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Pirate and bounty hunter balance #5954

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merged 7 commits into from
Mar 22, 2025
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@Shoddd Shoddd commented Mar 16, 2025

About The Pull Request

AIs can no longer hack doors with a cut AI wire

All Pirate shuttles now use syndicate access instead of having AA doors

Greytide pirates get a few more flashes, emergency eva suits, and all their outer walls are reinforced

skeleton pirate main room now uses reinforced wooden walls

ports tgstation/tgstation#77270 and gives one to each pirate ship

disablers psyker pirates

Why It's Good For The Game

AIs being able to hack a door and control it anyways after someone going through the effort to cut or disable its AI wire makes the AI connection wire just pointless as a whole. It gives people way less ways to deal with the borgs or the AI shocking, bolting, or otherwise abusing doors. While you can cut cameras, a borg can show up and act as a camera for the AI or otherwise.

Pirate shuttles being AA made it really hard for pirates to do much. While some already had syndicate access and all pirate IDs have such, not all did. While people could always weld walls, or otherwise break in, it takes longer and is more effort than simply walking on. Pirates have one of a kind machines that if destroyed instantly end their objectives, they should take a little more effort than just walking in.

Greytide pirates have just been extremely weak. While they are supposed to be somewhat weak it just turns into a bullying fest where people would just rather not play it. This gives them syndicate access required on their doors and reinforced walls on the outside to make it harder for people fly up walk inside beat them up because they are weak, or weld down one wall and destroy all their machines. Along with the fact the vast majority of their weapons can't really do much to borgs who decide to attack them, thus the more flashes so they can have a little bit of a fighting chance. As for the emergency space suits, coffee no longer protects you enough from space temps needing these instead to not just die from cold.

The skeleton pirates are mostly the same case, while these guys are stronger, they have no defense and a single weldable wall to destroy all their stuff or just people being able to walk on and do so, makes that a little harder.

Up until now bounty hunters had literally 0 IC way to learn their targets name without metagaming or get any sort of hint where they are, this gives them that and a chance to actually get their target as the second they disguise or go most places its pretty much impossible otherwise.

Psykers are just terrible, they are a buggy laggy mess and while I do plan to improve them and port some stuff from upstream, they are still terrible as hunters, barely being able to find their target in a room of people along with being so annoying to play they are rarely taken or taken and people kill themselves upon realizing what a psyker is.

Changelog

🆑
add: Fugitive locator for bounty hunters
del: Psyker bounter hunters now disabled
balance: Pirate airlocks now use syndicate access
balance: Greytide and skeleton pirate shuttle improvements
/:cl:

@Shoddd Shoddd added Balance perfectly balanced as all things should be Code: Improvement exactly what it says on the tin Approval: awaiting admin review PR is fine code-wise, just needs admin approval now. labels Mar 16, 2025
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Shoddd commented Mar 21, 2025

thinking about increasing the health/armor on some of the machines for pirates/hunters too since they are so vital yet so easy to break.

@tired-wired tired-wired added Approval: admin approved admins say it's fine, just awaiting code review and removed Approval: awaiting admin review PR is fine code-wise, just needs admin approval now. labels Mar 22, 2025
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Looks good to me, ready for merging?

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Shoddd commented Mar 22, 2025

yep

@tired-wired tired-wired merged commit 1f26cca into Monkestation:master Mar 22, 2025
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