Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things #776

Merged
merged 1 commit into from
Nov 24, 2023

Conversation

Steals-The-PRs
Copy link
Collaborator

Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25191
Original PR: tgstation/tgstation#79721

About The Pull Request

Tackling Outcomes

Tackling now determines success based on outcome categories. These are derived from the typical attacker/defender roll that would have previously determined the outcome on its own. A negative roll results in a negative outcome, a positive roll a positive outcome, and a result of exactly 0 resulting in a neutral outcome.

The result of your roll are then passed along to the relevant proc to determine severity. The derived roll is multiplied by 10 (or -10 for the negative roll to get a positive value to roll with). Then we see if our final roll fits a severity bracket. Negative outcomes will roll to determine their outcome, and potentially could roll a less severe outcome than what our first roll would suggest.

For positive outcomes, the defender's melee armor reduces the severity of the outcome.
For negative outcomes, the attacker's melee armor improves the potential outcome and at least prevents more severe backlash. It'll still be negative, you can't move from a negative outcome to a positive outcome just from good armor.

Most of the outcomes are fairly similar to the current outcomes, but with the inclusion of staggering one or both parties to make the subsequent potential grabs stickier, if that makes sense.

Neutral is now a mutual stagger, but also the tackler being left upright. It's effectively net zero.

Blocking

Blocking is checked on impact, and results in a neutral outcome if the defender successfully blocks. This means our tackler isn't too severely impacted from an unsuccessful tackle

Additional Changes

Your arms unarmed_effectiveness now contributes to the attack mod and defense mod of tackles. For humans tackling humans, this often results in a net neutral result. But if you have a better arm, or the tackle target has worse arms, this can alter the outcome significantly.

Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp users or the very unlikely chance ninjas are tackling while wearing their armor) gains a bonus to their tackles.

Any suit that prevents shove knockdowns grants an attack bonus, and not just riot armor. This now includes Mk.1 Swat suits, the ones from the SWAT crate in cargo.

Settlers are vulnerable to tackles, much like their dwarf cousins. They're also just as bad at tackles.

Security lockers come with gripper gloves, and the sec vendor has 5 sets of gripper gloves as standard items. They also have a +1 skill bonus. This should encourage people to use tackling a bit more without having to always seek out the best gear to accomplish the task. (particularly since security is inherently pretty good at tackling with the outcome changes).

The HoS gets a pair of gorilla gloves in his garment bag. If he wants them.

The shove slowdown is now a new status effect, Staggered. This is just better functionality overall. Any instance of adding the shove slowdown now makes our target staggered.

Why It's Good For The Game

Tackling is a bit outdated, to say the least. Not much content has been added for a while that isn't strictly meme content. With these changes, tackling should be slightly more nuanced, considering elements such as unarmed effectiveness, the presence of martial arts, and actually properly checking block rather than notionally checking block. There is also more opportunity to protect yourself from tackle outcomes, both positive and negative.

It also should be a little fairer to be on the receiving end of tackles if you have taken the time to layer up defenses against it. Attackers often overwhelmed defenders due to numbers favoring attackers more than defenders.

Closes some really outdated design that was resulting in some really bizarre behaviour with regards to layered defenses against attack not having the same meaning against tackles, if only because it was looking for the wrong things and not even the correct parts of what it was looking for. Namely, blocking and shielding.

The inclusion of more gripper gloves and a good outcome from using them will hopefully incentivize people to consider tacking as a useful tool, if a bit risky still due to the splat mechanics.

Changelog

🆑 necromanceranne
balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his midnight infomercials shilling his extremely expensive Tackle Supreme Judo Karate Training video tapes. Unable to pass up a 'bargain', Nanotrasen has purchased these tapes en masse. Tackling techniques have started to improve, as well as Nanotrasen's tackling instructional algorithms within tackle gloves.
balance: The outcomes for tackling are more equalized. It isn't as feast or famine, and should be somewhat more controllable without becoming too severe.
add: Blocking successfully against a tackle will force the tackle to be a neutral outcome.
add: Unarmed effectiveness from arms now contributes to attacking with and defending from tackles.
add: Those who refuse to use firearms (like Sleeping Carp users and insane unholy berzerkers) are better at tackling others.
add: Riot specialized armor, and not just riot armor, now contributes meaningfully to tackling effectiveness.
balance: MK.1 Swat Suits, the ones that come in SWAT crates, now functions similarly to riot armor.
add: Settlers from the outer rims have noticed they aren't very good at protecting themselves against Judo Joe's clearly discriminatory tackling techniques.
add: Security lockers come with gripper gloves, security vendors now sell them as standard items, and the HoS' garment bag now has a pair of gorilla gloves. Gripper gloves have a positive skill bonus to tackling.
add: Being insane also makes you INSANELY good at tackling but also INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH.
refactor: Shoving slowdown and all its implementations now use a status effect, Staggered.
/:cl:

…ute to tackle success and failure, significant outcome overhaul, among other things [MDB IGNORE] (#25191)

* [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things

* Update tackle.dm

* Update living.dm

* Update tackle.dm

---------

Co-authored-by: necromanceranne <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit ae02eba into master Nov 24, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25191 branch November 24, 2023 09:44
AnywayFarus added a commit that referenced this pull request Nov 24, 2023
Iajret pushed a commit that referenced this pull request Feb 5, 2024
* [FIX] Removes accidental? RR from contractor GBJ (#81286)

## About The Pull Request
fixes #80963 
previously if the place you got sent from was uninhabitable you'd just
be left for dead. if you were already dead, you might never find out
why.
Now, even if the location you got sent from is fucked, you'll just get
zapped with the heart attack gun and blasted off there anyway.

## Why It's Good For The Game

RRing people to off-map Z-levels with no way of escape is not intended
for contractor afaik.

## Changelog

:cl:
fix: fixes contractor abduction RRing people in the offmap hideout
without any feedback. You might not like how it turns out, but your body
will get back to the station now.
/:cl:

* [FIX] Removes accidental? RR from contractor GBJ

---------

Co-authored-by: Higgin <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants