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Adds improvisation skill #3791

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Adds improvisation skill #3791

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Katskan
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@Katskan Katskan commented Jul 3, 2023

About the pull request

Adds a new skill for survivor doctor/synthetic roles, surgical improvisation. The skill removes penalty for using improvised/substitute tools and can reduce penalty for working on poor surfaces at mastery.

Explain why it's good for the game

Helps improve some of the gameplay experience of the survivor synthetic, and also adds a reason to take survivor doctor instead of researcher, since without this the researcher is simply better. Also, FORECON support tech gets the skill because it is soulful that a recon marine, who is expected to be more motivated/skilled, can do IB repair a little faster in the middle of nowhere.

Testing Photographs and Procedure

Tested on a private lobby to make sure it runs without breaking things and works as intended. Tested by spawning a survivor synthetic and a CMO, and having them do ribcage opening/closing/sawing on an OR table and rollerbed, and comparing times vs the expected times in code.

Changelog

🆑
add: New skill, surgical improvisation
/:cl:

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github-actions bot commented Jul 3, 2023

You currently have a negative Fix/Feature pull request delta of -15. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

@github-actions github-actions bot added the Feature Feature coder badge label Jul 3, 2023
code/datums/skills.dm Outdated Show resolved Hide resolved
@BeagleGaming1
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Tested by spawning a survivor synthetic and a CMO, and having them do ribcage opening/closing/sawing on an OR table and rollerbed, and comparing times vs the expected times in code.

What were the new times compared to the old times?

@Katskan
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Katskan commented Jul 3, 2023

E.g. on the times, using a fork for wound closure would normally incur an extra 80% penalty so 3 seconds + 0.8*3 = 5.4 seconds. The CMO had the correct 5.4 seconds, the survivor synthetic was still at 3 seconds

@stanalbatross
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You've only added this skill to three roles and added it to two checks, which is much more limited than the scope for a skill usually is
You could just use a trait instead of a skill and then species check if you want to check if it's a synth (with the max level skill) doing it

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@Zonespace27 Zonespace27 left a comment

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Make this a trait, i'd argue the skill tier granularity isn't needed but its a bit of a balance question

@harryob harryob marked this pull request as draft July 4, 2023 09:16
@Diegoflores31
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I think you could rather just give the surv doctor a surgical medkit ? . Also synthsurv is already giga OP no need to make it even better

@Katskan
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Katskan commented Jul 5, 2023

It only got balance approved as a skill for survivor medical roles/synthetic, so it doesn't work as a species check for synthetics because the shipside unit isn't supposed to have it unless I'm misunderstanding species. The survivor doctor having a surgical medkit is already an RNG chance thing that can happen and making it guaranteed has been denied for balance.

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Katskan commented Jul 5, 2023

For those of you who are not familiar with how synthetic-related WL changes get balance approved, we have a discussion channel regarding changes where we can get the rubber stamp done as shown https://i.imgur.com/tzB8Esm.png

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jul 7, 2023
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@Katskan Katskan closed this Jul 7, 2023
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6 participants