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Add new security brand magboots to sec lockers. #34573

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minthydra
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@minthydra minthydra commented Jan 22, 2025

About the PR

  • Adds round start security brand magboots to sec hardsuit lockers and the hos's locker.

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

image_2025-01-22_172149157
image_2025-01-22_172354019
boots
boots4

Requirements

Breaking changes

Changelog

I just changed the slow to 25 < 30, as well as the equip time to 3seconds < 7seconds

@github-actions github-actions bot added size/S Denotes a PR that changes 10-99 lines. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. and removed size/S Denotes a PR that changes 10-99 lines. labels Jan 22, 2025
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github-actions bot commented Jan 22, 2025

RSI Diff Bot; head commit 4249bec merging into 3499b47
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Clothing/Shoes/Boots/magboots-sec.rsi

State Old New Status
equipped-FEET-vox Added
equipped-FEET Added
icon-on Added
icon Added
inhand-left Added
inhand-right Added
on-equipped-FEET-vox Added
on-equipped-FEET Added
on-inhand-left Added
on-inhand-right Added

Edit: diff updated after 4249bec

@Emisse
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Emisse commented Jan 22, 2025

with how bad they are im not sure the doafter on equip is needed, might need more discussion

@minthydra
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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.

@Minemoder5000
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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.

@minthydra
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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 wanted this to be a non powergamey alternative that secoffs can use, a better than nothing sorta deal.

@Minemoder5000
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In general powergamey secoffs are going to powergame, skinning snakes for snakeskin boots, taking magboots etc. I wanted this to be a non powergamey alternative that secoffs can use, a better than nothing sorta deal.

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.

@minthydra
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In general powergamey secoffs are going to powergame, skinning snakes for snakeskin boots, taking magboots etc. I wanted this to be a non powergamey alternative that secoffs can use, a better than nothing sorta deal.

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.
Also it kinda helps in rev scenarios where secoffs cant get boots, but again they're pretty bad so eh.
I will definitely take what you said into account though, Thanks for the feedback!!

@Djungelskog2
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I think this is the wrong way to go about "solving lubeops"
For just general space/0g travel id say give them jetpacks

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

@Djungelskog2
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Actually the jetpacks might need further thought

@kosticia
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Just started working on my version of sec-magboots yesterday, but you beat me to it. Good PR.

@github-actions github-actions bot added the size/S Denotes a PR that changes 10-99 lines. label Jan 22, 2025
@minthydra
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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.
Sorry about beating you haha I’m sure yours’s would’ve been just as good if not better!

@K-Dynamic
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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.

@minthydra
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minthydra commented Jan 22, 2025

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.
My idea is by making them bad, secoffs won’t just use them all the time regardless.
Also when it comes to research the main issue is that, one sci magboots are tier 1 anyway and two that sci barely research’s weapons in the first place.
Also also I did try and add some lore to it by making them handme downs by nt since they weren’t willing to spend money on anything aside from Engie and sci which make them money.

@KaiserMaus
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If it combat boots like sec jackboots, we can add half of SlowOnDamage resistance to that boots?
25% should good reason to equip than go to sci or engi

@Radezolid
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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.
Secoffs could still carry them in their bag but that's still a 2x2 item in their bag and powergamers are gonna powergame anyways so you can't really stop them from getting regular magboots.

@K-Dynamic
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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

@ArtisticRoomba
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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.

@ArtisticRoomba ArtisticRoomba added P3: Standard Priority: Default priority for repository items. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 22, 2025
@ArtisticRoomba ArtisticRoomba added T: New Feature Type: New feature or content, or extending existing content T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Security Area: Security department, including Detectives, HoS labels Jan 22, 2025
Updated magboots stats based on community suggestions.
@minthydra
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I just changed the slow to 25 < 30, as well as the equip time to 3seconds < 7seconds

@minthydra
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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. Secoffs could still carry them in their bag but that's still a 2x2 item in their bag and powergamers are gonna powergame anyways so you can't really stop them from getting regular magboots.

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.

@minthydra
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If it combat boots like sec jackboots, we can add half of SlowOnDamage resistance to that boots? 25% should good reason to equip than go to sci or engi

I thought about this aswell but I feel that the SlowOnDamage resistance should be kept to combat boots.
Nukies can also choose to use combat boots too over noslips but will choose noslips 99% of the time.
I want to keep the ability exclusive to combat boots, otherwise sec would probably use the magboots all the time.

@minthydra
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Lube would also be still powerful in spaced areas given the massive slowdown when pairing magboots with sec hardsuits

Thats the thing I want to keep lube powerful in spaced areas, otherwise sec would just use magboots all the time in chasing antags.

@minthydra
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I think this is the wrong way to go about "solving lubeops" For just general space/0g travel id say give them jetpacks

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

yeah.. puddle code is VERY scuffed lol.
Lube ops is just one example of why implementing them could be beneficial.
In general I mainly wanted to add them for sec to have the option rather than the necessity to wear them.
Also yeah jetpacks don't work in station unfortunately.

@KaiserMaus
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maybe make Sec magboots in Sec Officer Hardsuit storage not 100%? 75-85% chance will be fine

minthydra and others added 2 commits January 24, 2025 00:17
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
@ps3moira
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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.

@Pronana
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Pronana commented Jan 25, 2025

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).

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.

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A: Security Area: Security department, including Detectives, HoS Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. size/S Denotes a PR that changes 10-99 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it T: New Feature Type: New feature or content, or extending existing content
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