Add lethal ranged to secborg escalation module. Refactor items inside secborg modules. #862 - #862
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mrfluxstone wants to merge 5 commits into
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mrfluxstone
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M3739,
Mnemotechnician and
SyaoranFox
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July 25, 2026 21:06
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Patrol Short preview can be found at https://youtu.be/KMCH0oJvlSY?si=F2l7jImltKQSXSYF |
Dunrab
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Jul 25, 2026
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a few small things youll need to fix
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Feedback applied. Thanks for taking the time to read over these. |
Dunrab
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Jul 27, 2026
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Kindly requesting another review 👀 |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Humbly requesting another review (though given the various upstream issues I would understand if there are bigger problems rn) @Dunrab |
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(NOTE: This is my first PR here. Please don't be mean or I will cry)
WHAT WAS CHANGED
Standardize Security Equipment: All security modules now feature a whistle and sec light. These items occupy the last two slots of every module and ensure that a sec light is always available no matter which module is currently active.
Improve the Patrol Module: Adding a crowbar to the patrol module. This gives the module a practical role during power outages, sabotage, and APC shutdowns by allowing Security Borgs to access airlocks and secure sensitive areas when normal access systems are unavailable.
Remove improv handcuffs from de-escalation module and replace it with normal cuffs.
Add a Lethal Ranged Option to the Escalation Module, the Silicone PDW-9: The weapon is balanced with reduced damage, lower fire rate, and a slow recharge time. It has no disabler and is strictly lethal. It does 20 heat damage and provides 7 shots. It is designed to handle dangerous vent critters or fight one unarmored person. (See discussion below)
WHY WAS IT CHANGED
Here are some arguments I picked up during talking about the “no ranged lethal options” issue with others:
1. “Borgs should assist their department not replace actual crew”
I understand the concerns surrounding lethal ranged weapons for Security Borgs, but I believe the proposed Silicon PDW-9 addresses them while still allowing Security Borgs to fulfill their intended role.
The weapon has intentionally limited damage, fire rate, recharge time and is locked behind a research-only module that takes some time to research. It is intended to be an option for limited covering fire or helping with dangerous vent critters, not overwhelming combat power. Taking care of dangerous threats is the job of the actual officers.
Right now it's impossible to fight Revs without a tools module which already takes up ONE of TWO available slots (the welder being the only option for heat damage). Against round ending threats they are merely cannon fodder and to some a cheap resource for healing (dragons). It cannot reasonably assist security in any way.
The goal here is that a borg cannot “win” these encounters by himself but to participate in them and provide useful support.
2. “Sec borgs could power game with lethal weapons”
Powergaming should not be treated as a balance argument for removing useful equipment from a role. If a player powergames, that is a rules issue. Also if you power game while playing on this server you are on the wrong server (at least in my opinion). Additionally, this module is not freely available. It requires research, and it is not exactly a high priority research option.
The module is also strictly lethal. It does not provide a disabler mode, meaning it has a clear purpose rather than being a universally superior option (we have the chase module for that)
3. “Sec borgs should not carry -long arms- at all times”
A reasonable concern that I would like to address in a different way. Right now the Silicon PDW-9 is to be treated as a low power sidearm like any officer can carry so I don't think this argument applies here. I do have an interesting idea for long arms though (see further discussion below).
Ranged lethal aside I did some other changes as well
Further Discussion
I was thinking about giving the Sec Tech role some more stuff to do (and to give it another purpose besides steal interactions away from the poor roboticist role):
Create a module for, let's say, a laser rifle. This module ONLY has a laser rifle in it. It is treated as an actual “long arm” so just carrying it around on green would be an SoP violation. Once a code red comes around the Sec Techs job is to “arm” and “de-arm” a sec borg.
I would also like a proper “riot control” module that is capable of using flashes, stingers and then has a home for the bean bag shotgun that is currently living inside the escalation module. I did not have the time yet to tinker with this (THIS IS MY FIRST PR GUH) and I am aware that a non lethal launcher is inside the bastion module already.
I was also thinking about giving the Sec Borg one more slot so it could actually fit some default modules or fun ones. Though right now I don't think you can distinguish like so “You can have two sec modules and one standard one”. Would be fun for the future.