Domesticate Faction Gear Pt 2 - #547
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…uplinks, supersurplus, deaddrops.
Co-authored-by: TheRealMasterChief117 <officialtrollfacexxx@gmail.com>
…ainst scaf and experimental salvager suits.
…ip_obtainable # Conflicts: # Resources/Locale/en-US/store/uplink-catalog.ftl
…e. Remaining 3 PDV suits rebalanced and added to TDF tech tree as tier three suits. Tier 3 TDF suits not added to secure stash loot pool, mainly because i'm lazy, but also I figure it would be a bit of a balancing problem. The T3 suits are very, very strong, balanced by being effectively faction-locked.
…d tech tier position of hazmat suit (should be tier 2 not three). New tdf suits can now be fabricated at tdf lathe.
TheRealMasterChief117
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Seems like your old PR branch is leaking into your new one. Probably should force push to master (or merge master, though you will have to fix conflicts)
I recommend making new files for the 'ussp' rebranding so that the item IDs can be changed, too since all the USSP suits were removed from the game AND they have mapping migrations, so any new suits will be immediately deleted.
Also: This is your PR, so I understand if you do not want to, but for more flavour, perhaps you could make the suits be designed by Reznichenko Military Technologies (RMT), a non-playable company, designed as the replacement for 'NCI', since the USSP is not canon anymore. You can see info about them on some of the old USSP (now RMT) weapons, like the DP-29 and such and AKs
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…sp.yml Co-authored-by: TheRealMasterChief117 <officialtrollfacexxx@gmail.com>
# Conflicts: # Resources/Prototypes/_Mono/Catalogs/Fills/Lockers/suit_storage.yml # Resources/Prototypes/_Mono/Catalogs/VendingMachines/Inventories/ussp.yml # Resources/Prototypes/_Mono/Entities/Clothing/Head/Hardsuits/ussp.yml # Resources/Prototypes/_Mono/Entities/Clothing/OuterClothing/Hardsuits/ussp.yml # Resources/Prototypes/_Mono/Recipes/Lathes/Factions/equipment_rogue.yml # Resources/Prototypes/_Mono/Recipes/Lathes/Factions/equipment_ussp.yml # Resources/Prototypes/_Mono/Recipes/Lathes/Packs/Factions/ussp.yml # Resources/Prototypes/_Mono/Research/USSP/ussp_suits.yml # Resources/Prototypes/_NF/Recipes/Lathes/Packs/Deprecated/mercenary_techfab.yml # Resources/Prototypes/_NF/Recipes/Lathes/clothing-eva.yml # Resources/triad_migration.yml
… added RMT prefix to AKM instead of LWC, fixed contraband status of former ussp suits, fixed contraband status of new TDF suits. They ARE considered class 2A for now, as they are not unique like the Chief Enf suit. I trust that players will use their judgement before giving a permit to use the extremely powerful tier three armor. I think that it will provide a very strong incentive for players to ally with the TDF, people will want that cool-ass black jugsuit with stomp sfx very bad. And if they start being a criminal again, they lose the cool TDF gear. Its a tradeoff, leads to interesting gameplay.
Moved suits over to triad namespace, changed mentions of ussp to RMT, added RMT prefix to AKM instead of LWC, fixed contraband status of former ussp suits, fixed contraband status of new TDF suits. They ARE considered class 2A for now, as they are not unique like the Chief Enf suit. I trust that players will use their judgement before giving a permit to use the extremely powerful tier three armor. I think that it will provide a very strong incentive for players to ally with the TDF, people will want that cool-ass black jugsuit with stomp sfx very bad. And if they start being a criminal again, they lose the cool TDF gear. Its a tradeoff, leads to interesting gameplay.
…ip_obtainable # Conflicts: # Resources/Prototypes/_Triad/Entities/Clothing/Head/Hardsuits/rmt.yml
I thought that names containing double quotes had to be encased in single quotes.. for some reason.. idk. I removed them and it seemed fine. I can't accept the suggestions from Masterchief117 bc they only remove the closing quote, not the opening one, and uhhhh I think that would turn the yaml into a string or something. I think they meant to suggest both be removed.
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ok my yaml linter didn't scream at me and I can't get the game to crash when I spawn/craft/research any of these so I think its ready to take out of draft. |
About the PR
TODO: Add contraband status to new TDF suits. they are NOT balanced around being savable in lockers.
TODO: Figure out how to update this branch without overriding it so that i'm not 100 commits behind.
USSP faction gear (sans OP leader suit and currently modsuits (not bc they're OP but bc i'm lazy)) has been made merc accessible. They are now under the following names:
L-10 lightsuit -> "Alexi" L-10 Lightsuit (specialized hardsuit tech)
L-10A Lightsuit -> "Mikhail" L-15-A Lightsuit (specialized hardsuit tech)
M-10 Scoutsuit -> "Tupolev" Object-220 Lightsuit (Advanced hardsuit tech)
L-27 tacsuit -> "Korolev" Industrial engineering hardsuit (U.I. Basic Hardsuits tech)
Some PDV faction gear was also rebalanced and made available to the TDF.
TA-82 Hazmat hardsuit (tier 2)
TA-67 "The Brick" superheavy riot casket (tier 3)
TA-99X Experimental tacsuit (tier 3)
Why / Balance
Existing content that is unobtainable should be renamed, retooled, rebalanced whenever possible. Faction suits are fully sprited for all species, and it would be a waste for us not to use those sprites. TDF also desperately needs new drip and variety. These new high-tier suits are unique to the TDF and are stronger than merc options, due to being factionlocked. The TDF now has haz-mat, animal control, juggernaut, and anti-laser specific armor, giving them a range of tactical options based on the threat and thus creates more engaging gameplay/planning and also allows for personal expression.
Names were changed for USSP suits to remove references to the USSP. The suits are still implied to be manufactured by a culturally slavic company or something, but not specifially the USSP. I wanted this to be the case because a lot of people's characters are from that kind of background, and this will give them larpfuel. Previously, there were 3 suits all with "10" in the name, which made it confusing. No more. I named each suit after famous russian/soviet aerospace engineers. I did this in the vein of the forks that give names to the engi suit "lampsi" and such, I find it cool and it makes it easier to remember/talk about the suits. The only suit who's description explains the name is the engineer one, "korolev" crediting him as the engineer who took the first human into space (which is something that I wager a bunch of space engineers, many human, would know).
L-27 was rebalanced due to being worse than the SCAF suit in every way despite being a higher tier research, so I turned it into an upgraded engi suit. Its visuals look very industrial anyways, so it fits. Its better at rad res than stock engisuit, worse than CE. Its better at fire res than most hardsuits, but worse than atmos. Its more protective than engi suits, but less than scaf suit. It should not make any of the suits we have obsolete. I WANTED to make it so that all engi-like suits come with t-ray scanners in their helmets, but couldn't figure out how to get it to work. I am receptive of course to stat changes. idk if 70 stam res is too busted or not I'm not used to it as a mechanic and I'm not a combat guy.
The TDF was given the old PDV suits since the color scheme of black + yellow is the same.
The TA-82 Hazmat suit was originally the PDV medic suit. TDF already has a medic suit, so I decided to rebrand it to a "hazmat" suit. It has very good slash protection for its weight and also excellent rad and caustic protection. It also has pretty good heat protection. Its ideal for dealing with melee mobs and pretty good against rogue silicons. It does NOT have very good explosion resistance. Its not an EOD suit, its hazmat/animal control. Its also not super strong against guns or blunt weapons.
The TA-99X was slightly nerfed. It originally gave 99% radres, which invalidates the existence of the hazmat suit IMO. It also previously gave 80% heat resist, stacking to 90% !!! with the shield active!! and this isn't even taking plates into account. I nerfed it so that with shield active, it is as good as a jug suit against lasers. Its much lighter than jug, and worse at all other types of protection. Also, now the TDF gets cool shielded suits to match merc UI MKII suits. yippie. I would make the shield yelllow but idk how.
The TA-67 "Brick" suit was drastically rebalanced from the previous PDV suit. The previous pdv suit was almost as good as jug, with 0 slowdown. I think it was designed for the leader and was uncraftable or something, idk, TDF already has a john bossleaderguy suit so I decided for now that I would just give it a jugsuit's stats. I am receptive to the idea of buffing its protection further, as I do believe that factionlocked gear should always be better than equivalent merc gear, but I am cautious since its already really tanky and can be crafted. The footstep sounds are for aura.
Media
Alexi and Mikhail in tech tree

Tupolev in tech tree

Korolev in tech tree

former USSP suits in techfab

Alexi Lightsuit description

Mikhail lightsuit description

Tupolev lightsuit description

Tupolev Lightsuit stats

Tupolev lightsuit species sprites

Korolev industrial engineering hardsuit description

Korolev suit stats

Korolev suit species sprites

TA-82 Hazmat suit description

TA-82 hazmat suit stats

TA-82 hazmat suit species sprites

TA-99X Experimental tacsuit description

TA-99X experimental tacsuit stats (base)

TA-99X experimental tacsuit stats (shield)

TA-67 The Brick superheavy riot casket description

Ta-67 The Brick superheavy riot casket stats (same as jugsuit)

Not pictured is that the brick has a footstep sound modifier that uses the same sound as the t-rex mob.
TA-67 The brick superheavy riot casket species sprite

TA-82 hazmat visible in TDF tech tree

TA-67 Brick and TA-99X visible in new TDF tech node, plastitite-tier, spec ops equipment

New TDF suits visible in TDF techfab

Requirements
How to test
research and craft all the suits.
Breaking changes
L27's id changed to industrialengihardsuit, others left the same.
None appear in loot pools and the id is not playerfacing so it (to my understanding) is within convention to leave them the same.
Uhh check if the pr that removed the ussp gear from loadouts gonked something with this. I didn't touch loadouts at all so idk.
Changelog
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