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

Solar Devils (PVE ERT) Changes, Alt IFF Component #7193

Draft
wants to merge 8 commits into
base: master
Choose a base branch
from

Conversation

private-tristan
Copy link
Contributor

@private-tristan private-tristan commented Sep 22, 2024

About the pull request

Solar Devils ERT has gotten a large bunch of changes
from biggest to smallest:

Ports #4723's Alternative IFF component it's a component now and can be added to any gun to prevent it from shooting if there's a target with IFF in it.

Solar Devils SG now uses the alt IFF, and is unable to shoot if there is an IFF target in the way.
Solar devils SG now does 15% more damage. (20 -> 23 on AP | 30 -> 34.5 on regular)
Solar Devils SG gets a machete scabbard
All Solar Devils are now capable of using the smartgun if the smartgunner dies.
Solar Devils Platoon Leader now has enough medical skill to spawn with the three medkits that they're meant to have.
replaced 2 cells in engi kits with breaching charges
Solar Devils MK1s now spawn pre-loaded with AP
Solar Devils are properly outfitted with shielded welders, causing them to not take eye damage when used.
Slightly increased the chance of headgear spawning

Huge thanks to cmss13-devs/cmss13-pve#418 from Doubleumc for existing so I could copy code from it.

Explain why it's good for the game

some of the traits of PVE (shielded welders, special IFF, SGs doing more damage, etc)

Testing Photographs and Procedure

Demonstration

Shielded Welding tools

Solar.Devils.Welding.tools.demonstration.mp4

SG's special IFF component

Solar.Devils.Sg.Demonstration.mp4

Applying Alt IFF component to other guns.

Solar.Devils.IFF.Component.Demonstration.mp4

Changelog

🆑
add: Solar Devils (PVE) ERT SG now has alternative IFF, and is unable to shoot if an allied target is in the way. It also does 25% more damage.
add: Solar Devils come with shielded blowtorches, causing no eye damage when used
add: Solar Devils now spawn with AP loaded in their MK1s.
balance: All Solar Devils know how to use smartguns
balance: Solar Devils SG now gets a machete scabbard
balance: Replaced 2 cells in the Solar Devil engi kit with breaching charges
fix: The Solar Devils Platoon Leader now has the correct medical skill and will spawn with medkits.
code: Alternative IFF component can be added to any gun to prevent it from shooting past allies
/:cl:

@cmss13-ci cmss13-ci bot added Sound Blast 5 minutes of bass boosted music to our players Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Sep 22, 2024
@Kaga-404
Copy link
Contributor

The Solar Devils ERT does not have to be accurate to the PVE codebase. It's a port to PVP meant to be an easter egg, that's all atm.

That note aside, I do really like the addition of the no-shooting IFF, and the damage buff is appropriate to compensate for the loss, and that's a new feature that can potentially be used in the future.

99-round mags are eh, seems like just another 2 bloat entries that are a headache to explain, with very little value on an admin-only ERT. Consider trying to get approval for a balance change to make Mk1 mags 99 by default instead.

I still need to figure out why the platoon leader refuses to spawn the medkits in backpack for some ungodly reason.

The answer is just because the SL medical skill is too low. It's set to SKILL_MEDICAL_TRAINED, but it needs to be SKILL_MEDICAL_MEDIC to put spawn the first-aid kits in their backpack correctly. Put the first-aid kits in their hands, or move the kits to the medic's preset instead. You could also try to get approval for giving the SL medic-level skill, but that would also let them do pill bottles and defibs.

@cmss13-ci cmss13-ci bot added the Code Improvement Make the code longer label Sep 22, 2024
To actually get the medkits that they're supposed to get.
@private-tristan
Copy link
Contributor Author

Consider trying to get approval for a balance change to make Mk1 mags 99 by default instead.

I'd really rather not have adminspawn-only ERTs have balance changes for the rest of the game. Mk1 is already (practically) a direct upgrade to the Mk2, and doesn't need a buff.

Thank you for pointing out the Platoon Leader's med skill, I spent way too long staring at the code wondering why it wouldn't work. In PVE the platoon leader has corpsman level skills to treat IB and use pills/kits.

@cmss13-ci cmss13-ci bot added the Fix Fix one bug, make ten more label Sep 22, 2024
@Kaga-404
Copy link
Contributor

I'd really rather not have adminspawn-only ERTs have balance changes for the rest of the game. Mk1 is already (practically) a direct upgrade to the Mk2, and doesn't need a buff.

That's understandable. Would recommend just not bothering with the random duplicate mk1 mags then, to reduce extra types and potential confusion from identically-named mags having different amounts of ammo.

Because even if they're admin-only spawns, they're going to be interacting with the PVP codebase still, which means every other mag is going to inconsistently be 95-rounds instead.

@Steelpoint
Copy link
Contributor

Could make the 99-rnd M41A Mk1 mags be something that all M41A Mk1s can have, but you need to use a screwdriver to add the space for the extra 4 rounds. But if you do this there is a small chance of a jam or something when you fire a fresh magazine. Might be a lot of effort for what is basically 4 extra bullets.

Since the Solar Devils are admin only you get a lot more leeway in how you balance them, but if they are too strong, they become rare to see. I'd say on a power ranking the current iteration of Solar Devils are at the same level as a friendly UPP ERT, perhaps a stepping stone beneath the W-Y PMC ERT.

I don't believe this change will drastically change how strong the Solar Devils are.

The IFF change is great, and at the very least it could allow more in-game testing of the two different IFF systems in the future.

Copy link
Member

@harryob harryob left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

1 nit otherwise fine

LAZYADD(traits_to_give, list(
BULLET_TRAIT_ENTRY_ID("iff", /datum/element/bullet_trait_iff)
))
AddComponent(/datum/component/iff_fire_prevention)
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

do this in Initialize directly

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

as in the addcomponent, the rest is in the right place

@harryob harryob marked this pull request as draft October 26, 2024 17:26
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Oct 28, 2024
@cm13-github
Copy link
Contributor

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Oct 31, 2024
@cm13-github
Copy link
Contributor

Conflicts have been resolved. A maintainer will review the pull request shortly.

@Nanu308
Copy link
Member

Nanu308 commented Oct 31, 2024

PVE ERT... Must be accurate to PVE.

No, it needs to be balanced for PvP.

Regarding Mk1, the reason in code it was set to 95 instead of 99 is meant to reference the issues Marines had with the M16 and the early 20-round magazines in Vietnam, and it jamming. So they would under-load the magazine to have less jamming occur (18 Rounds). Making a new mk1 just to get it to have 99, is imo quite unneeded.

Lower the dmg on the SG substantially, rest of the balance changes are fine imo and porting this IFF allows for some testing related to it for PvP CM which i am interested in trying at a later stage.

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. Code Improvement Make the code longer Feature Feature coder badge Fix Fix one bug, make ten more Sound Blast 5 minutes of bass boosted music to our players
Projects
None yet
Development

Successfully merging this pull request may close these issues.

6 participants