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small tweak
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on consideration, as-written this would allow you to pull, then take advantage of the slowdown to upgrade into a running grab; the penalty should be applied to both to prevent this
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Mith-randalf committed Jun 10, 2024
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2 changes: 1 addition & 1 deletion src/en/space-station-14/combat/proposals/grapples&grabs.md
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Expand Up @@ -41,7 +41,7 @@ If two mobs are both pulling each other, they will do a little ballroom style da

Pulls will display with an inhand icon, visuals based on the pulled entity. For lizards or other tailed species, this may have to be represented with a third 'hand' element that only appears when pulling (resembling a tail wrapping round the UI box?²). Switching hand or performing other actions will not impact or release the Pull. If the Pull 'item' is dropped, or the right-hand pulling UI element halfway up the screen is clicked (which remains as it is now), the Pull will release. A disarm will break a Pull, if aimed at the pulling mob.

A pulled mob will have a slight speed penalty; roughly 10%, to their movement (note, does not impact the speed at which they're moved by the pull). If a mob initiates a pull on a mob that's already being pulled, the initial Pull will not break fully; the inhand (or intail) icon will remain (greyed out or similar) as long as the mobs remain within range, and the icon can be used inhand to reassert the pull. The movement penalty remains in these circumstances and will stack per Pull - this way a group of people, or zombies, can hinder movement of a mob and overpower into a grapple with numbers. If one Pull is upgraded to a Grab, all active Pulls on the grabbed mob will be rendered 'passive'; if a Pull is upgraded to a Grab on a mob already being Grabbed, the mob will be snatched into the new Grab. A Pin or a Lift will remove all other grapples on a mob.
A pulled mob and a pulling mob will have a slight speed penalty; roughly 10%, to their movement (note, does not impact the speed at which the mob is moved by the pull). If a mob initiates a pull on a mob that's already being pulled, the initial Pull will not break fully; the inhand (or intail) icon will remain (greyed out or similar) as long as the mobs remain within range, and the icon can be used inhand to reassert the pull. The movement penalty remains in these circumstances and will stack per Pull - this way a group of people, or zombies, can hinder movement of a mob and overpower into a grapple with numbers. If one Pull is upgraded to a Grab, all active Pulls on the grabbed mob will be rendered 'passive'; if a Pull is upgraded to a Grab on a mob already being Grabbed, the mob will be snatched into the new Grab. A Pin or a Lift will remove all other grapples on a mob.

![grapple_ui1.png](../../../assets/images/grapples/grapple_ui1.png)

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