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[MIRROR] Viro Rework Tweaks (Buffed Natural Healing, Slower Progression, Stealth Respects Severity) #2699

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merged 2 commits into from
May 27, 2024

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Original PR: tgstation/tgstation#83459

About The Pull Request

image

what it says on the tin. we're in virology rework season again #79854

makes natural healing enough for people to kick the teeth out of bad viruses without chem. (still needs exact testing to dial in, but ideally, chems will be a buff but no longer a mainstay. #83453 will help, and things like fungal TB will be unchanged.)

makes viruses progress a bit slower across the board - this was part of why you could have a bad virus shoot up to stage 5 from having been at stage 1 out of nowhere, even after having mostly fought it off. this is probabilistic, but the prob is lower now.

makes viruses only hide if their stealth stat is higher than their severity. if you want your virus to be sneaky, you need to spec into hiding it and run fewer symptoms (#83458 will fuck with this if implemented - stay tuned.)

Why It's Good For The Game

people don't like getting griefed by one-sided mechanics. while i think i got some of the way there in #79854, the felt impact of that PR was undercut by me being conservative with the values for what players' actual choices outside of chem could do and SD still existing. I'm hoping to go back and fix that first one since thankfully Time-Green is working on #83453.

Logic remains much the same as in https://hackmd.io/Higgin/HJljdBuNp - I am leaving this as a draft until I've had at least a few more tests on the values, but I'd like to see this TM'd in a round or two with advanced diseases floating around if possible.

edit to add some clarification:
if you do nothing, I balanced the worst viruses to be about a 50% chance of death.
if you do the right thing, it should work 100% of the time or close to it.
the problem I'm trying to address here is that the second one was nowhere near 100%.

Changelog

🆑
balance: Viruses now self-heal much more effectively with good mood, sleep, food, and spaceacillin.
balance: Viruses now punish being hungry more. Stay fed!
balance: Spaceacillin now gives 200 ticks of symptom resistance, declining over time, rather than 100.
balance: Viruses now progress slightly slower.
balance: Viruses now only hide if their stealth stat is greater than their total computed severity.
/:cl:

Higgin and others added 2 commits May 27, 2024 19:21
…th Respects Severity) (#83459)

## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/3894717/1d041612-c364-41c7-ae4b-bd386f2acb2e)

what it says on the tin. we're in virology rework season again #79854 

makes natural healing enough for people to kick the teeth out of bad
viruses without chem. (still needs exact testing to dial in, but
ideally, chems will be a buff but no longer a mainstay. #83453 will
help, and things like fungal TB will be unchanged.)

makes viruses progress a bit slower across the board - this was part of
why you could have a bad virus shoot up to stage 5 from having been at
stage 1 out of nowhere, even after having mostly fought it off. this is
probabilistic, but the prob is lower now.

makes viruses only hide if their stealth stat is higher than their
severity. if you want your virus to be sneaky, you need to spec into
hiding it and run fewer symptoms (#83458 will fuck with this if
implemented - stay tuned.)

## Why It's Good For The Game

people don't like getting griefed by one-sided mechanics. while i think
i got some of the way there in #79854, the felt impact of that PR was
undercut by me being conservative with the values for what players'
actual choices outside of chem could do and SD still existing. I'm
hoping to go back and fix that first one since thankfully @Time-Green is
working on #83453.

Logic remains much the same as in https://hackmd.io/@Higgin/HJljdBuNp -
I am leaving this as a draft until I've had at least a few more tests on
the values, but I'd like to see this TM'd in a round or two with
advanced diseases floating around if possible.

edit to add some clarification: 
if you do nothing, I balanced the worst viruses to be about a 50% chance
of death.
if you do the right thing, it should work 100% of the time or close to
it.
the problem I'm trying to address here is that the second one was
nowhere near 100%.

## Changelog

:cl:
balance: Viruses now self-heal much more effectively with good mood,
sleep, food, and spaceacillin.
balance: Viruses now punish being hungry more. Stay fed!
balance: Spaceacillin now gives 200 ticks of symptom resistance,
declining over time, rather than 100.
balance: Viruses now progress slightly slower.
balance: Viruses now only hide if their stealth stat is greater than
their total computed severity.
/:cl:
@NovaBot13 NovaBot13 added the Balance Changes to functionality that modifies how effective certain methods are at powergaming label May 27, 2024
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3 participants