01-21-2021, 07:44 AM
(This post was last modified: 01-21-2021, 07:45 AM by Sord213. Edited 1 time in total.
Edit Reason: quote broke
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Flaborized
I feel like the particular items that you can choose are kinda poorly picked/thought out. for instance:
Forensic scanners are already *pretty* readily available. Seems like an abject waste of a point.
Night vision goggles are just sitting in the armory, a lot of players probably *won't* break into the armory to get them but it's still trivial to circumvent buying them which I think is bad. It's a utility point you don't *have* to spend.
First aid kit only contains items that they could go and vend themselves. Again, wasting a point for the sake of getting something you could *already* go grab.
The other items are ~exclusive~ so they don't have that problem, but I still think the power cell is pretty much The Good Choice between them. I feel it has the most actual utility out of all of them, especially since this weakens the starting cell. Being able to reload *more* is pretty strong compared to what all the other items get you.
The morphine injectors say 'capable of holding a dying person over until further medical aid can be delivered' in the description but that doesn't seem to be the case according to the wiki? They just reduce damage slow by a lot. (which, tbf is decently useful, but the tooltip there has misleading info imo).
I'm also concerned that this would lead to a similar effect that nukeops have, where officers spend a good part of the start of the round just trying to figure out what to buy, I enjoy the simplicity of the current implementation of tokens, where you only make *one* choice. With your change, that's suddenly *three* choices, and the choices aren't really even that good or balanced, with a few of them feeling pointless/clutter-y. I don't absolutely *despise* the idea but I don't think it's particularly well implemented in this PR !
Forensic scanners there's usually only one or two per map in security. The idea for adding it into the vendor is if someone late joins they would be still be able to grab one if they so desired.
NVGs were a suggestion from someone. I doubt I would usually take them but they're more of a "hmm I might need them" pick for some people. Very situational, and I tried to make it clear they aren't a direct upgrade to sechuds in the description to prevent players from buying them thinking they were better.
First aid kit I added just as a personal idea. I usually end up raiding medbay as a secoff for a "first responder keep someone from dying while I drag them to medbay" kit. Medbay already ends up severely depleted of menders in the Nanomeds by about minute 20 on a standard round on main, this would hopefully help it a little. A first aid kit wouldn't be my first choice but could at least save some time for people that tend to heal a little as a secoff.
Morphine injectors I simply thought healed some damage, I might have been confused with another chem. I'll update the description.
This mostly covers Carbadox's post as well.
In regards to the power cell someone had brought up that initially security started with a 200 power cell in the pouch then at some point it got raised to 300.I had wanted to make the purchasable cell a 300 cell, but was convinced not to on the reasoning that it would turn it into a "always buy this as it's flat out the best option" type thing which makes sense to me. Now an extra cell is an upgrade but it also comes at the cost of it takes another inventory slot. It's still a good thing to have but requires a little more thought than "300 cell go big"
Quote: I feel like the particular items that you can choose are kinda poorly picked/thought out. for instance:
Forensic scanners are already *pretty* readily available. Seems like an abject waste of a point.
Night vision goggles are just sitting in the armory, a lot of players probably *won't* break into the armory to get them but it's still trivial to circumvent buying them which I think is bad. It's a utility point you don't *have* to spend.
First aid kit only contains items that they could go and vend themselves. Again, wasting a point for the sake of getting something you could *already* go grab.
The other items are ~exclusive~ so they don't have that problem, but I still think the power cell is pretty much The Good Choice between them. I feel it has the most actual utility out of all of them, especially since this weakens the starting cell. Being able to reload *more* is pretty strong compared to what all the other items get you.
The morphine injectors say 'capable of holding a dying person over until further medical aid can be delivered' in the description but that doesn't seem to be the case according to the wiki? They just reduce damage slow by a lot. (which, tbf is decently useful, but the tooltip there has misleading info imo).
I'm also concerned that this would lead to a similar effect that nukeops have, where officers spend a good part of the start of the round just trying to figure out what to buy, I enjoy the simplicity of the current implementation of tokens, where you only make *one* choice. With your change, that's suddenly *three* choices, and the choices aren't really even that good or balanced, with a few of them feeling pointless/clutter-y. I don't absolutely *despise* the idea but I don't think it's particularly well implemented in this PR !
I feel like the particular items that you can choose are kinda poorly picked/thought out. for instance:
Forensic scanners are already *pretty* readily available. Seems like an abject waste of a point.
Night vision goggles are just sitting in the armory, a lot of players probably *won't* break into the armory to get them but it's still trivial to circumvent buying them which I think is bad. It's a utility point you don't *have* to spend.
First aid kit only contains items that they could go and vend themselves. Again, wasting a point for the sake of getting something you could *already* go grab.
The other items are ~exclusive~ so they don't have that problem, but I still think the power cell is pretty much The Good Choice between them. I feel it has the most actual utility out of all of them, especially since this weakens the starting cell. Being able to reload *more* is pretty strong compared to what all the other items get you.
The morphine injectors say 'capable of holding a dying person over until further medical aid can be delivered' in the description but that doesn't seem to be the case according to the wiki? They just reduce damage slow by a lot. (which, tbf is decently useful, but the tooltip there has misleading info imo).
I'm also concerned that this would lead to a similar effect that nukeops have, where officers spend a good part of the start of the round just trying to figure out what to buy, I enjoy the simplicity of the current implementation of tokens, where you only make *one* choice. With your change, that's suddenly *three* choices, and the choices aren't really even that good or balanced, with a few of them feeling pointless/clutter-y. I don't absolutely *despise* the idea but I don't think it's particularly well implemented in this PR !
Forensic scanners there's usually only one or two per map in security. The idea for adding it into the vendor is if someone late joins they would be still be able to grab one if they so desired.
NVGs were a suggestion from someone. I doubt I would usually take them but they're more of a "hmm I might need them" pick for some people. Very situational, and I tried to make it clear they aren't a direct upgrade to sechuds in the description to prevent players from buying them thinking they were better.
First aid kit I added just as a personal idea. I usually end up raiding medbay as a secoff for a "first responder keep someone from dying while I drag them to medbay" kit. Medbay already ends up severely depleted of menders in the Nanomeds by about minute 20 on a standard round on main, this would hopefully help it a little. A first aid kit wouldn't be my first choice but could at least save some time for people that tend to heal a little as a secoff.
Morphine injectors I simply thought healed some damage, I might have been confused with another chem. I'll update the description.
This mostly covers Carbadox's post as well.
In regards to the power cell someone had brought up that initially security started with a 200 power cell in the pouch then at some point it got raised to 300.I had wanted to make the purchasable cell a 300 cell, but was convinced not to on the reasoning that it would turn it into a "always buy this as it's flat out the best option" type thing which makes sense to me. Now an extra cell is an upgrade but it also comes at the cost of it takes another inventory slot. It's still a good thing to have but requires a little more thought than "300 cell go big"