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More Loadout Equipment #1281
More Loadout Equipment #1281
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I am fully against this PR as this just bloat loadout, loadout are to customize your character looks not fully replace equipements, ect... Lockers exist for a reason and getting materials in some parts, this just nullifies it. |
If we want to go this way, it would be great to have default loadouts with a decent starting kit. Suppose a player who is late joining did not find their "main" slot available and then late join as atmos tech before realizing they should take a look at it's loadouts first, which is always going to be a common thing to happen. They will lack basic tools to even enter engineering and turn it on. Is this supposed to be happening? In a higher pop scenario it's fine, but in low pop it's more likely the only engineering staff available is said atmos tech, and not turning the power on time is also common in low pop. Not to mention having starting kits made to be like a "blank slate" which you need to customize to get basic shit, you make the game harder for newcomers who have no idea what a loadout even is. If there were default loadouts I would probably re-add on our side some things which were moved from the starting kit to loadouts to it, such as survival kits. |
TLDR; Basic tools to get your job done would be better as an opt-out, not an opt-in. |
Test fails are more or less unrelated to this PR. |
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Considering these is YML and FTL changes and there's no linter screaming, this is fine.
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fine I guess?
Description
This PR adds a bunch more equipment selections for Engineering loadouts, plus Suit/Skirt selections for the jobs that were missing it.
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Changelog
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