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Pods tweaks and features, changes to pods crash chance #3945
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You currently have a negative Fix/Feature pull request delta of -1. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score. |
else | ||
to_chat(xeno, SPAN_WARNING("[src] is bolted down tight.")) | ||
return XENO_NO_DELAY_ACTION |
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early return
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Better now?
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oh I see
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oh I see
Co-authored-by: harryob <[email protected]>
Co-authored-by: harryob <[email protected]>
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wait im dumb
About the pull request
Xenos can break and acid manually locked pods' doors, but still cannot slash/acid them before evac is called to prevent metagaming. Pod cannot launch without doors. No more delaying in pods.
Early launch has a 75% chance of crash, launch after the evacuation timer (whether manual or automatic) has only 25%.
CL's pod has a 25% chance of crash on early launch and only 5% otherwise.
Explain why it's good for the game
Encourages players to actually play during hijack sequence. You need to live for long enough to have a better chance to evac on pods, but if situation is dire you can still risk it. If you crash, your story continues. Also, no more delayers in pods.
Testing Photographs and Procedure
Screenshots & Videos
Changelog
🆑 ihatethisengine
balance: early pod launch now has a 75% chance of crashing, launch after the timer has a 25% chance.
add: CL's pod has a 25% chance of crashing on early launch and only 5% otherwise.
add: xenos can slash and melt manually locked pod's doors.
/:cl: