[Suggestion]QuantumSuit Basic Mode

  • NOTE: What I'm suggesting is not a nerf to the QuantumSuit, it is an addition.
    Right now, the matter of to nerf or not to nerf the QSuit is a controversial topic here. It may be overpowered in some cases (e.g. certain servers), but underpowered if nerfed in others. (Reasons: e.g. too costly to bother crafting)


    I suggest a new mode of the QuantumSuit, the Basic Mode, that acts as a debuffed version of the QuantumSuit Standard Mode (the mode we are all used to). And each mode can be disabled (per world) through the configuration file tied to each map (/saves/<world name>/ic2_map.cfg). Default will be both modes enabled, if both modes were disabled, disables QuantumSuit crafting. The configurations can be true (enable the usage of the mode), op (allow opped players only to use mode) and false (disable the usage of the mode).


    The Basic Mode comprises of several modules. To activate a module, simply press [Basic Mode Key (default: ALT)] + hot-key assigned to that module. If it is activated already, it will deactivate the module instead. To activate all modules available, double tap your Basic Mode Key. If all modules are activated already, double-tapping your Basic Mode Key will deactivate all modules. The hot-key for each module can be configured in your configuration file. The costs for each module is applied to the armor piece(s) every second (except for water breathing).
    NOTE 1: I haven't perfected the balance of each module yet, please feedback which electrical costs should be adjusted.
    NOTE 2: When basic mode is activated, QSuit general protection is also decreased. Assuming, on a linear scale, that Nano-Suit armor protection is x, and Quantum-Suit Standard mode armor protection is x + 10, then Quantum-Suit Basic mode armor protection is x + 7. Protection cost is scaled accordingly.


    Basic Modes Modules available:

    • Passive Water Breathing. Default hot-key: . Requisite armor piece(s): :Quantum-Helmet:. Cost: If Compressed Air Cells can be found in player inventory, consumes 1 Compressed Air Cell from player inventory and adds 1 :Empty Cell: to player inventory every 6 seconds. Otherwise, deduct 120 EU. Effect: If consumes Compressed Air Cells, applies Ambient Water Breathing (0:06) every 6 seconds. Otherwise, applies Ambient Water Breathing potion effect (0:05) to player every 5 seconds. API has method to implement a replacement of Compressed Air Cells, item to return and priority of which should be consumed first. (Compressed Air Cells priority = 5).
    • Antidote I. Default hot-key: [A]. Requisite armor piece(s): :Quantum-Helmet:. Cost: deduct 140 EU for base cost, deduct additional 20 EU for each potion effect present. Effect: All level 1 potion effects have their duration decreased by 15 s. Higher level potion effects have their duration increased by 5 s and have their level decreased by 1. Exception: Radiation. API has method to implement a potion effect that is not affected by this antidote. This happens every second.
    • Antidote II. Default hot-key: [A]. (Overrides Antidote I). Requisite armor piece(s): :Quantum-Helmet: :Quantum-Bodyarmor:. Cost: deduct 190 EU for base cost, deduct additional 35 EU for each negative potion effect present. Effect: All level 1 negative potion effects have their duration decreased by 25 s. Higher level potion effects have their level decreased by 1. Exception: Radiation. API has method to register potion effects as negative. This happens every second.
    • Poison Removal. Default hot-key: [P] Requisite armor piece(s): :Quantum-Helmet:. Cost: Deduct 165 EU for base cost, deduct additional 5 EU if Poison is present, deduct additional 10 EU if Wither is present. Effect: If Poison is present, duration is decreased by 15 s and level is decreased by 1. If Wither is present, duration is decreased by 10 s if level 1, otherwise, level is decreased by 1.
    • Resistance. Default hot-key: [R]. Requisite armor piece(s): :Quantum-Bodyarmor:. Cost: Deducts 200 EU. Effect: Applies Ambient Resistance potion effect (0:05) every 5 seconds.
    • Fire Protection. Default hot-key: [F]. Requisite armor piece(s): any one. Cost: Deduct 160 EU. Effect: If player is on fire, reduce fire duration by 5 s every second. Otherwise, apply Ambient Fire Resistance (0:01) to player every second.
    • Super-sprint. Default hot-key: Your forward key. Requisite armor piece(s): :Quantum-Leggings:. Cost: Deduct 225 EU. Effect: Applies Ambient Speed II (0:05) to player every 5 seconds.
    • Super-jump. Default hot-key: Your jump key. Requisite armor piece(s): :Quantum-Boots:. Cost: Deduct 200 EU. Effect: Applies Ambient Jump Boost III (0:05) to player every 5 seconds.
    • Feather Falling I. Default hot-key: . Requisite armor piece(s): :Quantum-Boots:. Cost: Deduct 25 EU for base cost, add 3 EU every half-heart of fall damage reduced. Effect: Fall damage is divided by 8. (Like rubber boots).
    • Feather Falling II. Default hot-key: (Overrides Feather Falling I). Requisite armor piece(s): :Quantum-Bodyarmor: :Quantum-Boots:. Cost: Deduct 80 EU for base cost, add 8 EU every half-heart of fall damage reduced.Effect: Fall damage is negated totally.
    • Any other special effects other modders add through API.