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Traitor Reputation #304

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Traitor Reputation #304

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AjexRose
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A design doc for antagonist reputation system, which I think would be a better then our current system of static objectives.

@AjexRose AjexRose marked this pull request as ready for review September 13, 2024 02:11
@Ilya246
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Ilya246 commented Sep 13, 2024

i don't think locking items behind objectives is good, besides that i believe the current doc expects way too much of a syndie even if items weren't locked

@EthanQix
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Looks like an elegant way to ensure traitors do stuff during the round instead of just shuttlebomb.

@Catofquestionableethics

This looks awesome! I do have a question about the "Extract a member of the crew objective". This will completely round remove the person in question, yes? Effectively serving as the new form of the OLD kill/maroon objectives.

@Kadeo64
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Kadeo64 commented Sep 13, 2024

i dislike the extract objective tbh because even with kill/maroon you could just leave them on the station or borg them, meanwhile extract is a permanent deletion of the character without much evidence (if any)

maybe if it turned them into a loneop or something (like MGSV conversion which you mentioned)

@deltanedas
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ideas i have for more objectives

  • forced borging of a target, maybe even giving you a free syndiborg chassis
  • sleeper agent conversion, kidnap someone then start yapping in maints (doafter)

@AjexRose
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i dislike the extract objective tbh because even with kill/maroon you could just leave them on the station or borg them, meanwhile extract is a permanent deletion of the character without much evidence (if any)

maybe if it turned them into a loneop or something (like MGSV conversion which you mentioned)

I dont think maintainers would be okay with a conversion system for traitors, especially given how multiple traitors could in theory roll this contract multiple times. Would end up like revs.

@AjexRose
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This looks awesome! I do have a question about the "Extract a member of the crew objective". This will completely round remove the person in question, yes? Effectively serving as the new form of the OLD kill/maroon objectives.

This does round remove a person, yes, however I have just now changed the doc, so not only does it take longer to fulton out a humanoid, they also have to be alive, they can free themselves if awake, and the fulton makes loud beeping. This makes silently taking people out a lot more difficult and/or expensive.

@AjexRose
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ideas i have for more objectives

  • forced borging of a target, maybe even giving you a free syndiborg chassis

yes, this could be interesting, but only an MMI should be available to purchase. A chassis to too much.

  • sleeper agent conversion, kidnap someone then start yapping in maints (doafter)

see previous comment regarding traitor conversion.

@Kadeo64
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Kadeo64 commented Sep 13, 2024

I dont think maintainers would be okay with a conversion system for traitors, especially given how multiple traitors could in theory roll this contract multiple times. Would end up like revs.

the contract showing up could be limited to one time per round, per 3 or so traitors, so in a relatively standard 80pop 9 traitor round you get 3 extra traitors. I just immensely dislike the complete deletion of a person, since, again, it's a complete round removal without an accompanying ghost role or even any evidence left behind. You buy some noct, sleep them, drag into maints, inject a little bit more noct so they'll be out for a minute, and then shove their fulton linked body in a maint room somewhere for a virtually undetectable kill.

@deltanedas
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with current kill objectives if you borg someone you have a permanent greentext and the victim can still play in the round. on mrp you can also do this without getting ratted out. with le round removal fulton the victim just gets nothing. maybe teleport them to a syndicate ghost role bar or something

@Kadeo64
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Kadeo64 commented Sep 13, 2024

maybe teleport them to a syndicate ghost role bar or something

fuck it what if getting sophont fulton'd instantly disconnected you and reconnected you to RMC14, spawning you as a marine
forced draft :trollface:

@deltanedas
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real as fuck

@Everturning
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Good proposal. I have many ideas as to how to add to it. My main one is, you shouldn't limit most purchases to the level of reputation, except for the station destruction ones. Also, there should be an objective to reach a certain level of reputation, something like [Reach 68.5 reputation].

I also have an idea for a station destruction item:

The Carp Beacon. When attached to the communications console after a lengthy doafter, an absolute avalanche of carp are summoned onto the station and the shuttle is called with the explanation that a carp migration has been called here somehow. You get a carp suit. Needs 98 reputation and costs 25 TC.

@AjexRose
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AjexRose commented Sep 17, 2024

rewatched the video that got me inspired the reputation system proposal, and turns out; it would actually parity ss13 to have sleeper agent conversion objectives. Whether or not maints would want that is another thing, but since it is an ss13 parity thing, Ill probably replace the extraction objective with a conversion objective unless theres a good reason not to.

@Everturning
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rewatched the video that got me inspired the reputation system proposal, and turns out; it would actually parity ss13 to have sleeper agent conversion objectives. Whether or not maints would want that is another thing, but since it is an ss13 parity thing, Ill probably replace the extraction objective with a conversion objective unless theres a good reason not to.

well, in ss13 the conversion objective is surgery dependent, so that might be a reason

@Minty642
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extraction objective are fine as long they are temporary transported into a permabrig-like area for them to hang out until cargo pay the ransom to buy their employee back which transfer them to ATS waiting for pickup

@deltanedas
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john smith, captain ($50000)

@Callmore
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at least cargo will have something to spend their money on other than $$$GAMBLING$$$

@Djungelskog2
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I like this doc because it actually adds more flow to a traitor round, and giving security actual priority on who they should arrest. The round slowly amps up in danger as smaller crimes are committed and people then slowly gain access to more dangerous contraband, this also solves shuttle bombing which is a big plus for me. Overall this just adds loads to the round flow in traitor which I love. Although there going to be lots of flaws and oversights I love this concept

@EthanQix
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I like that any traitor still has access to surplus crate in case they want to ignore objectives and go for a silly/gimmick round.

@Aisu9
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Aisu9 commented Nov 24, 2024

happy to see this idea finally on the table again after being brushed on the side because it wouldn't bring anything meaningful(mainly FORCING antagonist to make the round interesting, you know? as they are meant to do? not ringing any bells? shuttle bombing 24/7 is what you'all wanted no?).
Just hoping the objectives that ask you to Round Remove people will be rare(or non existent; because i still think there isn't enough meaningful ghost roles to warrant pushing Round Removing mechanic as hard as the current objectives push traitor to do.)
and maybe also make the evacuation pods finally useful? right now that are absolutely useless.

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