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Adds Skills #22683

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@SapphicOverload SapphicOverload commented Oct 7, 2024

Documentation

Adds a skills system that affects various aspects of the game. On the start of the round players are given a base skillset depending on their role and a set amount of free points to allocate to whichever skills they want. Skills can also be gained over time, which gets exponentially slower the higher your skill level becomes.

  • Physiology - Medical knowledge and surgical precision. Affects tending wounds and surgery success rate.
  • Mechanics - Construction and repair of structures and machinery. Affects the time taken to build, repair, and deconstruct things, as well as fix external damage on IPCs and cyborgs.
  • Technical - Electronics, robot maintenance, and piloting. Affects identification of certain wires when hacking, internal maintenance of IPCs and cyborgs, and piloting exosuits.
  • Science - Knowledge of various scientific fields. Affects the use of scientific machinery and tools, identification of plants, and slightly increases research point generation.
  • Fitness - Physical prowess and accuracy with weapons. Affects carrying speed, punch damage, resistance to melee attacks, and gun accuracy. Increases hunger.

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Icons were made by @UselessTheremin

Why is this good for the game?

Currently there's nothing stopping a single person from doing everything perfectly. There are already modifiers that increases tool use speed based on role, such as engineers welding things more quickly, which is a good start but having them hard-coded based on your character's job is boring and restricting.

This skills system also significantly improves character customization by allowing players to specialize further within their role in ways they couldn't before. For example a roboticist can go all in on technical and be really good at piloting and fixing robots, or put points into mechanics to repair exosuits quicker, or physiology to install cybernetics more easily, or science in order to help with research. Skills can also be used to add detail or backstory to a character, such as a captain having mechanical skill because they used to be an engineer.

Wiki Documentation

Soon

Changelog

🆑 SapphicOverload, UselessTheremin
rscadd: Adds a skills system
/:cl:

to do:
-chemistry
-virology
-balance stuff
-??? i forgor
@Beeper-Skeeper
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We can finally insult someone with "skill issue" and have it be IC

@UselessTheremin
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very good pr

@Mqiib
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Mqiib commented Oct 7, 2024

I would think the captain should be able to do anything on the station at least a little bit, and suggest they get low rather than no skill across the board, save for fitness.

@Mqiib
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Mqiib commented Oct 7, 2024

Also I can't say that the CMO being forced to put all their extra points into physiology and science to be able to do all parts of their job is that great

@ToasterBiome
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Looks good

@Junkyshell
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nice

@neeshacark
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I've made my stance on skills very clear over the years - especially my stance on skills that affect combat, which I think are just plain bad.

Nothing is more unfun than "well I have to invest all my shit into combat or I'm just worse than other people at fighting because they do more damage, take less damage, and shoot more accurately." Combat should be entirely based on how good a player is at it - not what job they picked or how many points they invested into a skill.

@SapphicOverload SapphicOverload marked this pull request as ready for review October 15, 2024 03:41
@ynot01 ynot01 self-requested a review October 15, 2024 04:27
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Really beautiful, I'm a huge fan of this PR, but there will obviously be balance problems to work out. This will have to be testmerged. Also, finish Wiki Documentation section <3

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@ynot01 ynot01 marked this pull request as draft October 15, 2024 05:26
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ynot01 commented Oct 15, 2024

I'd also, personally, like to see health analyzers get certain sections omitted when not above certain skill levels, but I might be alone in that opinion. Maybe fit for a future PR

@SapphicOverload SapphicOverload added the Test Merge - Requested This PR is waiting for a test merge to be scheduled label Oct 15, 2024
@SapphicOverload SapphicOverload marked this pull request as ready for review October 15, 2024 12:27
@SapphicOverload SapphicOverload added the DO NOT MERGE Should not be merged without express approval from a Head Dev label Oct 15, 2024
@LassiH
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LassiH commented Nov 17, 2024

restricting certain crafting recipes behind skills is not fun its basically just removing a recipe for a person

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