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Syndicate surgery bag now has very strong syndicate surgery tools to go with it! #32097
Syndicate surgery bag now has very strong syndicate surgery tools to go with it! #32097
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This is placed in several tour.. reeducation rooms |
@PKPenguin321 Thanks a billion! |
oh i forgot, make sure to replace hippie's sublime lore with fixium lore. it's canon. |
It already says fixium |
Buff the cautery too |
code/modules/surgery/tools.dm
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/obj/item/circular_saw/syndicate | ||
name = "syndicate circular saw" | ||
desc = "It has a little sub-sentient AI on it to correct errors in the cutting process and guide the blade for extremely efficient cuts." |
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This is getting a bit too extreme, too quickly.
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desc = "Modified with a guidance computer for superhuman precision."
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jjr is corect
These are faster than the abductor variants, which imo should be the absolute top due to alien technology. Could you buff those to match? |
Nerf |
Might wanna bring the abductor surgical tools in line with their engineering variants if you're having them this fast. Abductor engineering tools are at toolspeed 0.1 FYI |
Now at 0.1
Buffs abduction surgery tool speeds
this pr is the literal definition of power creep, you should feel bad 👎 from me |
code/modules/surgery/tools.dm
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/obj/item/scalpel/syndicate | ||
name = "syndicate scalpel" | ||
desc = "It incises effortlessly with it's fixium blade." |
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its
perhaps make it spawn without the syndi MMI and then buff the tools keeping the cost considering most people have no use for the syndi MMI and then the buff would be fair I think, but put the buffed tools AND the syndi MMI and make that a role only item for the roboticist perhaps making it cost an extra one or 2 tc for the him/her considering the usefulness of the syndi MMI in the role he is in. |
this gives you two force 18 weapons for 3tc |
Also I agree with @QualityVan here, they are used for surgery and not combat, if you want combat get something else. |
perhaps instead of damage make then cause the person you use them with harm in mind to bleed quicker instead of doing a lot of damage, like if the person would lose 1% of blood every thirty seconds due to a normal fight, with the SAME amount of damage the person would instead bleed out at 5% of their blood every minute after it and would need to head to medical quickly for patching up and healing/extra blood. |
Just make them 15 force and it'll be all good |
The dagger is a weapon that almost always evades being tested by security and has a whopping 35 throwforce damage and 100% embed chance |
force reduced on scalpel to 12, saw and drill to 15 |
i can reduce the powercreep by reverting the abductor tools speedup if that's wanted |
code/modules/surgery/tools.dm
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icon_state = "ssaw" | ||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' | ||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' | ||
force = 15 |
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This js the same force as the parent. Dont need this line.
NO ANONMARE MY POCKET PROTECTOR STRAT |
cough |
oranges is opposed and I don't care enough to keep this open |
A remake of #31982 which was a remake of https://github.com/HippieStation/HippieStation/pull/4131
Now with more good boy points, travis passing (hopefully), and actual functionality (arm forgot to put the new tools in the bag)
I have no personal thoughts on the balance of the actual objects at this time but feel free to get mad
🆑
add: The Syndicate surgery bag now has very strong syndicate surgery tools to go with it! They do surgeries faster and deal more damage.
/:cl: