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

Replaces generic HOS spacesuit with nerfed Mjolnir #2636

Merged
merged 10 commits into from
Aug 24, 2024

Conversation

BlueHNT
Copy link
Contributor

@BlueHNT BlueHNT commented May 3, 2024

About The Pull Request

Replaces generic HOS space suit with the old Mjolnir nerfed for modern NSV.

Why It's Good For The Game

Generic HOS suit is a copy paste from Bee station. This PR would return the Mjolnir which has a pretty legendary history on NSV back into the game in a nerfed version that doesn't protect from fire and has armor about the same as normal security hard suit.

This would replace the hard suit which currently makes you near invincible in space with a lighter still bulky version, which has the option to give you normal running speed after returning from space. So, it would pretty much replace protection for mobility while still keeping the HOS suit slightly better than normal security suit due to the mobility.

Testing Photographs and Procedure

Screenshots&Videos

image

image

image

image

image

image

Changelog

🆑
balance: rebalanced Peacekeeper suit to be usable in normal round and removed thermal insulation
fix: fixed Peacekeeper suit
sprite: replaced old mjolnir sprites with new red ones.
🆑

@SerynEngi
Copy link
Contributor

I really don't have many comments on the armor itself. The swap of mobility VS tankiness is a sec main thing. I do have a couple comments on the armor values. The large amount of blue also brings to mind the ERT Medic armor.

Energy: Electrical resistance, Specifically against things like tesla shocks and wires. There is no reason to increase this with this armor, I highly recommend knocking this back down to the original value as there isn't a realistic scenario where a HOS would need this.

Bullet: I'd up that to 50 in this particular case. Its a small resistance up, but its not terrible, and makes it better than the boarding armor.

Bomb: I'm not sure that it needed to be nerfed this hard unless regular HOS armor is knocked down this hard. I'd set it to 25 so a random explosion on the ship doesn't down the HOS while he's fighting.

@BlueHNT
Copy link
Contributor Author

BlueHNT commented May 4, 2024

I really don't have many comments on the armor itself. The swap of mobility VS tankiness is a sec main thing. I do have a couple comments on the armor values. The large amount of blue also brings to mind the ERT Medic armor.

Energy: Electrical resistance, Specifically against things like tesla shocks and wires. There is no reason to increase this with this armor, I highly recommend knocking this back down to the original value as there isn't a realistic scenario where a HOS would need this.

Bullet: I'd up that to 50 in this particular case. Its a small resistance up, but its not terrible, and makes it better than the boarding armor.

Bomb: I'm not sure that it needed to be nerfed this hard unless regular HOS armor is knocked down this hard. I'd set it to 25 so a random explosion on the ship doesn't down the HOS while he's fighting.

The armor values are an exact copy of security eva suit, but I can see where you're going with this.

@BlueHNT BlueHNT marked this pull request as ready for review May 5, 2024 16:20
@BlueHNT BlueHNT requested a review from a team as a code owner May 5, 2024 16:20
@SerynEngi SerynEngi added the Mass Map Change This PR will likely change two or more maps in order to implement its primary feature. label May 6, 2024
@BlueHNT
Copy link
Contributor Author

BlueHNT commented May 6, 2024

Next issue:

I need people who are aware of the current armor values which tend to be 60 for HOS armors similar to the old hard suit.

What should be the value of the modular hard suit and what should be the slowdown?

Numbers I had in mind would be putting the armor value to 50 and leaving the slowdown be at 0. Making it a bit speedier, at the cost of not being able to stop bullets too well.

Someone (forgot who) said I should make the slowdown around 0.3-0.5 and put it back up to 60 bulletproofing.

I want some thoughts on this for reference points.

I did a fucky

Co-authored-by: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
@DeltaFire15
Copy link
Contributor

Also doesn't support digitigrade like syndisuit does, so needs
supports_variations = NO_VARIATION

@BlueHNT
Copy link
Contributor Author

BlueHNT commented May 6, 2024

Also doesn't support digitigrade like syndisuit does, so needs supports_variations = NO_VARIATION

I have no clue what that is, but I'll add it.

@DeltaFire15
Copy link
Contributor

I have no clue what that is, but I'll add it.

Stuff related to fancy legs.
(Well technically human legs are the weird ones on an evolutionary standpoint, but shh)

Copy link
Contributor

@DeltaFire15 DeltaFire15 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Code looks fine, balancing up to bokkie.

@BlueHNT
Copy link
Contributor Author

BlueHNT commented Jun 14, 2024

There's a merge issue that I am unaware of. Send help.

@BlueHNT
Copy link
Contributor Author

BlueHNT commented Jul 12, 2024

Updated master.

@Bokkiewokkie Bokkiewokkie merged commit f8a3e53 into BeeStation:master Aug 24, 2024
9 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Active Test Merge Balance/Rebalance Feature Mapping Mass Map Change This PR will likely change two or more maps in order to implement its primary feature.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants