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Armor and Physical Adjustment


EvilBrage

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Step One: Add light armor to things that might be considered helpful against attacks. Maybe 10 melee armor to the firesuit, 5 armor to work boots, minor things like that (but nowhere near, say, armored vests.)


Step Two: Give characters a physical amplifier of *1.2 while inebriated.


Step Three: Add Tacticools to the custom spawn list.


It's the little things.

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AFAIK armor doesn't reduce part of incoming damage, but rather has a chance of completely negating an attack's damage. This could introduce cases such as workboots doing nothing 95% of the time, then blocking the one punch that causes you to lose a fight, out of the blue. Giving random pieces of equipment a small chance to negate damage seems more like an exercise in frustration than anything else.


I'd have no issue if the damage system was reworked in favor of %damage (rather than RNG), but that would probably be a daunting task, not to mention RNG and luck are pretty much at the core of SS13 combat in some aspects (some people will disagree but I'll just tell them they're playing the game differently.)


But this wouldn't be a good addition of RNG, as far as I can see.

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Flat chance of lol-nope doesn't sound like this'd be workable, though I don't know how armour and damage work codewise.

I'd have no issue if the damage system was reworked in favor of %damage (rather than RNG), but that would probably be a daunting task, not to mention RNG and luck are pretty much at the core of SS13 combat in some aspects (some people will disagree but I'll just tell them they're playing the game differently.)


But this wouldn't be a good addition of RNG, as far as I can see.

Usual way of doing that is weapons have a damage range- say, 10-15, or 17 on a crit -and RNG determines how hard a given blow hits, at which point armour comes into play. I like Fallout's armour system, but I've got no idea how one would go about porting it to SS13. It'd probably be reasonably straightforward, assuming percentage reductions are possible.

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Hate to say it, but Tacticool turtlenecks aren't uniform. They don't have suit sensors, which is mandatory on a station.

 

Mandatory on Code-Blue.

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But it's accessible in-game, NT-approved (because it's standard in their arcade machines) and let's face it - it just saves me the time of winning the arcade over and over trying to get it.


If this doesn't work, I'll get a custom item application, damnit - I'm going to have my tacticool.


As for the armor suggestion, it always seemed strange to me that you could just as easily jam a metal rod into someone's foot while they're wearing sandals as opposed to, say, (supposedly) steel-toed work boots. Or into their chest as easily when they're wearing a firesuit as when they're wearing nothing at all.


I'll choose to interpret the silence in regards to the drunken brawlers as a resounding "yes."

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Why can't you just grab the one in maint?

But it's accessible in-game, NT-approved (because it's standard in their arcade machines) and let's face it - it just saves me the time of winning the arcade over and over trying to get it.

Syndie-Cakes are in vending machines too.

As for the armor suggestion, it always seemed strange to me that you could just as easily jam a metal rod into someone's foot while they're wearing sandals as opposed to, say, (supposedly) steel-toed work boots. Or into their chest as easily when they're wearing a firesuit as when they're wearing nothing at all.

Sounds like it would require a complete rework of how damage and armour work - which I'm okay with, but I'm also not one of the people who'd have to go through every bit of damage-related code making updates.

I'll choose to interpret the silence in regards to the drunken brawlers as a resounding "yes."

Drunken brawlers I'm okay with - if you manage to chase someone down while staggering and confused, you deserve to win.

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