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Colony Synthetics have less resistance but are faster. (#3821)
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# About the pull request

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While exploring reasons why this role was underplayed one of the things
that came up was its speed. It is dreadfully slow - to the point where
defenders are able to force an engagement against Synthetics. There is
no chance to run from anything faster as a Colony Synthetic. Making it
have to fight often.

Lowering the resistance is something devs wanted, and for gameplay this
is good because a Synthetic shouldn't be forced into a fight unless they
have no other option. Especially not by something as slow as a defender.
Might tweak later but council generally is in agreement with this
change. Little by little!

For the CQC, a Colony Synthetic is not as advanced as a Shipside one,
but still is more than capable of outmanuevering a human. As for the
hilarious UPP Pvt being better than a Colony Synth in CQC I will make a
separate PR

For Fireman, a Synthetic can bend metal, move cars and do many other
'superhuman' feats of stength, they should not struggle at carrying
people, especially shouldn't be worse at carrying people than a Marine.
It's from 1 to 3, to represent the strength yet aging capabilities of
the Colony Synthetic. @morrowwolf forgot this one

- doesn't touch WJ
# Explain why it's good for the game
Less resistance is something devs wanted.
Allows Colony Synthetics an option to avoid certain engagements as now
they are able to outrun some types of Xenomorphs off-weeds. Defenders
should not be able to catch them offweeds.
A Synthetic should have no problem carrying something as light as a
human being - they especially should not have MORE trouble carrying
someone than your standard human doctor.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: QuickLoad
balance: Colony Synthetics are faster but are less resistant. This
allows for the option of avoiding engagements.
balance: Colony Synthetics have slightly better CQC and can carry people
better.
/:cl:
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QuickLode authored Jul 7, 2023
1 parent 49e1fbf commit a48f036
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Showing 2 changed files with 6 additions and 4 deletions.
4 changes: 2 additions & 2 deletions code/datums/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -851,7 +851,7 @@ SYNTHETIC
/datum/skills/colonial_synthetic
name = SYNTH_COLONY
skills = list(
SKILL_CQC = SKILL_CQC_SKILLED,
SKILL_CQC = SKILL_CQC_EXPERT,
SKILL_ENGINEER = SKILL_ENGINEER_ENGI,
SKILL_CONSTRUCTION = SKILL_CONSTRUCTION_ENGI,
SKILL_FIREARMS = SKILL_FIREARMS_EXPERT,
Expand All @@ -862,7 +862,7 @@ SYNTHETIC
SKILL_MELEE_WEAPONS = SKILL_MELEE_SUPER,
SKILL_PILOT = SKILL_PILOT_EXPERT,
SKILL_POLICE = SKILL_POLICE_SKILLED,
SKILL_FIREMAN = SKILL_FIREMAN_TRAINED,
SKILL_FIREMAN = SKILL_FIREMAN_EXPERT,
SKILL_POWERLOADER = SKILL_POWERLOADER_MASTER,
SKILL_VEHICLE = SKILL_VEHICLE_LARGE,
SKILL_JTAC = SKILL_JTAC_BEGINNER,
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6 changes: 4 additions & 2 deletions code/modules/mob/living/carbon/human/species/synthetic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -75,12 +75,12 @@
name = SYNTH_COLONY
name_plural = "Colonial Synthetics"
uses_ethnicity = TRUE
burn_mod = 0.65 // made for hazardous environments, withstanding temperatures up to 1210 degrees
burn_mod = 0.8
mob_inherent_traits = list(TRAIT_SUPER_STRONG)

pain_type = /datum/pain/synthetic/colonial
rarity_value = 1.5
slowdown = 0.45
slowdown = 0.2
total_health = 200 //But more durable

default_lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
Expand Down Expand Up @@ -110,8 +110,10 @@
name = SYNTH_WORKING_JOE
name_plural = "Working Joes"
uses_ethnicity = FALSE
burn_mod = 0.65 // made for hazardous environments, withstanding temperatures up to 1210 degrees
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES, TRAIT_EMOTE_CD_EXEMPT)

slowdown = 0.45
hair_color = "#000000"
icobase = 'icons/mob/humans/species/r_synthetic.dmi'
deform = 'icons/mob/humans/species/r_synthetic.dmi'
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