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DS equipment is unslashable and unacidable when installed #6292

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cuberound
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@cuberound cuberound commented May 16, 2024

About the pull request

Truns on unslashable and unacidable flags when DS equipment is installed on DS.

Explain why it's good for the game

Makes split drops less punishing, prevents first drop equipment camping a sneaky melting, while keeping the main reason why they are slashable and meltable in the first place, that being to prevent them being used as baricades. If you think that those are risky for xenos, they are not as long as lesser drones are in the game.

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balance: dropship equipment can not be slashed or melted while it is installed on the DS
/: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 May 16, 2024
@RainbowStalin
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I feel the equipment shouldn’t be acid proof/invincible, but rather tougher and takes more time to acid. Because the DS should be punished should it land in the wrong spot, or if marines leave FOB open imo.

giving it 4x health and acid time should do it imo.

@cuberound
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I feel the equipment shouldn’t be acid proof/invincible, but rather tougher and takes more time to acid. Because the DS should be punished should it land in the wrong spot, or if marines leave FOB open imo.

giving it 4x health and acid time should do it imo.

if marines leave FOB you can punish them in other ways then this, melt supplies kill doctors... more rewarding and engaging for both sides that clicking stationary stuff that on come maps is in place where none has reason to be

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@Drulikar Drulikar left a comment

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I really do not understand the reasons given. How does this make split drops more punishing. Do you mean less?

I also do not think it necessary to make them immune to damage if equipped. Equipment can be damaged on vehicles - dropships should be no different. Just make them healthier/higher tier so its more of a commitment/require more/stronger acid.

/obj/proc/get_applying_acid_time() affects how long acid takes to apply
/turf/proc/can_be_dissolved() affects the tier of acid to use but is for turfs, so you'd need to implement a similar thing for objects too in /mob/living/carbon/xenomorph/proc/corrosive_acid(atom/O, acid_type, plasma_cost) if you want to restrict it to stronger acid types.

I recommend doing something similar like in that above proc does for if(istype(O, /obj/vehicle/multitile)) where the acid gets temporarily applied. Just being under the effect of acid at all shouldn't mean it will be destroyed, but if its health drops to 0 while under that effect then it is destroyed, so more health would require multiple uses if you implement the temporary effect like for vehicles.

@Drulikar Drulikar marked this pull request as draft May 17, 2024 06:02
@RainbowStalin
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One thing you could do for a quick and simple fix, is to make it so only strong acid, and sharp claws can damage the components. This removes solo runners/lessers wrecking shit easily, but still leaves them vulnerable to T2s and 3s.

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

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4 participants