage**
---
## Why Use Plating?
### 1. Specialization
Don't buy "Acid Armor" - just add **Acid Plates** to your current suit.
### 2. Saving Money (Efficiency)
- Plates usually have **lower decay** cost than high-end armor
- Plates are **easier to repair** than armor
- Cheaper to let plate take damage than armor itself
### 3. Boosting Weak Armor
Make "weak" starter armor viable for mid-level monsters by adding strong plating.
---
## The Rules of Plating
### Rule 1: One Plate Per Piece
- You have **7 armor pieces:** Head, Chest, Arms (2), Hands (2), Legs, Feet
- **Maximum:** 1 plate per piece = 7 plates total
### Rule 2: Matching Types (CRITICAL)
- **You want all 7 plates to be the same type**
- If you only plate your chest, and monster hits your leg → **Plate does nothing!**
- Partial plating = wasted protection
### Rule 3: Drag and Drop
- Drag plate onto armor piece in inventory to "slot" it
- Just like weapon attachments
---
## Armor Piece Breakdown
| Slot | Can Have Plate? |
|------|----------------|
| Head | Yes |
| Chest/Harness | Yes |
| Left Arm | Yes |
| Right Arm | Yes |
| Left Hand | Yes |
| Right Hand | Yes |
| Thighs/Legs | Yes |
| Feet | Yes |
**Total:** 7 plate slots
---
## Decay Mechanics
### When Damage is Absorbed:
1. **Plate takes decay first** (primary layer)
2. **Armor takes decay second** (overflow only)
3. **Player health reduced** (if damage exceeds both)
### Cost Optimization Strategy:
- **Cheap plates:** High protection, low decay
- **Use plates for:** Specific damage types (Acid, Cold, etc.)
- **Use armor for:** General protection + cosmetic looks
---
## Implementation Notes for Lemontropia Suite
1. **Plate Selection:** Show 7 plate slots (one per armor piece)
2. **Protection Stacking:** Plate protection + Armor protection = Total
3. **Decay Order:** Plate decays first, armor decays second
4. **Matching Warning:** Alert if player has mismatched plates
5. **Cost Calculation:** Track plate decay separately from armor decay