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Gang locker movement #18561
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Gang locker movement #18561
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This was referenced Apr 26, 2024
This was referenced May 19, 2024
TobleroneSwordfish
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May 19, 2024
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Linter also seems unhappy for some reason
This was referenced May 20, 2024
This was referenced May 20, 2024
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TobleroneSwordfish
requested changes
May 20, 2024
code/modules/antagonists/gang/abilities/_gang_leader_ability_holder.dm
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This was referenced May 20, 2024
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Labels
A-Gamemodes
Changes or additions to any gamemode's main features
C-Balance
Balance changes, buffs and nerfs
C-Sprites
Automatically applied on any .dmi or icons folder change
size/M
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[GAMEMODES][BALANCE]
About the PR
Lets gang leaders move their locker to somewhere in their territory once every 15 minutes.
Slightly increases the minimum range between lockers
Why's this needed?
1: When too close together, lockers cause excessive (almost boring) amounts of violence. Sec then have to get involved, and start patrolling the area. Which then causes more violence, and more lockdowns, and then everyone gets arrested, lockers get blockaded and nobody's having fun.
2: gangs occasionally just... firebomb/explode/plasmafire other lockers. and there's not much the other gang can do besides spend 20+ minutes fixing a hole/plasmafire. surefire win really.
Leaders experiencing too much stress will now be able migrate their locker to somewhere less miserable if they find that where they are isn't working.
There are probably a lot of interesting strategies this may open up. But I think it's a step forward in improving stalemates. And the problem cases can be addressed down the road.
Changelog