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# Grab | ||
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Your title should convey the basic jist of your proposed changes. It should be short because the text will be linked in the sidebar. | ||
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| Designers | Implemented | GitHub Links | | ||
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| FaDeOkno (dis: _kote) | :information_source: Open PR | https://github.com/space-wizards/space-station-14/pull/30011 | | ||
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## Overview | ||
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Add a combat system that allows to hardly grab, hold at one place, choke or throw away people. Grabbed person can escape with random chance. | ||
While grab is on it's last stage, grabbed person can't breathe, and grabbing person can't use their hands. | ||
Grabbing person can throw away the one who is grabbed if grab is on second or third stage. | ||
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## Background | ||
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This proposal is contextualized by the state of the game when you only can punch and disarm your opponent without weapon. Combat is based on equipment, and unarmed fights are really rare and simple. In my opinion, these fights with only LMB and RMB lack of dynamics and variety. With grab, fighters' moves can be much more unpredictable to the opponent, and unarmed fights will be not "who found the weapon first"-type every time. | ||
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## Grab itself | ||
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You can use Ctrl+LMB while in Combat Mode and pulling your target to grab it. Grab has three stages - Soft, Hard and Choke. Firstly your grab will be Soft, and can be easily broken. | ||
Next Ctrl+LMB click will change your grab stage to Hard, making it harder to escape and allowing you to throw your enemy. For this stage you need at least one hand to be used, even if you are reptilian, or any other mob that can pull objects without using hands. | ||
The last stage is Choke. Grabbed person will not be able to breathe and speak while grab is on this stage. They can only try to escape as soon as it possible, or punch the grabber. Grabbing person have to use both hands to get to this stage, so they can not just be choking and attacking the target at the same time. | ||
To avoid spamming, Grab and escaping it have a delay, so nobody can just spam-grab you and choke to death. | ||
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## Grab-Throwing | ||
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While on Hard or Choke grab stage, you can press Ctrl+Q to throw grabbed person at the direction you pointed. You can throw people on maximum 2.5 tiles distance. If they hit a wall, or anything else blocking movement - they will get Blunt and Stamina damage, as the hit entity. Second throw will cause staminacrit, if it was not restored. |
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# Martial arts | ||
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Your title should convey the basic jist of your proposed changes. It should be short because the text will be linked in the sidebar. | ||
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| Designers | Implemented | GitHub Links | | ||
|---|---|---| | ||
| FaDeOkno (dis: _kote) | :information_source: Open PR | https://github.com/space-wizards/space-station-14/pull/30011 | | ||
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## Overview | ||
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Add a combat system to perform combo attacks. | ||
If you are trained for a martial art that contains this combo, there will be a corresponding effect. | ||
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## Background | ||
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This proposal will be contextualized only with grab system. | ||
Martial arts can be a huge advantage in fight, so they will be avialible for syndies and very limited station workers. Also, this is a good way to add variety for syndies (and others, maybe). | ||
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## Combos | ||
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There are three unarmed attack types - Punch, Disarm and Grab. In certain sequences they can be a combo attack. | ||
For example, CQC Kick is just two punches, but it allows combo performer to deal 10 brute and 45 stamina damage to lying person, and launch them forward. | ||
If combo performer is NOT trained to the martial art - there will be no effect, because this is just two punches. | ||
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## CQC | ||
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CQC has 5 combos in total: | ||
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Slam: Grab -> Harm. Slams the target into the ground, paralyzing them for 12 seconds and dealing 10 brute damage, only if target was standing. | ||
CQC Kick: Harm -> Harm. Kicks lying person and launches them one tile forward. Deals 10 brute and 45 stamina damage. | ||
Restrain: Grab -> Grab. Stuns the target for 10 seconds and dealing 20 stamina damage. | ||
Pressure: Disarm -> Grab. Deals 60 stamina damage. | ||
Consecutive CQC: Disarm -> Disarm -> Harm. Deals 25 brute and 50 stamina damage. | ||
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CQC trained person starts their grab with Hard stage instead of Soft. | ||
CQC trained person have 50% chance to steal a weapon from the opponent on disarm. | ||
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Chef can perform CQC combos while inside the kitchen, not everywhere. | ||
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Syndicate agents can buy CQC manual to learn this martial art and be able to use it everywhere and anytime. | ||
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## Sleeping Carp Style | ||
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Sleeping Carp Style has only 3 combos, but much passive abilities in total: | ||
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Crashing Wave Kick: Harm -> Disarm. Deals 15 brute damage and launches target forward. | ||
Keelhaul: Disarm -> Disarm. If target is standing, paralyzes them for 4 seconds and giving temp blindness for 4 seconds. If target is down, deals 40 stamina damage. | ||
Gnashing Teeth: Harm -> Harm. Deals additional 20 brute damage. | ||
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Sleeping Carp trained person can not use any ranged weapons. | ||
In combat mode, Sleeping Carp trained person will deflect all projectiles and hitscans, but not thrown items. | ||
Sleeping Carp trained person deals 10 brute damage with their hands. | ||
Sleeping Carp trained person's Disarms and Grabs deals stamina damage to target. | ||
Sleeping Carp trained person's Grab will knock down target if they has less than 20 stamina damage left. | ||
Sleeping Carp trained person is not attacked by space carps. |