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ERT loadout improvements #34506
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ERT loadout improvements #34506
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# Conflicts: # Resources/Prototypes/Roles/Jobs/CentComm/emergencyresponseteam.yml
…s' into ERT-Loadout-Improvements # Conflicts: # Resources/Prototypes/Roles/Jobs/CentComm/emergencyresponseteam.yml
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Minor YML nitpicks among other things
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I added a non-syndicate compact defib with the interdyne defib and interdyne bundle, I want to add it as a sci tech some day but it still exists in the game and I think ERT would make good use of it.
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My broader critique is that this probably adds too much stuff to the loadouts. Ironically, adding stuff to the loadouts makes them far less flexible. On the fly its very easy as an admin to add items you want them to have, extra gear etc. Its very annoying and difficult to remove it.
While there is something to be said for making ERT easy to send, we don't want ERT to be shoehorned into specific uses. They should be first and foremost RP roles, even the security one, despite some of them being used for counter-nukies frequently.
For these reasons I think it makes more sense to give them gear in other ways where they have a chance to interact with eachother and make gear choices. The natural way to do that is mapping, but we have admittedly been a bit back and forth on whether we want to maintain ERT specific maps/grids and scenarios at all.
I think some of these changes, and many of the item tweaks/changes, are good, but I think with the many additions they're too much in totality.
A lot of the balance of ERT is intended to be less effective but mechanically comparable to nukies. See their suit armors, and weapon varieties, etc. Also please consider, ERT, even for nukies, only really arrive late into the disaster when many of the resources to cause said disaster have already been spent.
id: RandomHumanoidSpawnerERTMarinesLeader | ||
parent: RandomHumanoidSpawnerERTLeaderEVA | ||
suffix: ERTRole, Lecter, EVA | ||
name: ERT marines leader | ||
suffix: ERTRole, Marines, Rifle | ||
components: | ||
- type: RandomHumanoidSpawner | ||
settings: ERTLeaderEVALecter | ||
settings: ERTMarinesLeader | ||
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||
- type: randomHumanoidSettings | ||
id: ERTLeaderEVALecter | ||
id: ERTMarinesLeader |
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I think a name change needs workshopping as this is confusing with the Colonial Marines which its not at all relevant to.
Also, changing any of these IDs is probably not worth it since it just causes conflicts for almost no benefit. At the very least it needs everything added to migrations.
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the colonial marines is a different branch, I don't see how its relevant? I'm open to name suggestions if you have any ideas though.
head: ClothingHeadHelmetERTLeader | ||
eyes: ClothingEyesGlassesSecurity | ||
gloves: ClothingHandsGlovesCombat | ||
outerClothing: ClothingOuterArmorBasicSlim | ||
id: ERTLeaderPDA | ||
ears: ClothingHeadsetAltCentCom | ||
belt: ClothingBeltSecurityFilled | ||
belt: ClothingBeltSecurityWebbing |
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I'm not a fan of the webbing, it doesn't have the extra sprite work of the belt.
changing them to use dynamic filling by loadout is better however, that's a good idea, id just stick with the belts.
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the webbing looks more military.. Ideally, id give NT operatives their own version of the web vest, maybe ill ask if anyone is interested in making a sprite for that.
belt: | ||
- AntiPoisonMedipen | ||
- AntiPoisonMedipen | ||
- BruteAutoInjector | ||
- BruteAutoInjector | ||
- BruteAutoInjector | ||
- AirlossAutoInjector | ||
- AirlossAutoInjector | ||
- AirlossAutoInjector | ||
- RadAutoInjector | ||
- RadAutoInjector | ||
- PunctAutoInjector | ||
- PunctAutoInjector | ||
- PunctAutoInjector | ||
- PyraAutoInjector | ||
- PyraAutoInjector | ||
- PyraAutoInjector |
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These just defeat the purpose of the advanced hypospray they have at this quantity
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there are not many prefilled bottles in-game at the moment, so unless we want to add a ton of bloat by making pre filled bottles for all their chems, this is the only way to do it.
Something I had been considering, and you might enjoy, is adding a variant of the chaplain with a claymore and shield, and avoiding giving them guns. Their eva suit is equivalent to the nukie jug suit armor wise, and its a sort of funny way to add a melee option for counter-nukie stuff without making them immediately and obviously OP. |
An alternative I have used before is placing a lot of this gear onto a supply bot, and then having the supply bot serve as a team resource. That also makes the gear much more modularly flexible. |
I need to redo their suit stats, ill start on that now. |
About the PR
Modernized the starting equipment of ERT operatives with the general goal of giving them all of the gear required for their job, rather than just some of it. Added more heavily armed ERT variants for fighting big threats, now referred to as "ERT Marines".
Why / Balance
ERT Operatives have lots of storage, but not much to fill it. They generally have to scavenge station equipment after arriving, which makes little sense and is annoying. I've often seen admins counter this by spawning in extra equipment alongside the operatives, but it would make a lot more sense to just give them a full kit. Unarmed ERT members were essentially walking lootbags for antagonists, so they deserve to have a pistol. They are elite military personnel after all.
I figured it would be nice to consolidate all of the heavily armed ERT operatives under the name "ERT Marines" to make them easier to find for admins.
Technical details
Changed the content of emergencyresponseteam.yml and humanoid.yml.
Media
(EVA variants of all above are not pictured for your sanity)
Requirements
Breaking changes
Changed RandomHumanoidSpawnerERTLeaderEVALecter to RandomHumanoidSpawnerERTMarinesLeader, and ERTLeaderGearEVALecter to ERTMarinesGearLeader.
Changed RandomHumanoidSpawnerERTSecurityEVALecter to RandomHumanoidSpawnerERTMarinesRifleman, and ERTSecurityGearEVALecter to ERTMarinesGearRifleman.
Changelog
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