Project ARES: Synthetic Sparker
About the pull request
Adds a 3 use (rechargable) defib that only works on synthetics, usable by people trained in engineering.
Explain why it's good for the game
While I haven't really thought about how this will be accessible, I find it quite common that people with engineering skills repair synths, but they're unable to find anyone with a medical defib in order to reactivate the synthetic. This would make it possible for them to reactive a synth on their own. I may change it from 3 use per charge to 1 use, subject to balance review.
Screenshots & Videos
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Changelog
:cl: balance: Added the Synthetic Sparker, an engineering skill defib that only works on Synthetics. imageadd: Temporary sprites. code: Changed how defibs handle who can use them, adding variables for skill checks. /:cl:
ToDo
- [ ] Sprites
- [ ] Make Craftable?
- [x] Determine availability.
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re-open when ready for review
Maybe the synth repair stations should have a reset key tethered like a phone? With the keys costing points I reckon they'll never get picked, which means all dead synths must be returned to the Almayer. Even then, if there's no CE/MTs/people with points, they're just not revivable?
I'd say allow people with engineer training to put the reset key into engineer kits, engineer kit pouches, construction belts, tool belts and tool webbings. Mostly concerned about engineering kits and kit pouches, because it makes the most sense there.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.