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Crit change proposal #11543
Crit change proposal #11543
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I support this change, it's really hard to actually kill someone who's helpless to you in new crit, this can really help bridge the currently large gap between new and old crit races though I still think the issue of new crit races having essentially triple the health of old crit races needs to be looked at |
I support this. Killing someone when it comes to security/antag point of view is a pain in the ass as the races taht use new crit always take ages to die. For example i had seen multiple times where someone who had about 600 damage if not more still alive and almost walking. This update would make newcrit much better and more balanced when comes to new crit races and old crit races. Old crit races are much easier to kill than new crit races just because new crit allows the person take much more damage without dying. |
Definitely a step in the right direction. It will atleast make killing people easier and less RNG reliant. Thing I'd like to see (for another PR perhaps) is that people maybe just go down after getting a lot of (brute) damage in a short time span. Not dead but maybe unconscious. This will bring back the old crit way to deal with people without actually having to kill them. |
I agree with this, going unconscious shouldn't be the thing thats set in stone and you shouldn't magically just get up when you're fixed, a large amount of brute should knock you unconscious |
The caps to cause death and the RNG elements need tweaking for sure, but this is not the way we'd like to do it, especially the emphasis on brute over other damage types. The exact numbers are going to be hard to get perfect to say the least. I'd like us to get proper parity between races to remove some of the edge cases and weirdness, then look into the best cap levels - especially in cases where life doesn't proc and thus skips rolling the 100% chance for death. The theory here is good and something I'm interested in, but we need to quibble over actual practical implementation. This is planned for after some backlog is cleared and racial tweaks are done. |
What does this PR do:
Despite newcrit being in for quite a while, I keep seeing complaints about it. Not so much from medbay players anymore, but from antags that say people in combat just don't die/go down. First, the reasons for newcrit in the first place were:
It talks about the experience after combat or whatever else hurt you into crit, mostly focused on medbay treating you. My changes leave the medbay part of this the same. What they do, however, is make repeatedly taking damage have a bigger impact in the following way:
At certain health thresholds, taking another large amount of brute damage is guaranteed to progress you along the newcrit path of death (ie shock, cardiac failure, heart attack). For reference, the current crit system works like this, each tick:
This PR modifies this the following way. All these checks are only performed when you are taking 11+ brute damage in one hit. This means they do not ever apply to being treated in medbay or otherwise saved from danger. They only apply when someone is actively attacking you with a deadly weapon (or you're getting doorcrushed or something).
You note those are very conservative numbers. You are very likely to already be in shock at -100 health. In fact, -100 is where you start rolling against death chance each tick. But it means that we hopefully have no more 'I wailed on him with my desword for forever and he just wouldn't die', rare as it may be. You hitting him with the desword will now guarantee shock, failure and heart attack if done long enough. Consider it a hedge against bad(or too good, depending on your POV) RNG
FAQ (or what I anticipate to be):
Why only brute, not burn damage?
Mostly because most really lethal weapons deal brute damage. I also consider it a way to emphasise projectile guns over laser guns in lethality. Stretchkins and revolvers are supposed to be more deadly than eguns, making up for it with lack of recharging. I can change it to also apply to burn though, if desired.
Making medbay's job harder, AGAIN????
Once a patient is in medbay, these changes make no difference. They apply only when taking big brute damage hits once already in crit range. Very likely, any patient being dragged to medbay from the battlefield would have already entered failure/shock just from the normal chance to do so before arriving.
Changelog:
🆑
tweak: Taking brute damage while heavily wounded now has thresholds to guarantee shock/cardiac failure/heart attacks
/:cl: