Traitor/Detective Item + Changes: Upgradable Armour and Cheaper Wearable TC Cost #10
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About the PR
Added a new Upgrade Kit that can be used on armour for 4 seconds to upgrade it.
Base Armour Vest has been reduced from 50% to 20%, Blunt/Slash is down from 30% to 10%.
Upgraded Armour Vest has been kept at 50% with slightly increased explosion.
Wearable Traitor Items have been mostly decreased including Magboots, No Slips and Hard Suit.
Why / Balance
Gives the Detective and Traitor a chance to upgrade their armour. This takes either most TC for traitors, and all points for Detectives at round start.
Armour damage values were balanced around the fact that using something like a shotgun point blank gave too much time for someone to react taking 4 full blasts. This makes no sense as Traitors thrive on catching people off guard. Gun fights were going on for too long (and as much as I like that...), this should make all gun fights alot more intense and quicker.
MagBoots and Noslips were blatantly underused and not worth. MagBoots are an obvious, slow but cheap version of no slips. Possible removal of MagBoots but I want to keep them to see how things fair.
Technical details
Used the construction component like for CHIMP handcannons to upgrade them. Added both versions for Detective and Traitors as separate sections in sss_uplink.yml.
Changed Telecrystal Values in sss_uplink.yml
Media
Requirements
Breaking changes
N/A
Changelog
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