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Bubberstation/code/modules/movespeed
necromanceranne ef52047274 [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things (#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
🆑
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.
/🆑
2023-11-22 17:36:04 +00:00
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