From b313d95d05220b36b1246f92e698d19b74a9402b Mon Sep 17 00:00:00 2001 From: NervanCatos <32654903+MobiusWon@users.noreply.github.com> Date: Sat, 6 Apr 2024 03:22:51 -0500 Subject: [PATCH] No More Prep Raiding (#6083) # About the pull request - Removes access to Marine Prep and Marine Prep Ammo vendors for Cargo Technicians (CT). - Doubles regular ammo in Requisitions to compensate changes and eliminate the need for Cargo Techs to pilfer Marine Prep of all its ammo. - Quartermaster (QM) is unchanged. # Explain why it's good for the game **I would consider this a HOTFIX**, Maintainers update the title as you see fit, I just didn't want to be _that guy_. ### PRIORITY ISSUE: By mid-round of medium pop or higher the ColMarTech Automated Weapons Rack is void of almost all ammo. This is a priority to fix because it _ruins_ the new player experience as they have no ammo to use for their primary ammo before deploying. This causes frustration and can/has led to new players quitting CM before they even got to start. The root causes of this is are: A. CTs raiding the Marine Preps after first drop for more ammo. B. The round scale not reflecting the current population changes and/or ammo expenditures. To fix this CT access has been removed from the Weapons Rack to eliminate the possibility of CTs pilfering the ammo from new players. To compensate, Regular Ammo in Requisitions has been _doubled_ there should no longer be a need to raid Marine Prep for ammo. The QM still has access to the vendor for edge cases where access to the Weapons Rack is needed, but they should not abuse this retention of access. ### SECONDARY ISSUE: There should be no reason for CTs to have to raid the Marine Preps for ammo in the first place, logically this makes no sense. Requisitions is the nexus of all weapons and ammo on the Almayer. For **Regular Ammo** the logistical difficulty should be _getting_ the ammo to the frontlines for resupply, not artificial scarcity of the ammo. This PR will ideally fix this issue as the round start regular ammo count has been doubled. **This value is subject to change.** # Testing Photographs and Procedure
Screenshots & Videos I tested it, they don't have access and the round scale is updated to the new values.
# Changelog :cl: NervanCatos balance: removes CT access to marine prep weapons racks, doubles ammo count of all regular ammo in req to compensate. /:cl: --- .../vending/vendor_types/requisitions.dm | 22 +++++++++---------- .../vendor_types/squad_prep/squad_prep.dm | 2 +- code/modules/gear_presets/uscm_ship.dm | 2 +- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/code/game/machinery/vending/vendor_types/requisitions.dm b/code/game/machinery/vending/vendor_types/requisitions.dm index 9ce8390095e8..6eb5a333ec81 100644 --- a/code/game/machinery/vending/vendor_types/requisitions.dm +++ b/code/game/machinery/vending/vendor_types/requisitions.dm @@ -208,14 +208,14 @@ /obj/structure/machinery/cm_vending/sorted/cargo_ammo/populate_product_list(scale) listed_products = list( list("REGULAR AMMUNITION", -1, null, null), - list("Box Of Buckshot Shells", round(scale * 20), /obj/item/ammo_magazine/shotgun/buckshot, VENDOR_ITEM_REGULAR), - list("Box Of Flechette Shells", round(scale * 8), /obj/item/ammo_magazine/shotgun/flechette, VENDOR_ITEM_REGULAR), - list("Box Of Shotgun Slugs", round(scale * 20), /obj/item/ammo_magazine/shotgun/slugs, VENDOR_ITEM_REGULAR), - list("M4RA Magazine (10x24mm)", round(scale * 30), /obj/item/ammo_magazine/rifle/m4ra, VENDOR_ITEM_REGULAR), - list("M41A MK2 Magazine (10x24mm)", round(scale * 50), /obj/item/ammo_magazine/rifle, VENDOR_ITEM_REGULAR), - list("M39 HV Magazine (10x20mm)", round(scale * 50), /obj/item/ammo_magazine/smg/m39, VENDOR_ITEM_REGULAR), - list("M44 Speed Loader (.44)", round(scale * 40), /obj/item/ammo_magazine/revolver, VENDOR_ITEM_REGULAR), - list("M4A3 Magazine (9mm)", round(scale * 50), /obj/item/ammo_magazine/pistol, VENDOR_ITEM_REGULAR), + list("Box Of Buckshot Shells", round(scale * 40), /obj/item/ammo_magazine/shotgun/buckshot, VENDOR_ITEM_REGULAR), + list("Box Of Flechette Shells", round(scale * 40), /obj/item/ammo_magazine/shotgun/flechette, VENDOR_ITEM_REGULAR), + list("Box Of Shotgun Slugs", round(scale * 40), /obj/item/ammo_magazine/shotgun/slugs, VENDOR_ITEM_REGULAR), + list("M4RA Magazine (10x24mm)", round(scale * 60), /obj/item/ammo_magazine/rifle/m4ra, VENDOR_ITEM_REGULAR), + list("M41A MK2 Magazine (10x24mm)", round(scale * 100), /obj/item/ammo_magazine/rifle, VENDOR_ITEM_REGULAR), + list("M39 HV Magazine (10x20mm)", round(scale * 100), /obj/item/ammo_magazine/smg/m39, VENDOR_ITEM_REGULAR), + list("M44 Speed Loader (.44)", round(scale * 80), /obj/item/ammo_magazine/revolver, VENDOR_ITEM_REGULAR), + list("M4A3 Magazine (9mm)", round(scale * 100), /obj/item/ammo_magazine/pistol, VENDOR_ITEM_REGULAR), list("ARMOR-PIERCING AMMUNITION", -1, null, null), list("88 Mod 4 AP Magazine (9mm)", round(scale * 50), /obj/item/ammo_magazine/pistol/mod88, VENDOR_ITEM_REGULAR), @@ -248,9 +248,9 @@ list("XM51 Magazine (16g)", round(scale * 3), /obj/item/ammo_magazine/rifle/xm51, VENDOR_ITEM_REGULAR), list("SHOTGUN SHELL BOXES", -1, null, null), - list("Shotgun Shell Box (Buckshot x 100)", round(scale * 2), /obj/item/ammo_box/magazine/shotgun/buckshot, VENDOR_ITEM_REGULAR), - list("Shotgun Shell Box (Flechette x 100)", round(scale * 2), /obj/item/ammo_box/magazine/shotgun/flechette, VENDOR_ITEM_REGULAR), - list("Shotgun Shell Box (Slugs x 100)", round(scale * 2), /obj/item/ammo_box/magazine/shotgun, VENDOR_ITEM_REGULAR), + list("Shotgun Shell Box (Buckshot x 100)", round(scale * 4), /obj/item/ammo_box/magazine/shotgun/buckshot, VENDOR_ITEM_REGULAR), + list("Shotgun Shell Box (Flechette x 100)", round(scale * 4), /obj/item/ammo_box/magazine/shotgun/flechette, VENDOR_ITEM_REGULAR), + list("Shotgun Shell Box (Slugs x 100)", round(scale * 4), /obj/item/ammo_box/magazine/shotgun, VENDOR_ITEM_REGULAR), list("Shotgun Shell Box (16g) (Breaching x 120)", 1, /obj/item/ammo_box/magazine/shotgun/light/breaching, VENDOR_ITEM_REGULAR), ) diff --git a/code/game/machinery/vending/vendor_types/squad_prep/squad_prep.dm b/code/game/machinery/vending/vendor_types/squad_prep/squad_prep.dm index 2736de3a981d..d3662c785890 100644 --- a/code/game/machinery/vending/vendor_types/squad_prep/squad_prep.dm +++ b/code/game/machinery/vending/vendor_types/squad_prep/squad_prep.dm @@ -7,7 +7,7 @@ desc = "An automated weapon rack hooked up to a big storage of standard-issue weapons." icon_state = "guns" req_access = list() - req_one_access = list(ACCESS_MARINE_DATABASE, ACCESS_MARINE_PREP, ACCESS_MARINE_CARGO) + req_one_access = list(ACCESS_MARINE_DATABASE, ACCESS_MARINE_PREP) hackable = TRUE vend_flags = VEND_CLUTTER_PROTECTION | VEND_LIMITED_INVENTORY | VEND_TO_HAND diff --git a/code/modules/gear_presets/uscm_ship.dm b/code/modules/gear_presets/uscm_ship.dm index f817d7d421fa..cda77b4dd4f4 100644 --- a/code/modules/gear_presets/uscm_ship.dm +++ b/code/modules/gear_presets/uscm_ship.dm @@ -359,7 +359,7 @@ name = "USCM Cargo Technician (CT)" flags = EQUIPMENT_PRESET_START_OF_ROUND|EQUIPMENT_PRESET_MARINE - access = list(ACCESS_MARINE_CARGO, ACCESS_MARINE_PREP) + access = list(ACCESS_MARINE_CARGO) assignment = JOB_CARGO_TECH rank = JOB_CARGO_TECH paygrade = PAY_SHORT_ME2