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## About The Pull Request atomization of https://github.com/tgstation/tgstation/pull/91702 with a few changes. - armor booster module has been removed, nukie suits are now always fully armored and EVA proof. - Jetpack modules have had their power drain reduced considerably. - Cap,Hos and Sec MODs armor values have been bumped up (similar to the old hardsuit values). - Sec armor plates are now a cargo import. The nf suit now comes with the Shock absorber pre-installed. - Fixes Nukie suits not having T4 flash protection. - All combat modsuits now have ear protection by default when the suit active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.) - Night visor module now comes preinstalled in the syndie mods and doesn't conflict with other vision modules, nor it costs complexity, power drain reduced, the module itself has been removed from the uplink. - Increases the complexity on the nukie suits by 2 points. - all traitor modules now cost 1 less TC. ## Why It's Good For The Game **armor booster removal** I really dislike how this module works, it's a constant hassle having to manually swap mode depending on the pressure, it's just an annoyng memory check that punishes you with chip damage when not respected. The choice of wheter wearing a mod or not doesn't really apply to nuclear operatives since they wear these things all the time and losing half of your armor in space never really made a ton of sense to begin with. **Jetpack power drain buff** The drain on this thing is absolute fucking nuts, it eats high capacity cells in a matter of minutes, power should be a limiting factor to using these things but it shouldn't tank your battery health this quickly. **Cap,Sec,Hos MODs buffs** Back when Fikou introduced MODsuits, one point he clarified in the design doc is that "Combat stuff usually leads to uninteresting design, it makes the suits do everything for everyone" I don't want to diss on the dude (Love you bud), but I don't think his point makes a ton of sense. Combat stuff, on this case Combat mods should be built with Combat in mind. In all fairness he then has a paragraph addressing why the crew based combat suits should have low armor, but it still rings hollow to me. Armored or not, being slower than your average spessman is enough to make you an easy target or to never be able to chase anyone on foot, even with their armor increased I don't see players having them constantly on all the time, the slowdown is a hard enough disincentive. The Magnate and HoS mods specifically are unique pieces of gear, and they are usually assigned to 2 of the most important (and prone to assassination) roles on the station. There's also a weird paradox with some of the modules they come equipped with the sec MODs, the pepper spray and the projectile dampener are built around getting hit, which is a hard sell when your armor is so low you might as well just die straight up. Out of respect to Fikou's will of not wanting to grant the crew the ability to mass produce combat MODs, I removed the sec modplates from the techweb and moved em as a cargo import. **Uplink MODules Price reduction** These were originally priced with progression in mind, traitor specifically has become considerably weaker since they lost access to avenues to generate extra TCs. It's hard to justify getting a suit when most weapons in the uplink cost more than half of your budget, let alone the modules. **Shock absorption into the inf suit** This module is pretty much already mandatory if you don't want to lose fights in one hit, wearing a syndie modsuit makes you giga valid to everyone on station and any traitor worth their salt will buy this module regardless anyway; it just punishes new players who don't know better. **Night Visor MOD changes** This module is completely useless, nobody ever uses it, because it conflicts with other vision modules, and it's completely redundant since Thermal vision already comes packed with NV on their own. **Complexity increase on the Nukie suits + T4 flashing protection added** The nukie suits have honestly quite limited complexity for the role they are supposed to fill , the T4 flash protection missing from the suit is unintended as we made any other MODsuit have T4 protection already, Moth Nukies rejoice. **Ear Protection on combat MODs (oh boy)** Listen, as of right now we have a total of 2 counters for flashbangs, a Bowman or being deaf. A sealed, airtight suit shouldn't offer less protection against loud noises than a mere headset. baddies that usually pack these suits usually have a Bowman anyway, Nukies have it, ninja can easily teleport into a sec outpost and get it, it's a bit more tricky for traitor since they usually have to invest in an emag to quickly take the set or kill a security officer. At least now if you see a baddie roll up in a suit you no longer have to play hypotheticals wheter your flashbang will work properly or not. I also gave the ear protection to the RD mod despite it not being a combat MOD, because frankly it made sense, it's a bomb proof armor, It should also protect you from loud noises. ## Changelog 🆑 removal: Armor booster module has been removed. balance: Jetpack module energy drain has been massively reduced. balance: armor on the Magnate,Safegaurd and sec modsuits has been considerably increased. balance: Sec MOD plates have been transferred from RnD to Cargo. balance The Infiltrator MOD now comes with the shock absorption module pre-installed. balance: Nukie MODsuits hav a bit more complexity. fix: Nukie MODs now have the same flash protection as the other suits with welding protection. balance: night visor module comes pre-installed in the syndie mods, no longer consumes complexity,drains less power and doesn't conflict with the other visor MODules. removal: Nightvision MODule removed from the uplink. balance: Combat MODs and RDs now grant earing protection when the suit is active. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
101 lines
5.1 KiB
Plaintext
101 lines
5.1 KiB
Plaintext
//Visor modules for MODsuits
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///Base Visor - Adds a specific HUD and traits to you.
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/obj/item/mod/module/visor
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name = "MOD visor module"
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desc = "A heads-up display installed into the visor of the suit. They say these also let you see behind you."
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module_type = MODULE_TOGGLE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/visor)
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required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
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/// The traits given by the visor.
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var/list/visor_traits = list()
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/obj/item/mod/module/visor/on_activation()
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if(length(visor_traits))
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mod.wearer.add_traits(visor_traits, REF(src))
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mod.wearer.update_sight()
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/obj/item/mod/module/visor/on_deactivation(display_message = TRUE, deleting = FALSE)
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if(length(visor_traits))
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mod.wearer.remove_traits(visor_traits, REF(src))
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mod.wearer.update_sight()
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//Medical Visor - Gives you a medical HUD.
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/obj/item/mod/module/visor/medhud
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name = "MOD medical visor module"
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desc = "A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern \
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biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as \
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access data such as patient files in a convenient readout. They say these also let you see behind you."
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icon_state = "medhud_visor"
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visor_traits = list(TRAIT_MEDICAL_HUD)
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//Diagnostic Visor - Gives you a diagnostic HUD.
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/obj/item/mod/module/visor/diaghud
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name = "MOD diagnostic visor module"
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desc = "A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data \
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from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels \
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and integrity of such. They say these also let you see behind you."
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icon_state = "diaghud_visor"
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visor_traits = list(TRAIT_DIAGNOSTIC_HUD, TRAIT_BOT_PATH_HUD)
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//Security Visor - Gives you a security HUD.
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/obj/item/mod/module/visor/sechud
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name = "MOD security visor module"
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desc = "A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, \
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plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, \
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and generally know who to shoot. They say these also let you see behind you."
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icon_state = "sechud_visor"
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visor_traits = list(TRAIT_SECURITY_HUD)
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//Meson Visor - Gives you meson vision.
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/obj/item/mod/module/visor/meson
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name = "MOD meson visor module"
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desc = "A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner \
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technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts \
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through walls, regardless of lighting conditions. They say these also let you see behind you."
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icon_state = "meson_visor"
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visor_traits = list(TRAIT_MESON_VISION, TRAIT_MADNESS_IMMUNE)
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//Thermal Visor - Gives you thermal vision.
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/obj/item/mod/module/visor/thermal
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name = "MOD thermal visor module"
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desc = "A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify \
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the thermal radiation output of objects near the user. While it can detect the heat output of even something as \
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small as a rodent, it still produces irritating red overlay. They say these also let you see behind you."
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icon_state = "thermal_visor"
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visor_traits = list(TRAIT_THERMAL_VISION)
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//Night Visor - Gives you night vision.
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/obj/item/mod/module/visor/night
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name = "MOD night visor module"
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desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
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this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
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yet brightening everything into a spooky green glow. They say these also let you see behind you."
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icon_state = "night_visor"
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incompatible_modules = list(/obj/item/mod/module/visor, /obj/item/mod/module/night)
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visor_traits = list(TRAIT_TRUE_NIGHT_VISION)
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/obj/item/mod/module/night // Not Visor type so that it remains compatible with other visors
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name = "MOD night vision module"
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desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
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this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
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yet brightening everything into a spooky green glow. They say these also let you see behind you. \
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These ones are a special version which remain compatible with the other visor modules."
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icon_state = "night_visor"
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.1
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complexity = 0
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removable = FALSE
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module_type = MODULE_TOGGLE
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incompatible_modules = list(/obj/item/mod/module/night, /obj/item/mod/module/visor/night)
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required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
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/obj/item/mod/module/night/on_activation()
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mod.wearer.add_traits(TRAIT_TRUE_NIGHT_VISION, REF(src))
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mod.wearer.update_sight()
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/obj/item/mod/module/night/on_deactivation(display_message = TRUE, deleting = FALSE)
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mod.wearer.remove_traits(TRAIT_TRUE_NIGHT_VISION, REF(src))
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mod.wearer.update_sight()
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