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Makes the SM surge event even more powerful #11464
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Would be nice to at least get this testmerged to see if I'm not a giant idiot and got this all wrong. |
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More power = good |
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Ok it turns out I am, the values should still be fine though. |
| name = "Supermatter Surge" | ||
| typepath = /datum/round_event/supermatter_surge | ||
| weight = 20 | ||
| weight = 15 |
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Undocumented change.
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its in the description but i did the changelog too now
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| /datum/round_event/supermatter_surge/setup() | ||
| power = rand(400,8000) | ||
| power = rand(1000,100000) |
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Thats a very wide range, this will lead to inconsistent gameplay.
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Yes and the severity is going to be stated in the announcement so it's not like it's secret and people don't realize how bad it is.
Do you think i should raise the minimum?
| power = rand(1000,100000) | ||
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| /datum/round_event/supermatter_surge/announce() | ||
| if(power > 800 || prob(round(power/8))) |
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- Both these conditions are redundant as the power will never be under 800 and the prob will never fail as the minimum is 1000/8 so prob(125).
- The class number can be ridiculously high now. Anywhere from class 3 to class 201
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- removed the condition so it always announces,
- yes
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Yessssssssss |
General Documentation
Intent of your Pull Request
After the latest changes it's still wet farts. What I did is raise the maximum random powerup to as high as 100 000.
This may seem like a lot compared to what we have now(8k) but from what I understand, the way this code works is just set it to the power value for a split second, making even values up to 10k insignificant on a default engine setup.
Made it a bit more rare to balance it out.
Tested it by getting a simple straight pipe setup and setting the SM power level to 100k via varediting. What happened was it just burned for a little while but didn't even start delaminating.
Why is this change good for the game?
As it is right now it still does nothing and only fills up the events.
Wiki Documentation
Briefly describe your PR and the impacts of it, in layman's terms.
What I did is raise the maximum random powerup to as high as 100 000.
This may seem like a lot compared to what we have now(8k) but from what I understand, the way this code works is just set it to the power value for a split second, making even values up to 10k insignificant on a default engine setup.
Made it a bit more rare to balance it out.
What should players be aware of when it comes to the changes your PR is implementing?
The SM surge event is now a bit more rare but more powerful
What general grouping does this PR fall under?
Engineering
Are there any aspects of the PR that you would like us not to mention on the Wiki?
Not really
If there are any numerical values involved in your PR that will be relevant to a player, please note them here.
The earliest start for it is 10 minutes in and the SM crystal has to has been powered.
Changelog
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tweak: Makes the SM surge event even more powerful, lowers its chance to appear
/:cl: