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Removes insulation from captain and combat gloves, hardsuits #3319

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merged 3 commits into from
Sep 4, 2024

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Apogee-dev
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@Apogee-dev Apogee-dev commented Aug 29, 2024

About The Pull Request

Removes electrical insulation from all gloves except for insulated gloves and their children (including captain, tackler, and combat gloves) and nixes the siemens coefficient on hardsuits that aren't engineer hardsuits of some form. Adds siemens coeff to engineering space suits. Replaces combat gloves with insulated gloves in outfit datums and locker contents for engineers.

Why It's Good For The Game

shock protection is a bit too widely available with how many jobs spawn with combats and how many captain players are in an average round. Since electrical hazards should become a bit more significant in the future due to planned mapping hazards and potentially electrical weapons, this generally reduces it to the players directly responsible for engineering in some capacity. We shouldn’t have ships where the entire crew is shockproof at roundstart- if you want to do that it should require buying some crates, at least.

Changelog

🆑
balance: Removed electrical insulation from all gloves except insulated gloves
balance: Removed siemens coefficient from hardsuits, except for engi atmos and CE
balance: Added siemens coefficient to engineer space suits
balance: Replaced combat gloves with insulated gloves for some factions' engineer lockers
/:cl:

removes shock insulation from non-engi gloves and hardsuits, adds it to engi soft suits
@github-actions github-actions bot added the Code change Watch something violently break. label Aug 29, 2024
replaces combats with insuls on maps that give them to engineers
@Apogee-dev Apogee-dev requested a review from a team as a code owner August 29, 2024 08:59
@github-actions github-actions bot added the Map Change Tile placing is hard. Thank you for your service. label Aug 29, 2024
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dunno whats goin on with the varibles getting reorginized in those DMMs.
I wish hardsuits could keep some siemens_coefficent but it currently functions like a binary so shrug.
Also modsuits have protection still.

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Apogee-dev commented Aug 30, 2024

dunno whats goin on with the varibles getting reorginized in those DMMs. I wish hardsuits could keep some siemens_coefficent but it currently functions like a binary so shrug. Also modsuits have protection still.

do modsuits have protection? Because I searched for everything with a siemens_coefficient variable of 0 when I was doing this. do they use an alternate method or something. Also, does siemens_coefficient actually function like a binary? Most gloves have a coefficient of 0.5 and latex has 0.3, which seems like it would indicate otherwise

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A suggestion I might have as an alternative: shock thresholds. Gloves would protect against low power, but at extreme power even hardsuits would leak through.

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Apogee-dev commented Aug 30, 2024

A suggestion I might have as an alternative: shock thresholds. Gloves would protect against low power, but at extreme power even hardsuits would leak through.

This is an idea I've thought about before, where high voltage would even bypass proper insulated gloves, but it'd be significantly more work. And a bit beside the point of this particular pr, since i mostly just wanted to de-insulate combat and captain gloves. Maybe later.

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FalloutFalcon commented Sep 4, 2024

dunno whats goin on with the varibles getting reorginized in those DMMs. I wish hardsuits could keep some siemens_coefficent but it currently functions like a binary so shrug. Also modsuits have protection still.

do modsuits have protection? Because I searched for everything with a siemens_coefficient variable of 0 when I was doing this. do they use an alternate method or something. Also, does siemens_coefficient actually function like a binary? Most gloves have a coefficient of 0.5 and latex has 0.3, which seems like it would indicate otherwise

code/modules/mod/mod_theme.dm, Line 31 and 317

the damage is multiplied by the coeff
but mob siesmens is also calculated so awfully
it checks if gloves and a few other things have any protection and subtracts it by a hardcoded amount
IF its a tesla shock, otherwise it just multiply only by the glove
but if they can be shocked, the only part that currently matters, is a complete binary.
cables and grilles and airlocks all use slightly different procs but amount to if(gloves.siemens > 0)

sigh....

oh and also a very large amount of shocks, just skip gloves, no protection frick you.

@rye-rice rye-rice added this pull request to the merge queue Sep 4, 2024
Merged via the queue into shiptest-ss13:master with commit c81fb36 Sep 4, 2024
14 checks passed
MysticalFaceLesS pushed a commit to CeladonSS13/Shiptest that referenced this pull request Sep 7, 2024
…t-ss13#3319)

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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Removes electrical insulation from all gloves except for insulated
gloves and their children (including captain, tackler, and combat
gloves) and nixes the siemens coefficient on hardsuits that aren't
engineer hardsuits of some form. Adds siemens coeff to engineering space
suits. Replaces combat gloves with insulated gloves in outfit datums and
locker contents for engineers.

## Why It's Good For The Game

shock protection is a bit too widely available with how many jobs spawn
with combats and how many captain players are in an average round. Since
electrical hazards should become a bit more significant in the future
due to planned mapping hazards and potentially electrical weapons, this
generally reduces it to the players directly responsible for engineering
in some capacity. We shouldn’t have ships where the entire crew is
shockproof at roundstart- if you want to do that it should require
buying some crates, at least.

## Changelog

:cl:
balance: Removed electrical insulation from all gloves except insulated
gloves
balance: Removed siemens coefficient from hardsuits, except for engi
atmos and CE
balance: Added siemens coefficient to engineer space suits
balance: Replaced combat gloves with insulated gloves for some factions'
engineer lockers
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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4 participants