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New midround antag: surplus ops #10999
New midround antag: surplus ops #10999
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…tation into midround-nukies
Pirate text is due to the fact that you're buying your guns/equipment from a space pirate. Originally it was a Russian arms dealer, but given circumstances, I changed it. |
Is the halberd meant to be in this too? |
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im hyped
..() | ||
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/obj/surplusopspawner/suitandhelm | ||
var/helmetlist = list(/obj/item/clothing/head/emerg, //We want to heaviliy skew this towards more common helmets, so include repeats |
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consider using the non-list version of pick
so you can do weightings without just duplicating entries
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/obj/machinery/surplusopauth | ||
name = "Deployment Authorization Computer" | ||
desc = "A voting computer that allows three users to activate a certain portal frame." |
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bear in mind that this will trap the ops there if one of them is AFK
return | ||
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src.visible_message("<span class='alert'><b>Deployment has been authorized! Group up and deploy!</b></span>") | ||
for(var/obj/submachine/surplusopdeployer/D in range(get_turf(src), 16)) //this is insanely stupid but for_by_tcl was misbehaving |
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for_by_tcl
requires START_TRACKING
and STOP_TRACKING
macros in New
and disposing
, probably why it was misbehaving?
Why not just have them being purchased from the syndicate if the surplus ops are meant to be that? I just find the pirate text a bit hard to read. If theyre not meant to be syndicate then they shouldnt be named surplus ops considering that name mimics nuclear operatives |
Halberd was not meant to be in there, whoops! |
I am not going to be reviewing the PR itself but just saying that as per the discussions in discord about this and your original feedback thread, we're not interested in having "midround nukies" in any form, which includes giving access to nukeops gear outside of the nukeops gamemode. From an initial peek at some of the items you've decided to include, stuff the like AKM is also a nope since it too is meant to be exclusive to certain sources. A big part of why nuclear operatives is so popular is because of the amount of work that's gone into making it have cohesive and exclusive content, which makes it cool and exciting to play. Really the vibe I'm getting from this is that the idea is just to throw a ton of antagonist items into a blender, give them to the "team", and let them rampage on the station, which runs counter to the kind of thematically different antagonists we like to have. This is not really that interesting in my opinion, or worth making a dedicated antagonist type for. |
I like the idea, but I'm agreeing with some of what's been said before. Pick a theme and stick with it. If they're space pirates, go fully on a pirate theme. If they're "syndicates but poorly equippped", go with that theme fully. If they're just "a group of assistants to who fucked off into space and want to steal shit from NT" or just your general "space raiders" (these are my favorite), do that. This weird mix-n-match of themes is weird. I haven't looked at the spawn logic either, but for this to trigger midround I'd personally like for it to only trigger if an overwhelming majority of antags (80%+) are dead. |
The feedback on the thematic nature is very much appreciated- please let me know if there are any other glaring issues, or if anything should else in particular should be removed. |
As much as I'd love to continue working on this, there's obviously a ton of issues with the foundation of the concept and I don't really have the time to work on it. Closing to put this one on the backest most backburner |
forgot to close this oops |
[feature][wiki][feedback]
About the PR
linking #11000
Surplus ops is a midround, team-based antag I've been working on over the summer. In this, ghosts are polled, and then spawned aboard a ship. The core principle of surplus ops is that they have access to a variety of equipment categories, but do not get to choose exactly what equipment they get.
Many of the design choices I made are focused around creating an environment where antagonists truly work together and act as a cohesive team:
-Surplus ops all share the same objective set.
-Surplus ops have antag icons for one another enabled, and all start with an agent ID and syndicate headset.
-In order to deploy to the station, they all have to vote using an authorization computer.
-Surplus ops have limited loadouts; while all of them get at least one weapon, it is rarely powerful.
A more detailed, but very outdated writeup can be accessed here:
https://forum.ss13.co/showthread.php?tid=19130
A much less outdated youtube video can be accessed here:
https://youtu.be/XWqDNQGdgOo
Why's this needed?
Firstly, surplus ops is meant to occupy a similar niche to the one that SWORD did- An impactful event guaranteed to shake up an otherwise dull round. Especially on goon1, where sec are often very on the ball, rounds can stagnate and drag on with little in the way of obstacles.
Second, Surplus ops hopes to provide a more RP-friendly, but still combat centered antagonist similar to nukies. Surplus ops are a syndicate presence on the station, but their sole goal is not to cause carnage, and they allow for conflict between security and an armed force without dominating the round.
Third, surplus ops is a proof of concept of a team-based antag where people are more likely to work together. By giving surplus ops both the tools and the incentive (same objectives, little ammunition, weak loadouts), I hope to provide a proof of concept for better team-based antags in the future.
Changelog