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# About the pull request - Removed several guns from the black market - Removed extended m4ra mags from black market - Removed monkeycubes from the "food" crate - The black market now requires a specialized tool (sprite by Wei) to hack. Can be found in the scanner object spawner 2.5% of the time. 9 spawners exist on the Almayer, meaning one will normally spawn every 2-3 rounds. - Removed lunge mines from black market # Explain why it's good for the game The black market is not in a good place currently. - It is completely trivial to access the black market, owing to the ease of hacking and the CL's ability to print money. This removes any chance of it being a special thing, instead turning it into an affair that occurs almost every round. - The CMB don't actually fix anything, they just encourage CTs to fuck around with the black market - Many of the things in the black market are just better than marine gear. Removing the really good weapons is the start, I will have to see if anything more is necessary. - Monkey cubes allow for effectively infinite greenoes. The black market shouldn't be significantly impacting a round, and this is directly counter to that. - Lunge mines are dumb as fuck, instantly gib humans (yes even the broken ones do that) and encourage LRP behavior. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/a5f28f12-f660-4d0d-944d-ecfba40879fc) </details> # Changelog :cl: Zonespace, Wei (sprites) balance: Removed NSG, Type71, tactical Mar-40, and Mar-50 from the black market balance: Removed Ext. M4ra mags from the black market balance: Removed monkeycubes from the black market balance: Removed lunge mines from the black market balance: You now need a modified security access tuner to access the black market, which can be found ship- and ground-side where scanners and radios can spawn. /:cl:
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