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Implant Breaker Changes #12038
Implant Breaker Changes #12038
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finally. |
Minor complaint, this change makes it so it doesn't deconvert enemy gangers (I think), which was another use. |
I think it's probably better that gangs can't easily consume other gangs, but I could make it deconvert gangsters. |
i think it would be good to try having it deconvert other gangsters, keeps people in the round |
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Yeah let it deconvert other gangs otherwise we will end up with gangs getting loyalty from cargo buying implant breakers then using pens not intuitive. |
I think 30 is a bit too much for it. If it was 20 or 25 it would be really worth it. |
30 points? Holy shit, that's half as expensive as a fucking uzi. Do this incrementally - keep it at 10 TC and change it to deconvert. Suddenly you're limited by your pens, but at the same time you don't have to exhaust ALL your influence for fucking implants that are basically useless. Sec will also roll the gangs if they're too expensive, but it means the gangs can invest in extra pens to provide extra viability to implants. Remember, nerfing them too hard is going to ruin the mode. I know I'd rather kill and space people at a 30 influence cost for the gear, rather than convert them, especially since at the current cost competing with just the loyalty implants is tough. It's going to turn the mode into a bloodbath, with sec having a huge advantage compared to the gang v.s. gang combat we have now. Keep your hands off Ikkarus' pie, I trust him to make the right call, since he's the one who initially made and balanced the mode. Think of it this way - I can buy an implant with more than you typically get in an average income period, waste a charge on my pen, and convert some random gangster or a sec guard, OR I can buy an uzi for twice the price and kill five people because needing more ammo along with that sec guard, AND loot the sec guard. What would I choose? Obviously, a massacre. Sec will be able to outpace gangs easily with the rush-cargo-asap meta. You're ruining my favourite mode goddamnit just WHY Kor? |
30 would be the right price if they hadn't been changed at all. now its just usurers |
20 seems fair, thats double the price from before and you can't spam @ 20. 30 seems a little too crippling. |
@@ -143,7 +143,7 @@ | |||
dat += "C4 Explosive<br>" | |||
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dat += "(10 Influence) " |
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Shouldn't this be changed to 30 as well
30 is too expensive for these changes |
Please merge. |
My opinion really shouldn't matter anymore, but for what it's worth I'm cool with this |
if(success && ticker.mode.add_gangster(target.mind,gang,0)) | ||
target.Paralyse(5) | ||
else | ||
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>") |
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I don't think you should be getting rid of this, though
I'll redo it in a bit/lower the cost then |
Can this please get finshed/merged? Literally every gang round is just a rush to convert sec first. |
I'll finish it tonight in a couple hours |
its not finished? |
It is now @Miauw62 |
Maybe I should do a changelog though |
add changelog then so i can merge this |
@Miauw62 Alright |
They now just break implants and deconvert gangsters. You will have to use your pen on them afterwards to convert.
They also cost 15 points now
Hopefully this will stop gang mode being a rush to convert security and stop gangs spiralling massively out of control by bypassing the pen cooldown.
If this makes implant spam by security too effective again I'll undo this/try something else.