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Cyborg Damage, Movement, and Power Overhaul #25252
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Cyborg Damage, Movement, and Power Overhaul #25252
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Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Am conflicted about this. On one hand, being able to do something about that annoying cyborg chasing you around when you're doing antag stuff is great. On the other hand, being countered by a disabler when you're a nukieborg/malf/emagged/subverted seems like a pretty big nerf to those things. |
No more funny stun arm ::) |
Gonna update the description to make it more clear, my intent is that the normal sources of stamina damage like disablers and batons still won't be able to harm cyborgs, the stamina system will be used to replace the current ways to instant-stun borgs. |
this seems to just straight up nerf mining borgs edit: if this gets merged id like to say that there should be a new mining borg upgrade that buffs them on lavaland or just have it by default so they dont get obliterated |
A few things from some adminzone testing:
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This just seems to make borgs even more annoying to deal with. Now the armored AA validbot is fast enough that you can't outrun them, and you can't even stun them without them being able to alert the entire station. Emagging one is out of the question entirely. |
i get your last point related to the flash and emagging bit, but you know you already cant outrun them when they have vtec? (they can get it like 20-30 minutes into the round) |
Honestly? I don't see borgs actually getting vtec that often (except malf rounds). On that note, what does vtec do with this PR? |
Borgs get VTEC whenever they can get their hands on it, the slowdown is so painful. Also, you can still outrun them by doing some damage to put them into painslow. VTEC now caps the painslow. |
I do incidentally have a mining borg PR open that will let mining borgs armour themselves for fauna protection. |
Should probably include a GUI element to allow borgs to recognize how much "stamina" damage they have, seeing as they just made a separate one for carbons. It'd be helpful. |
If a Cyborg with VTEC reaches the movement speed threshhold VTEC imposes by damage, then gets repaired, it seems they get stuck at the VTEC movement speed threshhold of 3.5. They'll be fine going to 3.4, can be repaired back to 2.5, but the moment it hits 3.5 they're on 3.5 foooreeeverrr. |
What Does This PR Do
This PR will do a few things.
Exact mechanics of the power overhaul works like this:
The behavior for being de-celled is being merged into running out of charge. Either way, when your power source is gone you begin taking stamina damage every cycle of Life(). Cyborgs in stamcrit need to reboot, and cannot properly reboot without a power source. If the borg doesn't get re-powered by the time it would reboot, they die.
On the movement speed side of the PR, cyborgs start with the normal human movement speed, but as their components take damage or they take stamina damage they slow down. Both damage slowdown effects stack with each other.
EMPs and Flashes no longer instantly stun cyborgs, instead they deal 65 and 35 stamina damage respectively. In return, emagged engineering cyborgs no longer get a special instant-stun arm, and have been downgraded to a normal stunbaton.
While disablers and batons won't deal their stamina damage, ballistic projectiles still would, namely beanbag shells and the C20R.
Reboot_chime sound source: Achievement Accomplish Jingle App UI by CogFireStudios -- https://freesound.org/s/619840/ -- License: Creative Commons 0
shut_down sound source: No battery by DAN2008 -- https://freesound.org/s/710280/ -- License: Creative Commons 0
Why It's Good For The Game
Cyborgs have been a very contentious part of Paradise for the entirety of their existence. Their balance is always in a weird spot, their design has always been in a weird spot, and the playerbase's opinion of them has always been in a weird spot. Especially since the combat rework, everyone generally agreed that cyborgs' instant stun combat was unfun and outdated.
The changes to power come from my experiences being a de-celled cyborg. It's the worst, and having it kill the player is way more preferable to being stuck there. This allows them to stay conscious, while still threatening them and putting them on a timer.
Testing
Some testing, but I need to do more when I actually finish it.
Changelog
🆑
add: Cyborgs can now take stamina damage instead of being instantly stunned, and will need to reboot.
tweak: Cyborgs are conscious but slowly die when out of power, or without a power cell
tweak: Cyborgs now move at full speed, and slow down when they take damage.
tweak: Cyborgs need a power source to be revived.
tweak: You can put dead things inside a recharger.
tweak: Emagged engineering cyborgs now have a regular baton, instead of an instant-stunning arm.
/:cl: