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PO can remove queens override again, bit by bit edition #5143
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This is a good approach to basically put it in milestones to chip away at it so it's not super detrimental to get interrupted; but I think you ought to have it repeat the do_after again much like filling sandbags or clearing snow. Likely as simple as adding a while loop we break out of if interrupted but double check those implementations.
Theoretically you can have several people at once removing the lock, not sure if I should fix this. It kinda makes sense. In most cases if you are lucky you can have a synth to help you removing the lock, reducing the unlocking time to about 3.3 minutes. Though, if you are very lucky and have two synths, it can become too fast. If you have an ASO on top of it, this can become ridiculous... UPD: added a snowflake implementation of action_busy :clueless: after all |
Co-authored-by: Drathek <[email protected]>
Co-authored-by: Drathek <[email protected]>
Co-authored-by: Drathek <[email protected]>
Just to note automatic timer is 10 minutes. If you start early and don't get interrupted, you can get this down to ~3-4 minutes. |
About the pull request
PO can perform a 20 seconds do_after to remove additional 20 seconds of the lockdown.
Explain why it's good for the game
You used to be able to remove lockdown completely if you perform a 3 minutes do_after, but it was lost during the port to new shuttle system. Now it's back in another, better form! Gives marines a chance to remove lockdown sooner if they control the cockpit. In best case scenario you can remove the lock in 5 minutes.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
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tags.Changelog
🆑 ihatethisengine
balance: PO can remove queens dropship override again.
/:cl: