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Makes drone castes be able to destroy special resin buildings faster; enables destruction from roundstart #5721

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Vicacrov
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@Vicacrov Vicacrov commented Feb 14, 2024

About the pull request

  1. All xenomorph hives except for ferals now start with special resin structure destruction enabled for leaders AND builders (all drone castes), instead of leaders only.
  2. Builders can now destroy every special resin structure with a maximum of 5 hits.

Explain why it's good for the game

  1. All xenomorph hives except for ferals now start with special resin structure destruction enabled for leaders AND builders (all drone castes), instead of leaders only.

Why: This is an old, leftover restriction from back when people actively griefed destroying stuff and the hive had no hive-wide announcements for it. Now it just devolved into "queen plz allow special deconstruction" every single round drone castes try to move things around. It is tiresome for both builders and the queen to always enable this.

  1. Builders can now destroy every special resin structure with a maximum of 5 hits.

Why: Most often drones and hivelords are sicced on destroying backline clusters/recovery nodes, since xenos have a limited amount of special structures they can build. Here are the number of hits you needed before to destroy them:

name health # of drone hits # of carrier hits # of burrower hits # hivelord hits
hive cluster 1200 16 15 15 16
recovery node 400 6 5 5 6
egg morpher 300 4 4 4 4

It is soul-killing to hit things 15-16 times for it to get destroyed. Factor in the extra hits when one has to destroy a cluster and recovery nodes and you can quickly see why this is not fun.

This part of the code:

		var/damage_to_structure = M.melee_damage_upper + XENO_DAMAGE_TIER_7
		// Builders can destroy beefy things in maximum 5 hits
		if(isxeno_builder(M))
			health -= max(initial(health) * 0.2, damage_to_structure)
		else
			health -= damage_to_structure

ensures that if your melee damage is higher than the 1/5th of the special structure's max health, you will deal your melee damage instead. This way, you can still destroy egg morphers in only 4 hits, as opposed to 5.

Testing Photographs and Procedure

  1. Spawn in a cluster, recovery node, and an egg morpher
  2. Slash them and observe the health change

Changelog

🆑
tweak: Xenomorph special structure deconstruction is now enabled for leaders and builders from roundstart instead of leaders only, except for feral hives.
qol: Drone castes can now destroy clusters and recovery nodes with a maximum of 5 hits (instead of 15-16 and 6, respectively).
/:cl:

@github-actions github-actions bot added the Quality of Life Make the game harder to play label Feb 14, 2024
health -= (M.melee_damage_upper + 50) //Beef up the damage a bit
var/damage_to_structure = M.melee_damage_upper + XENO_DAMAGE_TIER_7
// Builders can destroy beefy things in maximum 5 hits
if(isxeno_builder(M))
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I wonder, should this check if the xeno is of the same hive as the resin? or maybe an ally?

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I could add it, but afaik the current mechanics are the same - xenos get a +50 damage against all resin structures, regardless of hive

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This is fine imo.

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@Birdtalon Birdtalon left a comment

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Sure looks good.

@Birdtalon Birdtalon added the Feature Feature coder badge label Feb 21, 2024
@Birdtalon Birdtalon added this pull request to the merge queue Feb 21, 2024
Merged via the queue into cmss13-devs:master with commit 27ddbc5 Feb 21, 2024
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@Vicacrov Vicacrov deleted the better_special_construction_management branch March 6, 2024 09:49
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3 participants