capristo wrote
I commented on GitHub, but I think the full helmet 100% protection is too strong. Even if (as I presume) the rest of your body can still take sound damage. I think a special helmet or earmuffs or something offering full protection would be better; full helmets are just too common
For this feature, it was the only way I knew to do this without creating newfangled bug-prone code. In the game, when sound damage is done by
, the damage gets divided up into different body parts according to body part volume. Head is least volume, so it typically receives less damage, in the order of 1-2 damage points. The full helmet SoundResistance = 2; For the damage output of
, it only seems like it is 100% protection because you only have to put in a few points of resistance.
I could lower the SoundResistance to 1 for full helmets and special helmets (perp, attractivity etc)? That way there would be some resistance from a few tiles back, but you would still be vulnerable at point blank range, as one would expect with
. Downside is, I don't think players would notice the difference from before.
I made the changes here.
Serin-Delaunay wrote
It's a bit cliché for IVAN, giving that ability only to tin is rather nethackish, and looking at the PR I can't see any way for players to discover the feature in-game.
The change really is just a bit of a quirk. Is it really worth donning a crappy tin helmet just to evade ESP when you could be
using ESP and wearing a more powerful helmet to help you find your enemies and kill them instead? I haven't tested whether it improves one's chances against battle mages etc, but it doesn't prevent you being infraseen, so I think a hapless, tin-helmet-wearing player would still get bombed by the corporation in the end.