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[PR] rebalance genetics cold/fire/thermal res
#1
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[balance][medical]
About the PR
* Thermal resistance now calculates the additional cold/heat resistance based on the power; from 50 base to 25 base / 50 empowered
* Fire and cold resistance now provide the relevant mob properties; from 0 base to 25 base / 50 empowered

Why's this needed?
* Giving out stable thermal in the booth reliably allows for the entire station to ignore wearing space suits in the space video game as basic clothing can get you close to 50% cold res
* While cold and fire res do offer benefits, empowering them feels like it does very little. This gives them some base resistances and scales based on empowering..

Changelog



Code:
changelog
(u)glowbold
(+)Fire, cold, and thermal resistance provide 25% base resistance, doubled when empowered.


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#2
I think it would be nice honestly. I personally avoid getting the auras because the visual glow is really distracting. It does also mean space suits aren't quite as useful and genetics can achieve many very powerful things so I don't think they'll find it hugely debilitating that they can't make the entire station waltz outside at will. Plus the resistance is still very useful for space walking. Just not permanent.
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#3
I'm very adjacent this PR as I forget to get genes 99% of the time -but- I do agree with the reasoning and having some cover for changelings spacewalking (one that also can be pretty easily deducted still for a canny detective by you know, just going and checking what genetics has cooked up) sounds good.
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#4
I feel like people trying to metagame and say "omg it's a changeling b/c they can walk in space" is not really an issue I've seen enough to warrant the removal of thermal res auras. People in the github thread have mentioned this, but if everyone has fire/cold/thermal res, even just 25%-50%, you want to know that before attempting to firebomb places, or before you try to use a cryo grenade on a squad of secoffs. I get that these are somewhat niche cases, but I would say that the number of times I've been caught as a ling because I can spacewalk is maybe only 1-2 ever, if that, so that's a pretty niche scenario as well.

I think it'd be a bad idea to remove auras, but I think the changes to the actual protection values are good. I'd much prefer to just see this PR without the aura removal, personally.
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#5
I’m also opposed to the idea of entirely removing thermal auras. Maybe there could be a splice chromosome that removes auras and such from genes, at the cost of not being able to empower it? In that case, it’d be cool if auras would also show up in examine texts.
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#6
(05-19-2025, 09:09 PM)Solenoid Wrote: I feel like people trying to metagame and say "omg it's a changeling b/c they can walk in space" is not really an issue I've seen enough to warrant the removal of thermal res auras. People in the github thread have mentioned this, but if everyone has fire/cold/thermal res, even just 25%-50%, you want to know that before attempting to firebomb places, or before you try to use a cryo grenade on a squad of secoffs. I get that these are somewhat niche cases, but I would say that the number of times I've been caught as a ling because I can spacewalk is maybe only 1-2 ever, if that, so that's a pretty niche scenario as well.

I think it'd be a bad idea to remove auras, but I think the changes to the actual protection values are good. I'd much prefer to just see this PR without the aura removal, personally.

I also wouldn't do away with auras, I feels like when a gene is related to damage/ways to murder you should know it's there. I also think that it's sensible to think that something is off with someone walking around space with no protections. If a changeling doesn't want people to notice their resistance to space they need to act like a normal human and run for internals and suits.

I hope some rebalancing goes to anaerobic metabolism too. It's one of the strongest genes in game and has no visual effect to tell you that person is not affected by atmos/smoke.
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