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Modify antagAdvantage values. #804
Modify antagAdvantage values. #804
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I'd also recommend adding an advantage to chemists. They're able to make as many toxins, sleeping agents, and whatever else they need to complete their objectives. |
Thoughts on what their advantage should be? 1? |
what is antag advantage? im not familiar, and how much TC do they have |
more advantage = less tc |
There are many roles where it doesn't make sense why they have less TC than others, if you're making a PR like that, you could go through all roles, although I'm certain that almost every player would have a slightly different opinion on some jobs. |
Not to be merged without at least my and Gregg's approval |
Salvage, Lawyer and Chemist are unironically the only roles who should lose TC, as they're the only people who have anything of any advantage. |
all tots should start with 20TC IMO |
Marked as draft as I'm still working on values, and looking for feedback. I am struggling to decide if Salvage Tech should have 3 or 4 advantage, I might play a few rounds to see how good the loot is. I'm set on Atmos access being worth 1, I can't decide if normal engineering should be 2 or 3. The main advantage of being an engineer is the trust of sec and the rest of the crew to mess around with a lot of things, and not be questioned. Quantifying that is hard, though. I'm going to add a 2 advantage to chemist after it was brought up, please bring up other roles that should have it, and don't. I have been thinking of making a separate PR adding either heartbreaker or lethal magazines as a job specific mantis uplink item. If it goes through, the mantis will get an advantage again, as the gun could practically be used to kill someone. I think 2TC could be a good value, as you still need to buy ammo. Lawyer could be reduced to 1, security officers are in sec enough that it would be difficult to steal anything, meaning their only practical advantage is security comms. |
After discussion here and on discord https://discord.com/channels/968983104247185448/1150555473699934370/1205557011052240996, values have been modified and antagAdvantage has been added to chemist. The Mantis was re-given a 2 advantage pending me adding alternative psi-breaker ammo to the uplink. |
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Delta-V is not top-down hl2dm, as such LO/HoP can be antagonists but are penalized in starting TC to account for their innate advantages. Some roles (salv, atmos) can benefit from traitor gear way more than any other role could, etc. |
This is not true, the following roles have prisonguard.yml
prisoner.yml
gladiator.yml
emergencyresponseteam.yml
chief_engineer.yml
captain.yml
centcom_official.yml
head_of_personnel.yml
warden.yml
head_of_security.yml
detective.yml
senior_officer.yml
security_cadet.yml
security_officer.yml
research_director.yml
borg.yml
visitor.yml
quartermaster.yml
chief_medical_officer.yml
medical_borg.yml
brigmedic.yml |
I selftrolled myself by assuming they do by just checking antagAdvantage, which HoP/LO do have. Pardon |
Yeah they're antags upstream, where they obv would need to have an advantage. |
why's visitor set to false? I know it's not a roundstart role but still. |
It's mainly for admin events, here's the PR space-wizards/space-station-14#23972 |
i think it would be cool if prisoners could be traitors and have extra TC |
I disagree, and who should/shouldn't be traitor isn't part of this pr anyway. |
Completely unrelated but Loadouts could make visitor the best rp rolee |
A) not for this PR |
okay, true, prisoner emagging out of sec or buying a c20r/enforcer roundstart bad |
Coming back to this |
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Resources/Prototypes/Nyanotrasen/Roles/Jobs/Epistemics/forensicmantis.yml
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@@ -3,7 +3,7 @@ | |||
name: job-name-cargotech | |||
description: job-description-cargotech | |||
playTimeTracker: JobCargoTechnician | |||
antagAdvantage: 2 # DeltaV - Reduced TC: External Access | |||
antagAdvantage: 2 # DeltaV - Reduced TC: Cargo Access |
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How is Cargo Access beneficial? I see it on lowpop maybe, otherwise I don't get the advantage in having Cargo Access.
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yeah cargo techs cant buy things alone anymore (outside of lowpop ofc)
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I forgor to reduce the cargo advantage
The argument was because they could smuggle stuff out semi-easily, I removed it all together in a first draft
@@ -3,7 +3,7 @@ | |||
name: job-name-salvagespec | |||
description: job-description-salvagespec | |||
playTimeTracker: JobSalvageSpecialist | |||
antagAdvantage: 3 # DeltaV - Reduced TC: External Access + Free hardsuit and weapons | |||
antagAdvantage: 3 # DeltaV - Reduced TC: Free hardsuit and weapons |
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Weapons?
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Salv weapons + wreck loot + potential of getting weapons from logi though that doesn't happen much now
@@ -10,7 +10,6 @@ | |||
icon: "JobIconServiceWorker" | |||
supervisors: job-supervisors-service | |||
canBeAntag: true # DeltaV - Can be antagonist | |||
antagAdvantage: 1 # DeltaV - Reduced TC: Accesses |
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#antagAdvantage: 1 # DeltaV - Removes antagAdvantage
Not our prototype, we shouldn't be removing lines :O
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Oh yea, I will fix this when I'm home
@@ -3,7 +3,7 @@ | |||
name: job-name-atmostech | |||
description: job-description-atmostech | |||
playTimeTracker: JobAtmosphericTechnician | |||
antagAdvantage: 10 # DeltaV - Reduced TC: External Access + Fireaxe + Free Hardsuit | |||
antagAdvantage: 2 # DeltaV - Reduced TC: Free Firesuit + Engineering + Atmospherics |
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There's firesuits in fire lockers + you're not allowed to plasma flood so Atmos access isn't too useful, aside from being a generally isolated area.
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Aera thought the potential to do stuff with nitrous and such, and the better(? I think) fire suit automatically was enough for 1tc more
@@ -3,7 +3,7 @@ | |||
name: job-name-engineer | |||
description: job-description-engineer | |||
playTimeTracker: JobStationEngineer | |||
antagAdvantage: 3 # DeltaV - Reduced TC: External Access + Engineering | |||
antagAdvantage: 1 # DeltaV - Reduced TC: Engineering |
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Why is Engineering Access an advantage, and why is it less of an advantage than Cargo?
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Easy access to tools and insuls, this one was very contentious, as people thought it mattered more/less.
Also easy sabotage of engineering systems, like comms on the maps that they're in engi, as well as power.
And cargo was meant to match engi, I forgor as I said
@@ -3,7 +3,7 @@ | |||
name: job-name-technical-assistant | |||
description: job-description-technical-assistant | |||
playTimeTracker: JobTechnicalAssistant | |||
antagAdvantage: 3 # DeltaV - Reduced TC: External Access + Engineering | |||
antagAdvantage: 1 # DeltaV - Reduced TC: Engineering |
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Refer to the point about Engineers + new players being given less TC
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Same thing, and why give the noob roles less TC? They have the same access
@@ -3,7 +3,7 @@ | |||
name: job-name-paramedic | |||
description: job-description-paramedic | |||
playTimeTracker: JobParamedic | |||
antagAdvantage: 2 # DeltaV - Reduced TC: External Access | |||
antagAdvantage: 1 # DeltaV - Reduced TC: Handheld crew monitor |
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What?
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Magic track anyone device on your person from shift start is good, consensus was it was worth an advantage of 1.
…cmantis.yml Co-authored-by: Danger Revolution! <[email protected]> Signed-off-by: stellar-novas <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: stellar-novas <[email protected]>
# Description Saltern, now featuring a full Epistemics department, and a Supermatter engine. :) <details><summary><h1>Media</h1></summary> <p> ![Saltern-0](https://github.com/user-attachments/assets/10de83fa-5ddb-47fe-b62f-3441314225be) </p> </details> # Changelog :cl: - add: Saltern has been added to the map rotation. Now featuring a compact Supermatter engine, full Epistemics department, and a significantly expanded Chapel and Library.
About the PR
Reduced or removed antagAdvantage values for several roles.
Why / Balance
For several roles, antagAdvantage is too high as their job advantages either aren't actually used, or are not true advantages.
More details, originally posted on Discord, https://discord.com/channels/968983104247185448/1150555473699934370/1205366269851996250.
So, going through the list Psionic Mantis has an advantage of 5. No other epi role has an antag, the special things the mantis gets are - psi knife - 10 slash 5 holy, sure, but afaik you don't take holy if you aren't "evil" so it's only 10 slash, and you have a 30% chance to electrocute yourself on every attack if the target isn't psionic, making it useless in most pvp fights - psibreaker gun - it comes with mindbreaker rounds, which deal 3 blunt and inject mindbreaker toxin. Getting lethal rounds from sec feels about as easy as just getting a whole gun. - permission to mindbreak, and potentially slip in other drugs too? - this feels moot, since doctors also have this and they have no advantageCargo tech has an advantage of 2, with the comment saying it's cause externals access.
This is completely moot since techs don't have externals. Mats and autolathe (free tools) is pretty good, but it's not great and I think the full 20tc is deserved.
Salv tech has an advantage of 3, "External Access + Free hardsuit and weapons". The salvage weapons aren't ideal for pvp imo, I don't think externals is much of an advantage, I don't remember any cases of ex. a body being hidden in space, however, the weapons and similar contraband they can get definitely are. Maybe reduce to 2 advantage?
Lawyer, advantage of 2, "Security Radio and Access", having many more opportunities to steal sec stuff is pretty fair, and sec comms is very helpful.
Service worker, advantage of 1, "access", they just get service, and no other service role has an advantage, they should get 20tc. Seems to be a hold over from nyano.
Station engineer/Tech assistant, advantage of 3, "External Access + Engineering", you're trusted in a lot of higher security areas now, like substations, which imo is the main advantage, as tools are fairly easy to acquire, barring insuls and engi goggles. Maybe drop it to 2 instead?
Atmos tech, advantage of 10. "External Access + Fireaxe + Free Hardsuit", this is definetly too high, the axe's only purpose is as a weapon now, since any engineer can space floors, and the axe doesn't anymore. The only thing you gain from atmos access is maybe being able to do atmos sabotage, but that is disallowed since that generally affects large parts of the station. Your other advantages, such as being trusted some high security areas, are shared with the other engi roles. The advantage should be 2/3/4, I'm leaning towards 3.
Paramedic, advantage of 2, "External Access", I've said that I don't think it is worth the tc reduction, and whatever it is, it should definetly be lower than salv. Didn't realise they had the handheld monitor still, advantage of 1 for that.
Breaking changes
Changelog
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