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[Respawning] [Balance]
About the PR
Moves `/datum/job/special/technical_assistant` to `/datum/job/engineering/engineer/assistant`
Moves `/datum/job/special/research_assistant` to `/datum/job/research/scientist/assistant`
Moves `/datum/job/special/medical_assistant` to `/datum/job/research/medical_doctor/assistant`
They mostly spawn the same, I ensured that they don't get any job-defining things (insulated gloves, gas masks), but instead spawn with pocket guides etc. that way they will have to approach a senior to obtain these things which furthers understanding of the role.
Additional changes:
`rounds_allowed_to_play` to determine max allowed of rounds on record to queue as the job.
`proc/has_rounds_needed` now checks for `rounds_allowed_to_play` as well
`jobs.dm` got new defines for pre-set variables that existed, this seemed cleaner to me:
`ROUNDS_MIN_CAPTAIN`, `ROUNDS_MIN_SECURITY`, `ROUNDS_MIN_DETECTIVE`, `ROUNDS_MIN_SECASS`
`ROUNDS_MAX_RESASS`, `ROUNDS_MAX_MEDASS`, `ROUNDS_MAX_TECHASS`
All newbee requirements have been set to 30 rounds across the board for parity, including `NEWBEE_ROUNDS`, but can still be tweaked if desired.
The new jobs have a `rounds_allowed_to_play` cap of 75.
Why's this needed?
Assistant jobs are a really good way for new players to hop into the game, they're a lot less scary with a lot less responsibility, and they typically are a good way to indicate to experienced players to try and be extra helpful when they see an assistant. Unfortunately, these jobs are relegated to special jobs, and as such aren't available at round start, and not even available every round in general, when the equivalent for Security seems to pose no such hindrance.
I think this will both make it easier for newbees to try out new jobs, and make it generally easier for people to become an assistant when they don't know that these jobs are gated behind latejoining.
Changelog
PULL REQUEST DETAILS
[Respawning] [Balance]
About the PR
Moves `/datum/job/special/technical_assistant` to `/datum/job/engineering/engineer/assistant`
Moves `/datum/job/special/research_assistant` to `/datum/job/research/scientist/assistant`
Moves `/datum/job/special/medical_assistant` to `/datum/job/research/medical_doctor/assistant`
They mostly spawn the same, I ensured that they don't get any job-defining things (insulated gloves, gas masks), but instead spawn with pocket guides etc. that way they will have to approach a senior to obtain these things which furthers understanding of the role.
Additional changes:
`rounds_allowed_to_play` to determine max allowed of rounds on record to queue as the job.
`proc/has_rounds_needed` now checks for `rounds_allowed_to_play` as well
`jobs.dm` got new defines for pre-set variables that existed, this seemed cleaner to me:
`ROUNDS_MIN_CAPTAIN`, `ROUNDS_MIN_SECURITY`, `ROUNDS_MIN_DETECTIVE`, `ROUNDS_MIN_SECASS`
`ROUNDS_MAX_RESASS`, `ROUNDS_MAX_MEDASS`, `ROUNDS_MAX_TECHASS`
All newbee requirements have been set to 30 rounds across the board for parity, including `NEWBEE_ROUNDS`, but can still be tweaked if desired.
The new jobs have a `rounds_allowed_to_play` cap of 75.
Why's this needed?
Assistant jobs are a really good way for new players to hop into the game, they're a lot less scary with a lot less responsibility, and they typically are a good way to indicate to experienced players to try and be extra helpful when they see an assistant. Unfortunately, these jobs are relegated to special jobs, and as such aren't available at round start, and not even available every round in general, when the equivalent for Security seems to pose no such hindrance.
I think this will both make it easier for newbees to try out new jobs, and make it generally easier for people to become an assistant when they don't know that these jobs are gated behind latejoining.
Changelog
Code:
changelog
(u)Glamurio (Ryou)
(*)Technical, Research and Medical Assistants are now properly part of their respective departments.
(*)The specialized assistants can be played until you have played 75 rounds total. Staff assistants are unchanged.
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