Commit Graph

23 Commits

Author SHA1 Message Date
Atlantiscze
f334b3dcd7 Allows backpacks to be carried on most hardsuits
- Backpacks can be carried on suit storage slot of those hardsuits that occupy back slot (breacher excluded).
- Now, i understand this may be a somewhat controversial change. Feel free to close this PR if you believe it does not fit. Just opening this as i've received this suggestion from another player, and i in fact tried proposing the same thing back at Bay when hardsuits as we know them were added.
- Reformatted some of the allowed lists while i was at it. Makes future modifications somewhat less likely to hit merge conflicts with each entry on its own line.

My balance perspective (long rant):
Hardsuits, as-is, fill very specific roles. In general, unless you absolutely need one of the modules or some specific function (for example, 100% RAD resist combined with EVA capability of CE suit) you don't want to use them, as they require you to trade-in your back slot (which is what this PR aims to change), therefore significantly reducing carrying capacity. Of course, this has its workarounds - usually dragging crates around, or carrying your backpack in hand. This provides minimal actual restriction (you can still carry tons of stuff), but acts as quite major inconvenience and annoyance for the player (you have to juggle with items, keep placing stuff on the ground, etc - generally just clicking 10x more). In total, the only real effect is that it slows you down a bit due to all the clicking required.

Therefore i believe this change is not as massive buff as it might seem in first place. Sure, it lets you carry more things on yourself, but you could also do that easily with a crate or by holding backpack in hand. It just makes doing so more convenient and comfortable to the player.
2020-04-28 00:19:31 +02:00
Anewbe
729ce71aa0 Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format 2018-08-02 21:45:15 -05:00
Yoshax
b345201009 Nerfs the siemens on most hardsuits 2017-06-11 02:27:12 +01:00
Anewbe
83db0cc38f Medical tweaks 2017-01-23 23:43:44 -06:00
Zuhayr
7c3993b68b Revert "Revert "Bay update."" 2016-02-07 16:33:30 +10:30
Zuhayr
98d983577c Revert "Bay update." 2016-02-07 16:07:05 +10:30
Zuhayr
e557a71fdc Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 2016-01-20 08:01:14 +10:30
PsiOmegaDelta
8584513652 Fixes the mining rig camera not properly showing up on the station camera list.
Was using "Mine" instead of "MINE. Corrected by replacing all networks with the defined presets.
2015-11-14 00:43:11 +01:00
Zuhayr
3bfa541612 Adds variables for CentComm, NanoTrasen and the station name. 2015-08-22 02:10:11 +09:30
PsiOmega
5e84bfa57c Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/modules/clothing/spacesuits/rig/suits/ert.dm
2015-05-30 15:59:54 +02:00
mwerezak
d65ec62dcb Fixes #9493 2015-05-26 22:49:16 -04:00
Raptor1628
cf74e22870 Hardsuit Stuff
Icons for all modules and control modules, two new suits, some modified
stats. Station suits are now split, with their spawned "equipped"
version having modules and access requirements, and their parent type
having neither.
2015-04-04 17:59:10 -04:00
mwerezak
8d1a92a0f5 Hardsuit tweaks
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
2015-02-28 14:04:53 -05:00
mwerezak
55a3b94995 Hardsuit adjustments, fixes
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.
2015-02-28 03:36:00 -05:00
mwerezak
f8d79ef62a Gives sec ERT hardsuits mounted eguns
Also relocates mounted gun code.
2015-01-31 01:00:36 -05:00
mwerezak
849e968924 ERT adjustment and fixes
Removes the mounted laser cannon from the ERT hardsuits and instead
provides a single cannon for the team.
Moves the sidearms out to the other ert stations to make it more clear
that they may be used by other ERT roles.
Fixes rechargers now working in Centcom areas.
2015-01-28 13:11:04 -05:00
Zuhayr
9b51078fdf Fixes #7410 2014-12-13 21:57:51 +10:30
Raptor1628
921249a335 Hardsuit Fixes
Should merge now, was missing the .dme. Fixes #7307. Adds helmet cameras
for ERT and nukeops. Fixes incorrect lighting overlays. Fixes a weird
sprite.
2014-12-08 19:12:39 -05:00
Raptor1628
75659ab66a Hardsuit Mark Two, more Hulabaloo
Adds all sprites for the nukeop and research hardsuit. Shuffles around
hardsuit spawns and gear so they make sense, especially for the ERT,
they still only have two hardsuits per department, but there are enough
magboots and vests for the people who need the regular armor. Added the
medical hardsuit and its attendant gear to the station hardsuit list.
Added all of the xenoarch gear to the hazmat hardsuit for Zuh. Moves
some suit storage things around as they were lost somewhere along the
way since I committed them. Moves the Hazard Suit custom item over to
hardsuit code to prep for them being buildable on station at some point.
For now has the same stats as a voidsuit, no modules, just drains power
and has some extra pretty sprites. Sending this over to dev freeze
because most of it is required for hardsuits to be nice and pretty for
master. Now compatible with latest fixes.
2014-12-07 21:25:08 -05:00
Zuhayr
7703b0f4c0 Fixes #7186 2014-11-30 23:47:12 +10:30
Zuhayr
823f01f4bf Changed helmet lights over to a general system/overlays. 2014-11-16 13:40:13 +10:30
Zuhayr
ae66fb16d3 Added jetpack, added gear, fleshed out ERT hardsuits. 2014-11-15 17:39:44 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30