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Occupying force ERT #10326

Merged
merged 16 commits into from Nov 19, 2020
Merged

Occupying force ERT #10326

merged 16 commits into from Nov 19, 2020

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Hopekz
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@Hopekz Hopekz commented Nov 5, 2020

follow up to #8223.
Originally this was going to be released along with the Amber Task Force but I had to split up this project.
Extensively balanced and ready for review.

Adds a new Occupying Force response unit.
Also adds a brand new tactical tool called the Airlock Jimmy (Currently only carried by the Occupying Force)

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Occupying Force

What is it?
The occupying force is a non-lethal step down from the Amber Task Force.
The Amber Task Force is a lethal ERT as they do not possess the ability to crowd control. The Occupying force is a weaker non-lethal variant meant to "occupy" and try to restore order vs being sent in to directly fight a dangerous threat.

The Occupying force is designed to be easily countered as they have many purposeful, crippling weaknesses.
This gives a way to introduce weaker sec reinforcements into a shift without overwhelming the antagonist forces.

Simplified differences from the Amber Task Force:

  • Designed to be light non-round ending sec reinforcements that stay in a shift to assist as Officers. Have been given amenities such as food, beer, and cigarettes to make their stay bearable.
  • Given Security Officer access (to perform arrests and assist in the chaos as sec reinforcements)
  • They have new Surplus auto rifles loaded with rubber rounds vs the lethal laser rifles.
  • Every officer has a non-lethal melee option.
  • No medic. Medic has been replaced with a Riot Officer. The squad gets 1 riot officer per usual group size.
  • No hearing protection.
  • No internals (except the Riot Officer)
  • No shock protection (no combat gloves)
  • Much less armor.

Ways to counter:

  • No hearing protection
  • No eye protection (except Riot Officer)
  • No internals starting out (except Riot Officer)
  • No shock resistance
  • Much weaker armor.
  • their rubber guns are weaker than disablers in terms of taking down a target. non-armored require 7 hits, basic armored vest will raise this to 9.
  • The surplus stun prod they hold (minus the Riot Officer) takes 2-3 seconds to down if they go for their non-lethal melee option.

Surplus Auto Rifle

Every class in the ERT except the Riot Officer gets the new Surplus Auto Rifle.
The Surplus auto rifle is essentially the WT rifle before its 2 round burst buff as this PR has been extensively tested for balance and the 2 round burst made them a bit too viable in my opinion. The new armor penetration stayed and it is very fun to fight threats with the original stats.

Airlock Jimmy

A new tool meant exclusively for opening airlocks.
Has a pump assisted system. You pump the tool to charge it by 25 air. You use 50 air to open an airlock (quicker prying time) and can hold a maximum of 100 air.

The Airlock Jimmy loses air gradually 30 seconds after it has been charged which means it needs to be charged by pumping before opening the airlock.

This tool's pressure gauge can be emagged in order to increase the pressure in the device.
Might make this hackable vs emag locked in the future.

What this means:
After being emagged the airlock Jimmy now uses 75 air instead of 50 air to open an airlock and can hold a max of 150 air (
Because it uses more air per open, it has more "pressure" meaning that it opens airlocks quicker.

The down-side being that it now requires 3 pumps instead of 2 in order to open an airlock. 6 pumps to fill up vs 4.

Similarities in classes:

  • The Commander and the Officers (excluding the riot officer) get the new tactical stunprod. it is "a cost-effective, mass-produced, tactical stun prod.". Essentially regular stun prods with flavor text and colored to be tactical.

  • amenities such as food, beer, and cigarettes to make their stay bearable. All members have a Pizza MRE, a beer, and cigarettes (excluding the Riot officer).

  • Fancy Darker green CentCom Soldier uniforms

  • All of them have the new Airlock Jimmy tool.

Main differences in classes:

Occupying Commander

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  • Has a megaphone because he's the boss
  • Sweet cigar vs cigarettes!
  • Sec hud
  • Has the only lighter in the Force. He'll have to share!
  • Has a Nuclear authentication disk pinpointer. This is the only ERT that will be able to recover the captain (or whoever holds the disk) or attempt to take back the disk.

Occupying Officer

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  • Most common Officer type in the ERT
  • Think of them as a very watered down sec reinforcement. Their gun is worse than a disabler, their stun prods are worse than a stun baton.
  • They have a light inside of their helmet while the other classes have to rely on flares or finding a light source from the environment.
  • Cigarette pack to support their soon to be new addiction (thinking about having them start with a nicotine addiction, not yet implemented)

Occupying Riot Officer

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  • Melee only! (no gun) . Gun replaced with a proper stun baton.
  • full-sized riot shield on their backs.
  • 2 energy bolas to close in on their target (since no ranged solution + slower due to their riot gear)
  • Unique riot suit! The Riot suit is weaker than the NT riot armor found in the station armory (by a whole 20 points of armor)
  • cool tactical internals (same as the Amber Task Force) allowing them to remain anonymous when wearing it up.
  • Eye protection (sunglasses)
  • A flare. The Riot Officer has no other light sources besides this so if they run out they'll have to scavenge something off the environment.
  • Proper handcuffs instead of zipties! All the other officers are made with dwindling supplies while the riot officer can theoretically re-use his handcuffs to stay "in the fight" longer without resupply.

UPDATE:
Riot officer is now completely straight edge (no smokes or beer).
Sports earmuffs instead of a beer ):

Changelog

🆑 Hopek
rscadd: Added the Occupying Force. A weaker non-lethal step down from the Amber Task Force. These come with their own unique items such as surplus auto rifles and a unique riot suit variant.
rscadd: Adds the Airlock Jimmy. An air-assisted pump-action airlock opening tool. Currently only held by the Occupying Force.
/:cl:

@Hopekz Hopekz requested a review from a team as a code owner November 5, 2020 01:48
@Yogbot-13 Yogbot-13 added DME Edit This PR affects the yogstation.DME file Feature This adds new content to the game Sound This PR changes audio files Sprites This PR has spriting changes labels Nov 5, 2020
@Hopekz
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Hopekz commented Nov 5, 2020

Works on my machine (:
image

@maxion12345
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Not sure the stunprods and lack of basic sec gear fit the "we're here to help security" idea, especially when s round start officer without any gear from a locker is better equipped then these ERT, barring the riot officer.

also, stunprod looks wayyy too makeshift for an ERT. Normal stunbatons or telebatons would fit better. In addition, the airlock jimmy should go to the amber team, instead of this.

tl;dr seems too poorly equipped to be a proper security ERT

@Tipy1802
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Tipy1802 commented Nov 5, 2020

Should have a backpack of sorts, the riot officers can just get their batton disarmed or stolen when they leave it to pick something else

@Tipy1802
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Tipy1802 commented Nov 5, 2020

Considering they are supposed to fight riots maybe giving them teargas granades won't be a bad idea

@Hopekz
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Hopekz commented Nov 5, 2020

Should have a backpack of sorts, the riot officers can just get their batton disarmed or stolen when they leave it to pick something else

They have a dedicated space for their baton and shield.
Shield = on back
baton = in the suit storage slot
Sorry; my screenshot is misleading a bit since I put them in his hands to try to take a "cool-looking" screenshot.

@Hopekz
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Hopekz commented Nov 5, 2020

Not sure the stunprods and lack of basic sec gear fit the "we're here to help security" idea, especially when s round start officer without any gear from a locker is better equipped then these ERT, barring the riot officer.

Stun prods are just stun batons that you can only store on your back. They're actually even more powerful because there is a guaranteed stun after 2-3 seconds after 1 hit.

You are correct in the sense that these are for the most part meant to be weaker than round start security which is why their guns take more shots to down vs a disabler. They have security access so they are able to scavenge what is remaining otherwise they won't be as effective.

also, stunprod looks wayyy too makeshift for an ERT. Normal stunbatons or telebatons would fit better.

The point of using the stun prods is to force them to use their back slot to store the item. Also using a tele prod is just weird here. I am not a spriter so if someone wants to make something more official after I wouldn't fight them.

In addition, the airlock jimmy should go to the amber team, instead of this.

I was thinking of doing this as an addition but I think Adam is going to do a PR in that file so it might cause conflicts. I'm going to wait until he's done with whatever he's doing before I modify the Amber file.

@swissloaf
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does anyone even use amber never sen that used

@Hopekz
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Hopekz commented Nov 5, 2020

does anyone even use amber never sen that used

I see it used at least once every 3 days to a week which is more often than I see Red or death.

@UselessTheremin
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i would love if they had sunglasses, as all other central command officers have them, and it seems good for consistency. Plus, they would just steal regular HUDglasses anyway because they have access if they are not given eye protection.

@Hopekz
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Hopekz commented Nov 6, 2020

Update:
The cigarettes on their mouths all start lit except the commander because he's lucky enough to be given a lighter.

@Hopekz
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Hopekz commented Nov 9, 2020

UPDATE:
Riot officer is now completely straight edge (no smokes or beer).
He now sports earmuffs instead of a beer for optional hearing protection at the expense of communication effectiveness.
Thank you to Fluffe for the suggestion!

@JamieD1 JamieD1 added the Test Merge - Scheduled This PR is waiting to be test merged label Nov 9, 2020
@onepunchronan
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onepunchronan commented Nov 10, 2020

Just seems like more canon fodder, just like the Amber ERT. It's different for every admin so it is hard to really pin down what the policy is for spawning in an ERT, but it seems to me like they're usually called in when a round has gone on for too long or when an antagonist is steam rolling the crew. So, let's take the latter situation into account. If an antagonist has just fucked over command and security so badly that an admin is considering spawning in players as a response team in order to progress the round or give the antagonist an actual challenge, is the Occupying Force ERT really going to be sufficient? Think about the situations where an ERT is called in, blob, cult, murderboney traitors. The Occupying Force ERT will not be enough in these situations, considering they're more poorly armed than the Amber ERT which almost always fails due to their lack of equipment. You say it's a way of introducing weaker sec reinforcements, but in my own opinion they wouldn't be enough in most situations and overall it's my opinion that calling in response teams should not be common for most rounds, but that's just me. I like the idea though, it is very thought out and they seem like their own unique force which is cool.

@Hopekz
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Hopekz commented Nov 19, 2020

This PR hasn't been touched for a while, and I don't feel like constantly waiting to modify something.
Applying a tag isn't good enough if nothing happens as a result.

@Hopekz Hopekz closed this Nov 19, 2020
@JamieD1 JamieD1 reopened this Nov 19, 2020
@JamieD1
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JamieD1 commented Nov 19, 2020

"Lets See what happens"

@JamieD1 JamieD1 merged commit e875dd4 into yogstation13:master Nov 19, 2020
Yogbot-13 added a commit that referenced this pull request Nov 19, 2020
@Hopekz Hopekz deleted the occupying_force_v2 branch November 28, 2020 18:37
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9 participants