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