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Turns Vox Raiders into Space Pirates/Traders/Raiders/Call it what you will #5625

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FlattestGuitar
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@FlattestGuitar FlattestGuitar commented Sep 5, 2016

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:

  • All raiders KEEP their selected species, getting a random name and appearance. This spices things up and makes for more interesting RP.
  • All raiders get a normal survival box with two additional 20u synthflesh patches inside.
  • All raiders get a random space suit and a random firearm with a reasonable supply of ammo. If their firearm is crap, they also get a melee weapon to improve their chances.
  • The raiders get a large amount of random stuff that can be valuable to the crew. Materials, tech disks, pizza, fancy hats, things that will make it possible to actually trade with them.
  • Raiders get objectives that can either be objectively antagonistic (kidnap, assasinate) or can be reached through trade and cooperation with the crew. Attacking them preemptively because of the metagamey "They have to hurt us eventually" won't work. That said, if the raiders need to get an emitter, they might as well slice and shoot their way to it, if they please.
  • The raider crews can be anywhere from 3 to 6 people (will prolly tweak that), so as not to have negotiations along the lines of "There's always five of you, why did only four come?"
  • I MAY end up adding the Trader-style hail and docking request in the future, but that depends on whether people like the idea or not, on top of the fact that there's not much room left after the traders were given the current system

TO DO:

  • Actually make this keeps your species, not make you a human 100% of the time. How did this get lost?
  • Rip out all mentions of Vox Raiders instead of just Raiders
  • Make kidnap and assasinate not target SNPCs. How did the other PR do that, again?
  • Add in one_click_antag functionality, which I merrily ripped out because it was ugly
  • Add species handling for new raiders. Vox need internals, Plasmamen need suits
  • Properly remap the Raider Den and Shuttle
  • Add in spawners for Raider gear and trade stuff
  • Add new funky sprites for a few things, especially uniforms and A SPACE PIRATE PLASMAMAN SUIT
  • Find slaves to do those for me
  • Figure out what cool stuff the raiders should spawn with that would make them both look cool and be functional
  • Cry a bit, because this is long

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.

@Rapidvalj
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but, muh voxxy raiders, SKREEEEEEEEEEE

@Kyep
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Kyep commented Sep 5, 2016

I like the concept. Vox Raiders are stale for lots of reasons. This could be more interesting.

var/win_button_triggered = 0

/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.

@IcyV
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IcyV commented Sep 5, 2016

I'm liking the idea for sure. The only part I have issue with is

Raiders get no EMP weapons, because that's silly if they have IPCs on the team.

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.

@tristan1333
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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)

@Regen1
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Regen1 commented Sep 5, 2016

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

@FlattestGuitar
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Good points, actually.

Sacrificing fidelity for safety is a bad idea.

icon_state = "yellow"
requires_power = 0
lighting_use_dynamic = 0
no_teleportlocs = 1

/area/vox_station/transit
/area/raider_station/transit
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you can kill this, transit areas are no longer a thing

@Fox-McCloud Fox-McCloud added Feature This PR is a new addition to the game Refactor This PR will clean up the code but have the same ingame outcome labels Sep 5, 2016
@GeneralChaos81
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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.

@KasparoVy
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KasparoVy commented Sep 6, 2016

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"

@Rumiluntti
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Give them permaslur and sober gene. Otherwise looks good!

@HugoLuman
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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).

@taukausanake
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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

@Fox-McCloud
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Fox-McCloud commented Sep 7, 2016

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.

@Taaketa
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Taaketa commented Sep 7, 2016

Kill it. This game mode looks better.

@Fox-McCloud Fox-McCloud added the Merge Conflict This PR is merge conflicted label Sep 7, 2016
@HugoLuman
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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.

@FlattestGuitar
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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.

@HugoLuman
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Well, what else would raiders do aside from "Acquire things and/or people, leave" ?

@GeneralChaos81
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If they're properly armed now, they could have to kill someone(s)?

@HugoLuman
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HugoLuman commented Sep 9, 2016

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

@FlattestGuitar
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Currently the raiders have four objectives, most of them are still there after Vox Raiders.

  • Steal an item, items ranging from emitters to the CMO's hypospray can be on that list, so they may have to drag the item through the whole station to get it safely back to their ship
  • Kidnap a person, they have to take one person with them back onto the ship. While it's technically possible for the person to agree to that, I doubt that will ever happen.
  • Murder a person, literally the same thing as the traitor objective. Don't let them get revived by the end of the shift.
  • Salvage materials, obtain X amount of sheets of a mineral. I think this one is dull and makes little sense, If there are no miners, there will be no minerals, and we shouldn't make the raiders literally mine for that stuff. That's silly.

@Plotron
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Plotron commented Sep 11, 2016

Is steal an AI also an objective? I feel like that's... a rather fitting one for spess pirates.
Granted, it could be too easy given their numbers, but it should be just one of many, MAANY objectives.

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

@FlattestGuitar
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Notes:

  • this is a map edit PR, needs the flag
  • merge conflicts are kil (FINALLY, GOD)
  • this PR is pretty much ready for review
  • I know I did some really weird shit with Metastation, as well as z2. I'm not exactly sure how the system works and why we have so many z2s in our files, but someone should probably double-check if everything is in order.

@Fox-McCloud Fox-McCloud added Map Edit This PR will modify a map and removed Merge Conflict This PR is merge conflicted labels Sep 15, 2016
raider_num = recommended_enemies


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.


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.

@Fox-McCloud Fox-McCloud added the Merge Conflict This PR is merge conflicted label Oct 5, 2016
@Fox-McCloud
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Conflicts.

@mvanalphen
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@FlattestGuitar Conflicts!

@FlattestGuitar
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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.

@taukausanake
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Might as well wait until the feature freeze is done, that seems to be what's keeping anything other than fixes from being pushed

@Spacemanspark
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Please yes.
Please merge this before I get back.

@marlyn-x86 marlyn-x86 removed the Merge Conflict This PR is merge conflicted label Nov 28, 2016
@FlattestGuitar FlattestGuitar mentioned this pull request Nov 28, 2016
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