PR LINK: https://github.com/tgstation/-tg-station/pull/15630
Death is literally nothing more than a small inconvenience in a spaceman's life on-station.
Ways to get back into the round post-death:
- Botany Pod Cloning
- Robotics (brain cubes and being borged via brain surgey)
- Defib (unless you were hidden or somewhere not well-traveled you'll probably get this)
- Chemistry shenanigans (theres a chemical that isn't too hard to make that can literally revive people as ugly zombies)
- pAI
- Drones
- Xenobio (golems, sentience potions, ect)
- Revenant ghost
- Abductor
- Holoparasites
- Syndicate borgs/reinforcement ops
- Wizard apprentices
I'm making this change solely because I'm interested to see how people will change their thought process when it comes to throwing themselves at the antag if the most readily-available way back into the round isn't always guaranteed to be there. It also doesn't make any sense if apparently even central command doesn't have one (this was the exact reasoning I was given when I asked why assassination objectives counted with the corpse on the shuttle when it docked), but the station does right at round-start.
This will remove the roundstart cloning room altogether, turning the space it used to occupy into a sort of mini-lobby outside of Genetics. The research requirements for each cloning board has been bumped up by 1 (each were originally programming 3 and bio 3, now both 4).
Map Change:
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Map change is currently not commited because I get the feeling this isn't going anywhere for awhile and I'd rather not deal with map conflicts.