Conversation
…com/3PonPon3/TheMotherOfAllOmuStationsJack into SuperFuckingImportantBSOReworkThing
…com/3PonPon3/TheMotherOfAllOmuStationsJack into SuperFuckingImportantBSOReworkThing
|
RSI Diff Bot; head commit 570ea72 merging into 6887fff Resources/Textures/_Omu/Clothing/Belt/blueshieldchembag.rsi
Resources/Textures/_Omu/Clothing/Belt/blueshieldextractionwebbing.rsi
Resources/Textures/_Omu/Objects/Misc/GunCases/blueshieldoffensivecase.rsi
Resources/Textures/_Omu/Objects/Misc/GunCases/blueshieldsupportcase.rsi
Resources/Textures/_Omu/Objects/Specific/Medical/Morgue/bodybags.rsi
Resources/Textures/_Omu/Objects/Tools/bluespace_fulton.rsi
Resources/Textures/_Omu/Structures/Furniture/rollerbeds.rsi
|
|
Okay so, upon further discussion in mincord, this still needs some work n changes before it's good to go, so for now, putting this on do not merge. |
|
@3PonPon3 Not 100% sure how I feel about the shield taking up your offensive kit slot, is that part of what is being changed? |
|
That was always the case @BramvanZijp . It remains in offense as it was (remember the batong is sheathed in the shield) |
|
(And it is not being changed with the new batch of changes) |
I would still argue the shield should remain available as a defensive option which can be picked alongside offensive (The atrocity is by far outshined by every other weapon, and the shield has always felt more like a way to keep yourself and the people you are protecting alive longer.), and I swear that was also mentioned in the thread. But thats something that can be brought up with the people in the mincord. Also, the shield is a belt slot item, so it would make sense in that aspect too. |
|
Before making this PR I used to run greatshield + medical set, and it was fine. |
By that same logic the combat injector should also be a weapon. |
|
I personally disagree, same as with the take on the injector. The fact it has situational offensive utility, providing you get adequate chems, does not make it an offensive option. While yes, GS allows you to support the command you are protecting in this way, it is also for you. I always saw it as the most defensive weapon option BSO had and I think it should remain with all other weapons. But I'll bring it up in admincord - although I also searched for mentions of what Annie said above, didn't find any |
|
I said admincord not omucord silly |
|
And the general opinion I saw going around in the original thread in admincord for reworking BSO is that they should have a weapon that can be defensive - that they should be defensive by nature. Which means they shouldn't be able to chase easily, and they should be someone you don't want to approach and wouldn't want to fight. |
|
Heres what I would do: Put all of the kits, of both types, in a loadout option. I dont believe the shield to provide anywhere near enough offensive ability to be justified as your only weapon. The reason I compare it to the combat injector kit is for that reason: It CAN be used as your form of offense, but its just not that great at it, and that limited offensive ability is by FAR outshined by the supportive or defensive utility to provided by it. |
Which the greatshield and atrocity do not have that issue with chasability, if you choose to keep your distance from the BSO, the mace is a non-issue. The issue with the chester, BRDI and EG-4 is that they give the BSO clear options to attack others (including at range), even if said others are trying not to engage with the BSO and instead retreating. Meanwhile the shield, and you could partially also argue kung fu, mean the BSO has to actively approach you or you them for there to be a threat. Now, kung fu has enough offensive capability to where I can justify it being your weapon option, with picking it meaning you accept that you have to get up close and personal to dispatch a threat, but the shield just keeps you alive, simular to how the medical options do (BSO smokes, combat medkits, chemical kit, etc.) and in the shields case, allow you to more easily act as a genuine wall that a command member can hide behind, with the main role of the mace being as a "get off me" tool, to try to force the threat to back up out of its range, and thus away from your protectee. |
|
Attatchment attatched twice, forgot to forward this yesterday |
This comment was marked as resolved.
This comment was marked as resolved.
This comment was marked as resolved.
This comment was marked as resolved.
|
BSO power creep of doom |
|
@3PonPon3 You forgot the contra tag on the extraction rig, bluespace beacon & fultons, and the 2 rollerbeds. Furthermore, the 2 medical rigs are inheriting the CMOs command contraband tag, instead of the CC one, so you may need to swap that. |





































About the PR
This PR effectively, more or less, reworks the BSO role to be more extraction based in a way. The main highlight of the changes is the splitting of the kits into two, one for offensive, one for support. No more 2 weapon slop.
The offensive kit is practically unchanged from what we had - it contains all the weapons the old kits did, AKA it has the BRDI, EG-4 (comes with 2 non-lethal speedloaders now), Chester, Dragon Kungfu, and Greatshield+Atrocity to choose from.
However, there is one additional kit, that being the support sets pack.
It lets you choose from four sets, three of which are completely new, and the choices are as follows:
Extraction set. Contains 20 unique, bluespace fultons, which can stack up to 20, are applied in 1.5s instead of 3s, and extract in 5s as opposed to 45s. They are meant to be used on rollerbeds for quick extraction of VIPs. A unique beacon for them is also present, fitting the color palette of BSO. As a compliment to the main part of the kit you also get a blue combat medkit, which is the pill one you can buy as a syndie. These items come within a unique extraction rig, which has a storage of 20 squares (10x2) and can fit anything up to normal (2x2) size. This can be adjusted if it proves too powerful due to the only restriction being size.
Surgical set. Contains a surgical omnitool and a single unique bluespace body bag. This body bag can hold up to 30 things at once, with those things being limited to strictly bodies (have to be laying down, so usually dead), body parts and organs. Allows you to pick of a massacred command member with just this bag to later reassemble them. Comes in the surgical chest rig - the previous elite bso webbing. It shares a whitelist with the previous medical kit webbing (with some additions to hold all it needs in it), and shares the storage of the CMO rig.
Medical set. Contains a compact defibrillator and two (2) combat medkits (the normal ones). Comes in the medical chest rig, with the same storage and whitelist as the surgical set.
Chemical set. The previous medical kit. Comes with the BSO combat injector and chem vials (omnizine, procenyl lazide, ebifin, syriniver, tirimol and artiplates). Comes in the bso medical pouch, which has the same storage as a chem bag (24, 6x4) and the combined whitelist of the chest rigs and syndie chem bag (which it was originally based on >.>).
Additionally, the belt slot option in BSO's loadout has been removed. This is because it was essentially moved to the support kits, which provide easier readability for both antags and crew, immediately telling a person what kit the BSO chose, if they know the options.
The BSO also gets 2 new rollerbeds in their locker - the bluespace and bluespace stasis rollerbed. They both are a small (1x2) item when folded, and the stasis one function, well, like a stasis bed on buckle.
A disabler has also been added as a nonlethal option if the kit chosen fails to provide one.
BSO will no longer be a walking hospital and will be required to stabilize and then work with medical/CMO/Corpsman to fix up any given command or VIP member fully.
Why / Balance
Admin bounty, actually.

^ Original idea, slightly modified on the way
Well, the entire idea of the BSO "Rework" came from admin discussion, and eventually when Cyg was looking for someone to well, do it, I reached out. So yeah, BSO is more extraction based, less of a walking hospital, and no longer has the 2 weapon slop choice.
Technical details
So this is mostly YAML. There are a few new folders and files to put everything in proper places, a new fill for BSO's locker for us which replaces the goob one, and a buncha respriting, some renaming and redescribing here and there.
Media
Full (although a bit messy) showcase, had to do it via google drive due to size.



Requirements
Breaking changes
Don't think there are any?
Changelog
🆑