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Footwear changes


Guest Menown

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Guest Menown

Jackboots for Tajara/Unathi on Spawn.


Engineers spawn with Steel-Toes/Variants for Tajara/Unathi.


Easy changes to make, and probably needed, as these are jobs that require boots to be effective, not sandals.

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Guest Menown

Just to clarify, like the gloves that come for the detective/warden/HoS, the footwear would be unique to whatever species it spawned for. Meaning humans can't use Tajara or Unathi boots, and the same for the opposites.

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>Implying engineers don't spend 90% of the shift in magboots or barefoot anyway.


I'm on the fence, as I'm really not a fan of making it harder than it already is to equip our nonhuman players. Converting suits and getting/making proper gloves is already an ordeal.

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pretty sure steel toed boots have a real mechanic benefit though. They aren't just shoes, I've stepped on bear traps with them before and taken no damage while someone else stepped on one and was in medbay the entire rest of the round with like, shattered bones and blood loss.

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Guest Menown

It'd be restricting the steel-toed boots, and jackboots, for the species they spawn on. It's probably not noticed, but right now detectives, HoS's, and wardens that are Unathi/Tajara, spawn with special versions of their gloves, that /only/ fit whatever species they spawned on. It'd be more for aesthetic reasons and RP reason, than mechanical.

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