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Turns Vox Raiders into Space Pirates/Traders/Raiders/Call it what you will #5625
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but, muh voxxy raiders, SKREEEEEEEEEEE |
I like the concept. Vox Raiders are stale for lots of reasons. This could be more interesting. |
var/win_button_triggered = 0 | ||
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/datum/game_mode/heist/announce() | ||
to_chat(world, "<B>The current game mode is - Heist!</B>") | ||
to_chat(world, "<B>An unidentified bluespace signature has slipped past the Icarus and is approaching [station_name()]!</B>") | ||
to_chat(world, "Whoever they are, they're likely up to no good. Protect the crew and station resources against this dastardly threat!") | ||
to_chat(world, "<B>Raiders:</B> Loot [station_name()] for anything and everything you need, or choose the peaceful route and attempt to trade with them.") | ||
to_chat(world, "<B>Personnel:</B> Trade with the raiders, or repel them and their low, low prices and/or crossbows.") | ||
<<<<<<< HEAD |
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Thanks, Github. <3
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actually this is git's fault, not github's.
I'm liking the idea for sure. The only part I have issue with is
That seems odd to me. If there are IPCs they should just have to be careful and keep it in mind. There's potentially other very valid reasons for not having EMP weapons, but I don't agree with that one. Nuke ops could be very explosive when exposed to EMPs but they still got one. |
I love the idea of spess pirates flat man. I honestly prefer stereotype pirates, but that's just me personally lmao. But this is really cool and is a better take than Vox Raiders. (Even though I love Vox, muh Skree) |
EMP should be a part of their arsenal Just watch your fire, we shouldn't be hugboxing because of a balance choice of a specific race |
Good points, actually. Sacrificing fidelity for safety is a bad idea. |
icon_state = "yellow" | ||
requires_power = 0 | ||
lighting_use_dynamic = 0 | ||
no_teleportlocs = 1 | ||
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/area/vox_station/transit | ||
/area/raider_station/transit |
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you can kill this, transit areas are no longer a thing
Re-the uranium bit. One time as a vox raider my team and I broke into mining base and collected our own ores. We needed help refining them into plasteel though. |
Going to seriously miss Vox raiders (as I have been already 馃槥), but hopefully this is easier to balance and manage. |
if(7) | ||
target = /obj/item/weapon/gun/energy/gun/hos | ||
target_amount = 1 | ||
loot = "the renovated Head of Security's energy gun" |
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"the Head of Security's recreated antique laser gun"
Give them permaslur and sober gene. Otherwise looks good! |
This solves a problem with Vox raiders, mainly that it was difficult NOT to metagame, since the crew knew that the Vox were likely to cause trouble, and that killing them would end the round. I don't think we should utterly nuke Vox raiders, but rather, like xenos, remake them into a random event. Also, you know what would be a neat variant on this gamemode (as in, have in addition to this)? [SPECIES] Raiders as opposed to Vox Raiders. Sometimes a random crew of one race comes to plunder/trade. Perhaps some species get weird things on their ships (Like maybe IPC ships get stuffed with inert CO2, cuz they only need it to pressurize their ships). |
I agree with Hugo, don't nuke Vox Raiders but keep it as a random event. I also like the idea of different species raiders. Interesting things can come from having slime or Plasmamen crews arriving. The only thing there is deciding what each specie could bring special to them |
There's no point in keeping Vox raiders around with this refactor. @TheDZD has already expressed support in killing off Vox Riaders, specifically, and I'm inclined to agree with him. |
Kill it. This game mode looks better. |
I'd be willing to do the legwork for a "same-species crew of a random race" variant, which might include Vox raiders. As an event, that is. It might sound redundant at first, but I think it'd actually help keep things varied and unpredictable. Particular if certain race-crews got their own weird features on the ship. |
Okay, well, at this point I feel like most of the integral systems are ready. The things I'm mostly worried about currently is adding more interesting objectives that are doable within the scope of this PR and don't require the revamping of the whole game. As the merge conflicts are mostly caused by the map changes, and there are two other mapping PRs that are most likely going to get merged before this one, I'll leave them alone for now, until those two get closed. I'm still very much looking for more ideas that won't be a major pain to implement, but I think I'll be starting to run some public tests soon-ish. |
Well, what else would raiders do aside from "Acquire things and/or people, leave" ? |
If they're properly armed now, they could have to kill someone(s)? |
I don't think that would work very well. Either they ambush them and gun them down, and the round immediately ends, or they have to get the body back to their base to prevent cloning. Which is pretty much the same as kidnapping them anyway |
Currently the raiders have four objectives, most of them are still there after Vox Raiders.
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Is steal an AI also an objective? I feel like that's... a rather fitting one for spess pirates. Also we could have a maim objective, y'know - bones. Harassment, just a side-job. Could be some kind of personal revenge. |
@@ -1 +1 @@ | |||
extended | |||
heist |
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=(
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馃憣
Notes:
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raider_num = recommended_enemies | ||
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raider_num = rand(required_enemies, min(recommended_enemies, candidates.len))//pick a random amount, from the minimum up to the maximum, if numbers permit |
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Generally not a good way to balance a game mode; this should either be static and they're given extra gear to compensate for there being more players, orrrr their own number scale with the amount of players.
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M.underwear = "Nude" | ||
M.undershirt = "Nude" | ||
M.socks = "Nude" |
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Spess pirates so tough they ain't got time to wear underwear.
@@ -195,5 +195,6 @@ | |||
/obj/item/weapon/spacecash/c200 = 1, | |||
/obj/item/weapon/airlock_electronics = 1, | |||
/obj/item/weapon/gun/energy/kinetic_accelerator/super = 1, | |||
/obj/item/pizzabox = 3, | |||
/obj/item/pizzabox/margherita = 1, | |||
/obj/item/pizzabox/meat = 1, |
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Really don't think these should be added to the maintenance loot table in this PR.
helm = /obj/item/clothing/head/helmet/space/eva/plasmaman/mime | ||
if(H.mind.special_role == SPECIAL_ROLE_RAIDER) | ||
suit = /obj/item/clothing/suit/space/eva/plasmaman/raider | ||
helm = /obj/item/clothing/head/helmet/space/eva/plasmaman/raider |
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This whole thing is disgusting.
Conflicts. |
@FlattestGuitar Conflicts! |
I know. I've fixed the conflicts way too many times now. I'll wait until this is the oldest mapchange PR or Fox pokes me. |
Might as well wait until the feature freeze is done, that seems to be what's keeping anything other than fixes from being pushed |
Please yes. |
馃啈 FlattestGuitar
rscdel: absolutely kills Vox Raiders as a gamemode
rscadd: adds Raiders as a gamemode with more rum and less skrek
rscadd: adds the AP10, a 10mm machine pistol, only available to Raiders
rscadd: adds a swanky space pirate Plasmaman suit, again, only Raiders
/:cl:
Ooookay, so:
Considering Vox Raiders is widely considered to be an incredibly flawed gamemode and has been taken out of the standart rotation without much protest, I've decided to simply work on top of it, pretty much nuking the thing in favour of THIS. If that's an issue, I'll gladly redo all of the work I've done in another spot, so the old gamemode is still accessible, as it's kinda my fault for not asking in the first place.
This PR also adds a new weapon!
A 10mm machine pistol - the AP10
two round burst, 24+1 ammo, 30 damage per shot, quite powerful
Also adds this neat plasmaman suit
Here's a list of features that are already in or are intended to be in eventually, in no particular order:
TO DO:
BECAUSE I CHANGED ROLE DEFINES, THIS WILL NEED THE DB MODIFIED. I don't know how to do that, so someone else will have to figure out the query.