Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Pouch availability nerfs #3934

Merged
merged 2 commits into from
Jul 20, 2023

Conversation

morrowwolf
Copy link
Member

@morrowwolf morrowwolf commented Jul 19, 2023

About the pull request

This PR:

Removes large pouches as buyable from all squad roles (SL can still get them without paying)

Removes medkit, medical (the base ones, not first aid), and syringe pouches from squad prep room vendors

Replaces the EZ-injector first aid pouch with the alternate tricord/bandage/splint/ointment version in the squad prep room vendors

Explain why it's good for the game

Storage economy is a big struggle as we move forward making sure marine attrition is being hit correctly from multiple angles.

Regarding large pouches: There is almost never a point to take another pouch when large pouches exist and are easily buyable. I have no intentions of buffing other pouches to their level given our want for more attrition and so these have to go.

Regarding medkit, medical, and syringe pouches:

First, the should really be in medbay and handed out from there.

Second, medical pouch could hold significantly more types of things than other similar med pouches. There should be a trade off of some sort.

Third, let's talk about medkits. Medkits are a nightmare to balance around for attrition. They are incredibly storage effective and can hold most small items. These pouches should not be just everywhere and should be mainly for medical personnel and their medical usage.

More medkit changes are likely coming and the G8-A will also likely be looked at.

Regarding first aid pouch replacement:

Someone should not be taking nine emergency injectors into combat. This is your one and done single emergency injector. They are large and have a lot of meds in them for their size because they should be rarer.

All in all, this is aimed at making other pouches more viable and to bring us closer to a point where ammo/medical logistics are required to be seriously considered. This is step one.

Testing Photographs and Procedure

Screenshots & Videos

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

Changelog

🆑 Morrow
balance: Removes large pouches as buyable from all squad roles other than SL
balance: Removes medkit, medical (the base ones, not first aid), and syringe pouches from squad prep room vendors
balance: Replaces the EZ-injector first aid pouch with the alternate tricord/bandage/splint/ointment version in the squad prep room vendors
/:cl:

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Jul 19, 2023
@Segrain
Copy link
Contributor

Segrain commented Jul 20, 2023

Someone should not be taking nine emergency injectors into combat. This is your one and done single emergency injector. They are large and have a lot of meds in them for their size because they should be rarer.

Remind me about this before merging if I will not get to making a PR first.

@harryob harryob added this pull request to the merge queue Jul 20, 2023
Merged via the queue into cmss13-devs:master with commit 739c300 Jul 20, 2023
github-actions bot added a commit that referenced this pull request Jul 20, 2023
cm13-github added a commit that referenced this pull request Jul 20, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Balance You need to be a professional veteran game maintainer to comprehend what is being done here.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants