The Grenzel Merc Schism - Split Grenzelhoft Mercenary into 3 subclasses#6581
The Grenzel Merc Schism - Split Grenzelhoft Mercenary into 3 subclasses#6581Archeonan wants to merge 6 commits into
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currently a draft because of a issue i have where "NOPE" appears as a merc class. trying to fix it but its annoying as fuuck |
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Not a big fan of removing the grenzel cuirass from musketeer for a generic iron one. It would be better to make an iron or steel recolor of the grenzel cuirass if the stat changes are that important Also why have a choice of not taking the grenzelhoft flavored armor for halberdier? Wouldn't that fit better with just giving gloryhound a halberd option? |
I guess i can give the musketeer the good cuirass since they have +0 stats. As for the halberdier though, it's mainly just for some slight options. While of course the steel cuirass and sallet aren't inherently grenzel related, the landsknecht still wore something similar to the outfit they end up with if they choose the steel option. It's completely optional, but you can still tell theyre a grenzel imo. |
| // RACES_PLAYER_GRENZ | ||
| /datum/job/advclass/combat/swordmaster, | ||
| /datum/job/advclass/mercenary/grenzelhoft, | ||
| /datum/job/advclass/mercenary/grenzelhoftzwei, |
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uuhhh, sorry for being dumb but what do you mean by just 'subtypes'
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subtype the subclasses outfits and attribute sheets
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subtype the subclasses outfits and attribute sheets
by that do you mean make it like, mercenary/grenzelhoft/zwei?
| /datum/attribute/skill/combat/unarmed = 20, | ||
| /datum/attribute/skill/combat/firearms = 30, | ||
| /datum/attribute/skill/combat/swords = 20, | ||
| /datum/attribute/skill/craft/bombs = 10, |
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gunpowder is not something a random soldier does . we have roles that are suposed to provide this (merchant , apothecary and Artificer). combat roles are not suposed to have the means to self-supply themselves . this is the equivalent of a Knight having smithing level 3
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i'd say the knight example is a bit extreme. nobody besides the monarch is realistically affording the merchant gunpowder so that only really leaves apothecary and artificer, and apothecary doesn't have bomb making skills to begin with. weak bomb crafting isn't even enough for making gunpowder unless you high roll intelligence either.
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the merchant gunpowder flask costs around 100 mammons if i remember correctly.
the artificer can make it pretty much for free.
apothecary you are right they cannor make it for now but i could make a PR to add an alternative recipe for them
not even archers can make their own arrows why would this be the exception . besides if you give it to them other weapon roles will also get bombmaking under the same logic
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the grenzel chest armor is iconic to the role and while its good its coverage isnt actually that great. I'd leave all 3 with that. if it becomes a balance issue down the line its changeable but I don't think it will be considering their cool looking but otherwise way less protective fit |
yeah, musket one got their blacksteel cuirass back. for the halberd varient, its just a option. |
About The Pull Request
Splits the Grenzelhoft Mercenary into 3 subclasses, based on real Landsknechte troops. These include:
Grenzelhoft Doppelsöldner - The old grenzel merc. Chain coif was changed for a gorget, recieved iron vambraces, along with +5 athletics (resulting in 35) alongside 10 medical rather then 10 crafting. They're the frontliners and kill shit with their zweihander.
Grenzelhoft Hellebardiere - Similar to the Doppelsoldner, but with a halberd. They have slightly different stats, being +2 strength, +1 perception, and +1 endurance. They're your basic bitch trooper. They get a steel shortsword as a secondary and have a option between the standard grenzel fit (blacksteel cuirass + plumed hat) or a more standard steel cuirass + steel sallet. Their utility stat is cooking.
Grenzelhoft Arkebusiers - These are the scary fuckers. They only have a +0 statline, having +2 perception and -2 speed. They get the musket, and have much worse armor- just a iron breastplate and the cap. However, they have crafting and bomb crafting as utility skills, being able to set up camps and possibly make more blackpowder if needed. They also have only 2 slots.

Why It's Good For The Game
More options is good! I do want to do something like what AP has where you merge subclasses into a group so they don't all appear at once, but that's too advanced for me. This also lets us live out the old fantasy of having a bunch of grenzel mercs without the balance conerns of all of them having guns.
Changelog
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add: Added 3 new Grenzelhoft Mercenary classes
del: Removed old Grenzelhoft Mercenary
/:cl:
Pre-Merge Checklist