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Add new security brand magboots to sec lockers. #34573
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RSI Diff Bot; head commit 4249bec merging into 3499b47 Resources/Textures/Clothing/Shoes/Boots/magboots-sec.rsi
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with how bad they are im not sure the doafter on equip is needed, might need more discussion |
Yeah discussion is mainly the reason I'm putting this pr forward LOL, personally id rather the boots be underpowered than overpowered, but others might want diffrent. |
I don't understand the point of this honestly. All the powergaming secoffs are just going to steal them from engineering or EVA or get science to print them some, instead of wearing a worse pair of magboots. |
In general powergamey secoffs are going to powergame, skinning snakes for snakeskin boots, taking magboots etc. |
I honestly can't imagine a situation in which you would want these over normal magboots, especially considering it only takes a few seconds for science to make better magboots. |
yeah that's honestly a fair pov, as I said before though, it mainly follows a better than nothing sorta thing, as well as in my experience not many secoffs actually go to sci or engi to get magboots unless they're powergamey or its lrp lol. |
I think this is the wrong way to go about "solving lubeops" Lubeops is also largely an issue from my understanding because foam bombs defy the laws of physics and produces more lube than there ever was total units from the reactants, lube being super slippery even if there's only a single unit of it, and god forsaken puddle code |
Actually the jetpacks might need further thought |
Just started working on my version of sec-magboots yesterday, but you beat me to it. Good PR. |
Cheers for the feedback I should’ve just resolved it then. |
I made a PR as well [34566] To be honest I don't agree with giving sec magboots roundstart compared to unlocking the recipe in the sec lathe when researched. Having to make security magboots worse than other roundstart magboots is jarring even for lore and balance reasons. |
Honestly that’s a fair point. |
If it combat boots like sec jackboots, we can add half of SlowOnDamage resistance to that boots? |
Maybe you could make them the same as regular magboots but be always on to deter constant use, that with a small doAfter of around 1 second should be enough. |
Lube would also be still powerful in spaced areas given the massive slowdown when pairing magboots with sec hardsuits |
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Just some minor comments
Like others have said, the slowdown and long equip time will really force security to just powergame better variants of these boots roundstart, unless they're presented with them in a dire need with no other alternative. |
Updated magboots stats based on community suggestions.
I just changed the slow to 25 < 30, as well as the equip time to 3seconds < 7seconds |
I had the exact same idea and was planning on implementing it but the magboots ability is directly linked to its toggle ability, and i didnt want to mess with the code too much. |
I thought about this aswell but I feel that the SlowOnDamage resistance should be kept to combat boots. |
Thats the thing I want to keep lube powerful in spaced areas, otherwise sec would just use magboots all the time in chasing antags. |
yeah.. puddle code is VERY scuffed lol. |
maybe make Sec magboots in Sec Officer Hardsuit storage not 100%? 75-85% chance will be fine |
Resources/Textures/Clothing/Shoes/Boots/magboots-sec.rsi/meta.json
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Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
I don't see this change improving sec, if anything it diminishes the significance and mechanics that are working as intended. Sec shouldn't have to instant counter every issue they come across like slipping on lube (since that seems like the main concern versus actual gravity issues). It also makes it so magboots are too readily and easily available to crew. Gravity should be an issue towards the majority of the crew when it stops working. |
I think that giving security easier access to tools actually improves the game because the least fun part of security for anyone is having to wait for another department to give you an item that is required to do your job. It's not fun for the secoff who is stressing out because antags are doing antag things while they're in another part of the station having to wait for or search for magboots/implanters/mini-jetpacks/ect. I think making security have to wait for very basic items to do their job even if intended isn't good for the game? It just slows things down in a frustrating and arbitrary way and going out of your way to prepare beforehand is powergaming, so you just lose either way. Off topic but Implanters are the biggest offender which is why I hope Implanter Draw Rework gets merged and implanters added to the secfab, because it's not fun for the secoff to have to go to medical, who is often overwhelmed and ask for an implanter, and it's not fun to be the implanted syndie having to wait in security cuffed doing nothing for your implant to be removed. If it's an item that in a common scenario security will need to counter a common threat, it should be given to security in some limited fashion, I think this PR does an alright job at that. Security is a tiring and miserable job and I don't think we need to waste their time by not giving them quality of life items that let them at least be able to try doing their job with a leg down. |
About the PR
Why / Balance
Ironically writing this PR will most likely take longer than writing the code itself.
In general I wanted to gauge the general sentiment of adding magboots to sec, by adding a fairly balanced version of magboots that aren't completely overpowered and ruiningthe fun of most antags.
As such I will go over any and all of my decisions as well as accepting feedback.
Lastly in general I am more than happy for this to get accepted then removed in a week, or even not accepted at all.
I just wanted it to be a general PR to get the ball rolling on the issue.
Helps to reslove Sec probably should have magboots in hardsuit lockers #34325 and general commity sentiment on sec deserving magboots, particularly due to nukie "lube ops", as well as general ease of use.
pretty self explanatory.
Having the boots have a 7 second doafter to equip and unequip.
This is mainly in order to ensure that secoffs aren't just instantly unequipping and reequipping them, ensuring that they have to make a conscious decision to wear them.
Having a 30% slow.
The idea on this is twofold.
Firstly any larger slow than 30% and secoffs would more than likely just wear regular magboots, especially in nukie rounds where some metagaming rules are somewhat relaxed.
Secondly a large slow such as this would allow antags utilizing slips to still get away, as by throwing a massive lube grenade as a clown and running away you would most likely outrun the secoff.
Having the magboots be spawned in hardsuit/hos's locker
This aims to have the magboots be worn in specifically dire situations wherein a suit would usually be worn. I.E. Dragon, nukies etc.
As well as still giving some agency to nukies in blowing into armory and utilizing lube grenades whilst sec doesn't have thier magboots.
Having the boots be roundstart.
This is mainly due to the idea of research, as in a nukie scenario sec will get magboots from sci (which is a tier one research thereby invalidating sec boots being locked behind research), or again engie.
Technical details
Adding of new magboot type, as well as new sprites.
Media
Requirements
Breaking changes
Changelog
I just changed the slow to 25 < 30, as well as the equip time to 3seconds < 7seconds