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Remove TEG thief steal targets #34544
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Remove TEG thief steal targets #34544
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An alternative to this PR is to make the TEG purchasable like it was in SS13, which fulfills the intended idea of making things on the station able to be replaced and not so intrinsic to the round. Going to get more feedback on that idea and might switch approaches to that one if the consensus leans more towards it. |
I'd make it purchasable at high price so thieves have more reason to bribe cargo or pay to replace the TEG |
The only issue is that this wraps back to the big problem with making thief objectives purchasable at cargo, mainly that it gets metagamed. This got to the point where we had to remove figurines as an objective. (#32413) I know it's different with the TEG, but something to consider nonetheless. |
I need purchasable tegs so I can tell cargo it got hit by a meteor (it didn't) and have two tegs at once. |
isn't the TEG board printable on 13? i remember seeing borgs repurposing entire chunk of the station with 20+ TEG only to run the station and produce enough extra for the energy to cargo-funds machine |
I think this is a good idea, but you can just add the option to buy a TEG in cargo. |
Would it be a bad idea to replace the TEG steal objective with something else of equivalant high-difficulty but isn't as disruptive like perhaps a SMES? |
Probably a better idea. It would be best if it was an Advanced SMES, as they're quite difficult for engineering to steal (on most maps) while also not being the end of engineering if one is gone. |
I don't like it. TEG is the one of the most interesting objectives for thief. Yes this can be a bit grief... But isn't a target of every antagonist? We should treat the disease, not the symptoms. TEG is just so much easy to sabotage even player not an antagonist and we should fix it, instead of just deleting the target. |
Personally I think changing the objective from the TEG to an advanced SMES is a pretty good tradeoff. They're usually replaceable and about the same difficulty as a TEG, but won't cripple a station immediately. |
advanced smes will just be ask sci for funny board similar to beg cargo for funny figurine crate |
Science ruining my cool plans once again... |
Sci ruins lots of things. How about a power monitoring/air alarms/atmos network console? AFAIK, those aren't printable or purchasable, and would give the thief more options of where to hit. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I'll open up a maintainer discussion for this. |
you know how I was complaining earlier about how some random PR dropped a merge conflict pipe bomb on the repo? it was me. I dropped it in the engi guidebook update. |
# Conflicts: # Resources/Prototypes/Entities/Structures/Power/Generation/teg.yml
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Remove the TEG and its parts as steal targets for the Thief.
Why / Balance
Unfortunately, the TEG is the only source of power for some maps, making engineering unable to power the station for the rest of the round if stolen. AME + Solars was never intended (by design) to be a long-term power source, and it's silly to expect engineering to treat these sources as such for the rest of the round.
It basically leaves engineering with no options on some stations but to call evac early and end the round 20 minutes in, give or take. Sabotaging the entire stations power permanently as an objective isn't really fun, it just makes it really annoying and a waste of 20 minutes as you wanted to roleplay/play the game, but instead you have to sit through a power outage reminiscent of pre-power balance engineering days.
Technical details
Obliterates them from YML.
Requirements
Changelog
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