Files
Bubberstation/code/modules/religion
Time-Green 2672a93c66 Voidwalker Balancing, Fixes and Additions (#85045)
## About The Pull Request

Balances
- Stops voidwalkers from breaking glass at all, and throwing items
Voidwalkers started using spears to break electrified windows to space
area's. Throwing bypasses too many safety checks, and shouldn't be their
main means of combat either way
- No hitting anyone in crit
Voidwalkers were using weapons to try and kill as many people as
possible without kidnapping
- Only able to pull people
Voidwalkers were dragging bags around with a personal armory. It also
just looks goofy as hell
- Increases space dive enter to 3 seconds (from 2) and decreases space
dive exit (from 2 seconds to 1)
The original value was pretty fast, and is being used to slip out of
combat if anyone ever comes after them. This is intended to a certain
degree, but it was a bit too strong
- Void Eater becomes blunt during use, needs kidnappings to refresh
Yeah... For some it's being used as a murderbone antag, forgoing
kidnappings completely. This change makes murderboning significantly
more difficult without bothering good faith players. It goes from 25
damage to 15 in 0.5 damage increments.
This slightly decreases take-down potentially against people with
low-mood, but clicks that go SCRUNGE release dopamine so it balances
- Gives voidwalkers chunkyfingers, preventing stun baton and gun use
Voidwalker originally had this, but I figured I'd keep it out to give
people to freedom to be more opportunistic in combat, but a significant
portion defaulted to getting a stunbaton as quick as possible so they
could avoid engaging in actual combat
- Removes eye slots
They're already flash immune. People don't know this so they're all
rushing sunglasses. It just looks weird when the space monster is
wearing glasses :/. They can still wear scarves if they decide to be
fashionable
- Void eater applies 10s of NODEATH
Yeah fuck it why not? It also prevents succumbing and takes out a lot of
cheese
- Removed Voidwalker armor
They had 10% brute and 20% burn armor. I didn't really think much about
the original change, figured they'd be too weak otherwise, but turns out
they're sufficiently strong and this kinda deviates from the intended
"ambush antag" by making them stronger in sustained combat
- Voided go to a safe turf instead of a random one
Actually just a mistake on my part. Dumping mute people in the turbine
plasma burn chamber is cruel, even for a coder

Fixes
- The Unsettle ability line of sight didn't check for line of sight :/

Addition:
- Gives Voidwalker telepathy. I originally kept it out because whatever
but honestly I think it's fine and gives them the chance to communicate
if they ever need to. I've also given the abilities it's own sprite and
background cause good vibes

## Why It's Good For The Game

The original testmerges I spectated went very well! I had it testmerged
on Terry and the rounds where I observed were played in very good faith
and played a spooky antag incredibly well. I've also seen others play
incredibly fun rounds!

It seems to have gone downhill a bit though (or Terry is high-RP?). I've
observed a few rounds on other servers and the way it's played is not
great. I originally kept as little handrails as I could as to give
people the most freedom possible in playing the spooky antag, but some
people dissappoint me so, so incredibly deeply.

It's just been merged but I'm already seeing players ignoring kidnap
mechanics in favor of roundremoving as many people as possible, giving
up any semblance of stealth in favor of carrying around mini armories.
Another spent it's time breaking windows to vent as much of the station
as possible. I also knew it would happen, but not this much. I probably
should've had this PR up a bit sooner but I've gotten really into
Hardrock TerraFirmaCraft (seriously it's _sooo_ good).

I can keep going "Argh, players!!" but honestly I've been incredibly
naive. These set of balance changes set out to cripple gameplay
optimizers while leaving good faithed players unaffected for the most
part, bringing it closer to the original design doc I wrote and away
from just being another murderbone machine

## Changelog
🆑
add: Gives voidwalker telepathy
fix: Fixes the Unsettle ability ignoring line of sight (which was it's
sole gimmick, im just dumb)
balance: Voidwalkers cannot break windows anymore or throw objects
balance: Voidwalkers can no longer harm people in crit
balance: Voidwalkers can only pull mobs
balance: Voidwalkers' space dive enter has been increased by 1 seconds,
but dive exit decreased by 1 second
balance: Void eater becomes blunt during use. Kidnap people to refresh
it
balance: Removes voidwalker glasses slot
balance: Gives voidwalkers chunky fingers
balance: Voidwalker applies NODEATH on hit
balance: Voided victims get dumped in safer places
/🆑

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Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-20 21:41:44 +01:00
..
2024-05-02 20:02:30 -06:00