I tried to add an O[FF]ENCE button (w/ keyboard binds) that either summons reinforcements one at a time during combat, or all of the remaining survivors at the same POI as a single wave (to restart SPACE_COMBAT / collect XP ). I tool tipped these as “- AMPLIFY REINFORCEMENT SIGNAL” and “- SEND REINFORCEMENT SIGNALS” respectively.
And noticed:
- in the HUD Draw code,
var mid_btn_h, mid_btn_ware separated from their values by theif(global.space_view)logic. This was synchronized with the `if(reinforced_area) logic that depends on these values being set not to crash.- Moving these the values together (instead of nesting reinforced_area into space_view )
allows the modified [reinforced] HUD to become interactable behind the loot menu(s) with ‘entertaining’ results:
=Dit is exceptionally easy to get into this state by spamming[FF]to rush enemies in as the combat phase ends.- the ship’s main weapon stays inert after disposing of the loot.
XDwhile in this state space_view does not get set, disabling the option to[E]SCAPE.- This state does not end until either the drone(s) or the enemies win.
- Moving these the values together (instead of nesting reinforced_area into space_view )
allows the modified [reinforced] HUD to become interactable behind the loot menu(s) with ‘entertaining’ results:
Which leads me to this suggestion:
If allowing players to O[FF]END all of the defenders at once using a button in the sidebar;
Please intentionally reset the [E]SCAPE cooldown to a value between its upgraded and longest default delay =3 And also keep it hidden it if O[FF]END is activated while the loot-screen is open …
… For a time proportional to {the player’s ship and drones} versus the predicted damage output (simple triangle formula?).
The idea is to startle players with a ‘good’ scare, dropping shields and at maybe triggering a hull alert.
>:3… with a chance (ofc) of an ‘Elite’ making a guest appearance if the player is predicted to trivially defeat the normal reinforcements. ( Maybe unlock another upgrade path that trades a faster-recovering [E]SCAPE for a greater probability that an Elite will pop in.
(Lore-Justifiy by saying that its abusing the tactical-escape subsystem to contact the reinforcements? )
Also noticed:
- other puns in the code following the explicit pattern
_x = max(0, ...); if (_x <= 0) { _x = 1; }; - ( bug from my modding attempts ? ) Freelancer upgrade is reset to 0 on loading save after restarting but not on main-menu bounce.
- POIs are regenerated after reloading (bounce from main menu), useful when I can’t find the jump gate, (or other specific POIs).
- (edit:) “ENEMY ALERTED” by running scans don’t interrupt jumps.