[MIRROR] Contractor loadout adjustment + Price tweak #1942
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Mirrored on Nova: NovaSector/NovaSector#915
Original PR: tgstation/tgstation#81293
About The Pull Request
Removes RNG items from the possible pool of items that gets given to contractors when they buy their kit.
Contract kit:
Why It's Good For The Game
The idea is that contractors should have the things they need in order to begin contracting in the first place.
They are given thermals + SyndEye to find targets.
Modsuit/Contractor Suit/Chameleon mask+jumpsuit to conceal/disguise their identity.
Their Jammer + Baton in order to pull off successful abductions without getting dogpiled by the entire station.
In their current state, contractors are too weak, when at the end of the day, the most harm they are doing is temporarily removing a crew member for like 5 minutes. They should have a bit more power now in order to have a bit more impact into the round.
Changelog
🆑 Xander3359
balance: Contractor kit no longer gets RNG items, it's a specific pool now
/:cl: