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

Sabo borg and more medical tools for assault operatives #4464

Merged
merged 6 commits into from
Jan 14, 2025

Conversation

Gw0sty
Copy link
Collaborator

@Gw0sty Gw0sty commented Dec 3, 2024

About The Pull Request

  • Adds a variant of the saboteur borg for the assault ops for 25 points (Half their uplink). Most notable difference is having a cyborg stun baton from the emag engineer module.
  • Gives more medical supplies to the goldeneye cruiser.

Why It's Good For The Game

saboteur cyborg

Assault operatives aren't in the best balance spot I believe most people can agree. And something I had noticed is compared to the other high threats, Wizards, Nuke Ops, Malf ai's, cults, (and god forbid even rev's), is the ability to conscript additional people Saboteur cyborgs. Whether through conversion or recruitment. But Assault ops is the one exception to this. You start with five and you'll end with 5. (Or less when your friends die).

So, to alleviate this I've added to their beacon a saboteur cyborg. Very much within their themeing of infiltration and stealth. Carrying both a disguise for itself and a pipe transporter. And has the potential to help fully with all of the objectives short of inserting the goldeneye disks into the console.

So for half their individual budget they can buy a extra hand to assist with a good variety of infiltration and extraction tools.

Medical

Heads can be brought back in a variety of states which require treament, the natural sunk cost to hurting heads is taking the time to fix their body after the fact. However they sometime lacks the tools to help alleviate this.

The biggest of which I can think of is if a head takes a heavy bleeder challenge or if they are a oozeling. As such I added a stasis bed and a few more chemicals to their smart fridge. Namely formaldehyde to prevent organ decay, as they cant reverse it easily, synthflesh to undo husks, and plasma for oozelings.

Changelog

🆑
add: New purchase for assault operatives, "Saboteur cyborg beacon"
add: Added chemicals to the goldeneye cruiser and a stasis bed for surgery.

/:cl:

@Wisemonster
Copy link
Collaborator

Might wanna put some kind of limit on these, considering you are letting the nuke ops double over even triple their numbers with saboteur borgs, which not only can break into anywhere easily, but also can quite easily acquire things like a communication board to make stalling with them fairly easy. Not to mention how each of these cyborgs can subvert the station cyborgs, resulting in a massive army of cyborgs destroying the station.

@Gw0sty
Copy link
Collaborator Author

Gw0sty commented Dec 3, 2024

Theres a utility limit of 1. Meaning only one assault operative can purchase one sabo cyborg each, with no way to transfer their points like nuclear operatives between cards. And that's what I'm hoping the heavy cost makes it worth reconsidering. As their giving up purchasing costs half their points meaning they cant get everything anymore. Since longarms are 10 points, sidearms are 3, and every other category can reach up to 5 in cost.

@ThePooba ThePooba merged commit 9b1ed70 into Monkestation:master Jan 14, 2025
27 checks passed
github-actions bot added a commit that referenced this pull request Jan 14, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants