BeeStation-Hornet
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Gives wizards pierce protection on their standard robes.
About The Pull Request
Adds pierce protection to wizard robes, meaning they cannot be shot with syringe guns and need to remove their clothing to heal. Saw chemistry get abused in game against a wizard and it just shouldn't happen.
Why It's Good For The Game
Wizards being able to be instantly killed by the chemist kind of sucks. In fact, chemists being able to instakill anyone at range with a near uncounterable gun kind of sucks but it would be difficult to get a syringe gun removal in compared to this. Allows a greater diversification of strategies that the wizard can use without having to account for being instantly killed by something, having a requirement for the wizard to play a certain species at a magic mirror or be required to get something from their shop sucks and limits actual choice and meaningful decisions.
Testing Photographs and Procedure
Changelog
:cl: balance: Wizards now get pierce protection on their standard robes. /:cl:
I believe it would be best for the game to have syringe guns completly removed from normal gameplay. They are exclusively used by players to hunt antagonists (validhunting) and to grief, both of which we do not want and should make difficult/impossible by game design. As it stands syringe gun not only enables but also heavily encourages players to commit undesirable actions
it would be difficult to get a syringe gun removal
Be the change you want to see.
One thing I could consider would be antag crafting. Antagonists would get the ability to craft items like that in the crafting menu, so validhunters can't access certain things but antags that don't have uplinks aren't restricted
One thing I could consider would be antag crafting. Antagonists would get the ability to craft items like that in the crafting menu, so validhunters can't access certain things but antags that don't have uplinks aren't restricted
Simmiliar idea was going around my head for some time and while much better than existing situation where everyone can craft things like improvised shotguns, grenades and chainsaws it does have some problems:
- Weird situation where you now are not only obliged to eventually relase known antagonists but know they are able to craft somewhat dangerous items as well. Its not necessarily a bad thing but it has to be clearly decided wheter its something we want or not and how it will impact gameplay and player behaviour. For example one of the things that we would need to take into consideration would be how this could impact security players behaviour towards antagonists
- Antagonists crafting contraband en masse because they are "friendly" (bad sports), as a gimmick or perhaps even with a malcious intent to cause unrests. My idea to alleviate this problem would be to only allow crafting contraband with limited supply crafting components scattered around the station in hidden stashes only acessible to the antagonists which would also create potentialy fun "scavanger hunt" gameplay and perhaps even enable us to have more dangerous contraband obtainable this way with sufficient effort.
Also we may want antagonists without uplink to be resitricted and consider it intentional part of the game
hmmmm... i do think syringes should kinda like
chems are balanced for intrigue (stealth poisoning, etc) and combat (grenades, syringes, etc) on the same wavelength.
i think those should be separate. just thinking aloud
I do agree the syringe gun has mostly malicious purposes but I don't necessarily want to see it go away. It's my experience as a doctor that it's useful as a means to tranquilize unruly or dangerous patients without having to get near them, both as a antag and not.
Perhaps you could remove the spawns for the basic one and replace the one in the CMOs office with a dart rifle instead. it would effectively work like the improvised shotgun, but use special darts meant to knock people out. This way we have a gun for a more focused use for med staff while also ensuring it will be some time before the chemists get the proper syringe gun from research.
I'd eventually like to see a more robust concept of what an antag is. Not all murderers or thieves necessarily have to be agents of enemy corporations or literal alien monsters. I'd like to see some diet antag roles along with things like traitors or changelings such as survivalist, gun nut, and obsessed that have more of an RP aspect while also being potentially dangerous.
actually, I think the injection rate of the syringe is the problem. it too injects a lot in short period. although it doesn't mean the robe doesn't need a buff against injection.
The fuck kind of mix did they use to instakill a wizard anyways? I thought instakill mixes didn't exist anymore in general unless you got hit twice.
Anyways, fine and fair change.
The fuck kind of mix did they use to instakill a wizard anyways? I thought instakill mixes didn't exist anymore in general unless you got hit twice.
Literally just CLF3 or any other basic poison/fire chems