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Coopt vox box for universal healthcare #33731
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You will need to make sure if this is accepted that this works with loneops, ninjas, and ghost role ships |
It does sans the ghost role ships, they actually don't get any survival boxes at the moment. Oopsie (but needs to be fixed in another PR, doesn't make sense here) |
I dont know if it's just me, but I would much rather have a spare mask than a flare |
so, removing vox boxes because they are racist, but giving medicine to the specific race instead? |
roundstart medicine called epinephrine and tranexamic acid: |
Power gaming isn't a thing on SS14 |
Okay I tested it. So this one gives you 3 pills that each heal 20 poison damage With this one, there is a bit less time to have a meal, because the vox gets to 20 damage faster due to not slowly healing damage the entire way to 20. It is still possible to eat and drink so much you can no longer have any, eat one pill, and put the internals back on before hitting 20, but with only a small margin of error. It requires the player to be locked in to the task of dining. And, if they forget to have the pill along with the meal, they need to take it off again potentially taking a bit more poison damage once again. This one "fails more gracefully", as in even if you pass 20 damage, you will still heal most of it, and quicker than with the inherent regeneration. The other one is more all or nothing - you have a bit longer time to finish, but if you fly too close to the sun, you are stuck with all the poison damage and have to go to medbay. This is more lenient to mistakes, I suppose. The other PR also gives vox a longer "window of vulnerability" after a meal, due to taking up to 100 seconds to heal 20 damage. I think this can be seen as opportunities with for example a vox kill target This one also obviously only works 3 times, then you need more pills from medbay. They might not have any Both PRs require a vox crewmember to "suffer some damage and then heal it back", from a fluff perspective. This one sort of positions NT as caring enough to give them something about it as standard issue. The other one just assumes that vox are hardy enough to take it, and I guess, perhaps not be bothered about it. I don't know how much this difference matters I think generally, I prefer the other one, and don't see us needing both of them. But I do not feel particularly against this either, if we want to have both. What do other maints think? |
I did not test every different spawn scenario but tried a few, works as expected, and I think the code looks fine. Though I still strongly think that it should be the flare that gets replaced. Having a backup mask might save your life one day, whereas having a flare is... perhaps somewhat useful, sometime? |
I'm not too attached to it, but I decided to leave the flare because its got other (admittedly minor) uses as part of the standard kit like lighting fires and dealing with long or unexpected power outages. Also ironically its a source of charcoal lol. |
Charcoal is potent liquid/powder bloodstream purging specialized medicine that also costs good bit of carbon to make. Dylo pills would probably be better if they are to get any at all. |
About the PR
Vox now get their own special survival boxes that contain charcoal pills to help them alleviate accidental poisoning and encourage interacting with the chemistry department. Also they no longer receive an extra respirator mask.
Why / Balance
Technical details
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(and similarly for the different roles / departments etc...)
Requirements
Breaking changes
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