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Adjust depot loot a little and remove some irrelevant items. #27398
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Balance wise, the only thing here I dislike is the agent ID. Otherwise I think this is a great improvement to the loot pool. |
What's so bad about the agent ID? |
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Code is fine. Still awaiting balance team votes.
Super sorry for not replying to you sooner! This PR slipped through the cracks. My concern with the agent ID is that it could be used by antagonists (cough clings cough) and do more harm than good. The ability to be untrackable, as well as the customization and access editing is very strong in the hands of those not intended to have it. |
you are right, but cling is already able to get like elite modsuit, stech and all the other goods from the depot for free. If we want to make it harder for them - implement the same system as for agents like not giving access to armory and force blue code on visit. If balance team decides to - agent card might be moved to armory loot or even removed, but honestly this item is superior for civil explorers, way better than anything like a gun or an armor that are useless for them since they are not antags |
Do not want agent Id in the ruin and do want gloves of the north star to stay as sometimes, explorers will willingly give up their items or be caught by security and thus the gloves have a chance to be used later in the round, whether by antags or the random assistant. My issue with the agent ID is it is way stronger than people give it credit for. It can be used to steal funds from other people, it can be used to impersonate other people with a masked face, and its ONLY editable by the person imprinted onto it. MEANING, if you gun down the person in space, you cannot edit it at all if they interacted with it earlier. Explorers are walking loot piñatas, dangerous ones, but ones nonetheless. Not really fun when all the loot on them is bound to them imho. |
I hold the same view as Silverplate, I think Quani is fine as it does have use for an explorer but the Agent ID is very powerful and I think should not be explorer loot, as stated by Komrad and Silver. |
Removed controversial agent card. |
Thank you for adressing this, I will remove my holding objection shortly |
* Scatter depot loot to the solar winds. * make zoo spawners guaranteed * INFINITY also used for spawn_all_loot, whoops * move abandoned sec shuttle spawner to locked crate * Can't use spawn_all_loot and nested lists together * Reduce pixel offset on mech transport spawn scatter * set updatepaths script number * incorporate changes from #27398 and remove old spawners * some numbers tweaking * pct -> % * move briefcase from common to rare for ruins * lower loot budget from 1800 -> 1700
What Does This PR Do
Replaces autosurgeons with standalone implants.
Removes, adds, replaces items from next pools:
Why It's Good For The Game
Up to dating loot with "new" uplink items. Giving few more options for explorers to shine.
I consider Qani-Laaca implant is a good replace for gloves of North Star. You are being able to get benifit from it as an explorer - like completing some ruins or runaway from sentry bot, avoiding his deadly GL shots, meantime gloves give you nothing against simple mobs, they are only useful against other players on station. Qani is good against players as well, but you have a side effect of heart damage and toxins, not just nothing as with gloves.
Proto-adrenal is nowhere as good as other armory loot, but it's something that could just save your life once in a round.
Removing self repair module is good since it requires no syndie techs to build for robo, why would it be in a depot? Also a very common module for a "officer" loot list.
Testing
Compiled, spawned different depot closets, ensured they have new items inside.
Declaration
Changelog
🆑
tweak: Syndie Depot received a couple more items to supply their agents among the sector with.
tweak: Syndie Depot's autosurgeons became too expensive for the local regiment, so the implants now should be installed via surgical help.
/:cl: