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Removes malfunction mode #13663
Removes malfunction mode #13663
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for (var/i=9 to 1 step -1) | ||
sleep(10) | ||
world << "<span class='boldannounce'>[i]</span>" | ||
var/obj/machinery/nuclearbomb/N = new /obj/machinery/nuclearbomb(src) |
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why is this not just the actual nuke on station? make the AI defend it or something, allowing it to be disarmed.
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I think the AI might have a very hard time defending the vault, it's hard enough to defend the core. Old malf used a mysterious internal nuke and I wanted to keep the same functionality but without copypasting the nuclear bomb code.
It'd be possible to use the station nuke though.
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It would also kinda suck for the AI if they got a nuke objective only to discover a traitor made off with the nuke core
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@KorPhaeron haha no, that wouldn't suck, that would be hilarious. Just maybe do the same thing that prevents two traitors from getting the steal nuke objective
Im not sure I agree 100% with this, as I love Malf as a concept, but at least it's not going away fully. |
are you going to add a chance for traitor AIs to have the malf law or something like it, or are you just going to have them keep the traitor AI objectiveset which is always kill(person) survive until the end? |
I agree that malf is extremely stale in its current form. But I don't like simply porting the self destruct mechanism over to the traitor AI. It is the blue apc/ self destruct mechanism that IMO makes malf gameplay so stale and predictable. |
Though you will need to remove the survive objective. Kind of hard to pull off if you want to nuke the station. |
Gotta turn the AI core into a nuke bunker obviously |
The objective does only say survive until the "end". Nuking the station technically is the end |
So this is basicly merging Malf AI with the average Traitor AI instead? I see no problem, and it also helps counter rounds where the malf AI is clueless and leads to a boring long round. However on the other hand having all these traitors plus a bonus malf AI may end up just distracting the crew until the AI decides to detonate the nuke at a random point when half the crew is dead to a single traitor. |
Thus also discouraging murderboners, as once you've killed the entire crew you just get your greentext cockblocked by being crushed in a door and nuked |
But for real, I think malf is one of the better game modes. It can lead to tense, interesting situations. It shouldn't just be bundled up with traitor, but be the focus of it's own mode.
Nearly every mode but traitor has similiar situations occuring each time. Blob = Welder-mob with all access and some guns, Nukeops = Huddle around captain with disk and fight off the syndies, Rev = Last head running around in maint til one lucky grey finds and kills them, Wizard = memes everyone dead multiverse salt staff of change summon events, etc. |
Cult was already removed/reworked courtesy of @tkdrg and I removed ling from the rotation months ago. |
It hasn't been merged yet, even though we test it every other round. And traitorling is still in. |
I love malf, but I can't really say this is a bad change and Traitor AI had nothing particularly of value to help their cause. |
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world << "<span class='boldannounce'>!@%(SELF-DESTRUCT!@(% IN!@!<<; 10</span>" | ||
for (var/i=9 to 1 step -1) | ||
sleep(10) |
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Maybe you should add stat checks here, so players can still kill the AI to stop the activation. Adding a if(!src) check should not be needed as the proc will stop execution if the AI was deleted.
Traitor Ling gets a pass simply due to the presence of Traitors. Since xhuis's ling rework is consigned to the dust bin for now, it'll never see any improvement. |
👎 Malfunction is one of my favorite game modes, As Research Director. I have not had more fun in any round except when I manage to kill the AI myself, or come quite close. That being said, I am not entirely against the idea, and I suppose I could help you with the balancing. If this were a traitor+malf deal or something (Advertisement for Datum Antags here) it would make more sense. Anywho, you are being much too aggressive. All both forms of this to exist at the same time, and allow the community to decide which is better. Being too drastic causes much too many problems, and is how we ended up ruining Cult in the past, as well as Changeling. Do not let that happen to Malfunction as well. Take your time, develop your idea, leave the original intact until your replacement is improved and the community agrees that it is superior. Even Goofball is doing this with the Tesla engine, and having success. |
That's essentially what it is. It has the exact same powers and the exact same endgame. It can just appear in different round types now (any, in fact, if the admins were so inclined, versus old malf which was game mode/ticker dependent for its powers) I could even make a new "malf" mode in about 5 minutes that spawns a solo traitor AI and gives it the objective to nuke everything (though, as you said, datum antags is coming Soon(TM) so I'll see how Incoming handles the spawn chances for the AI). There is no point in maintaining code to do the same thing twice, especially when @Incoming5643 is going to have to scrap/overhaul most of said code soon anyway. This unifies it into a single flexible Evil AI |
I disagree with giving a traitor a nuke |
Nuke could count any survivors as escaping alive if you want. Should be a fairly simple change. And traitors can already effectively destroy the station/ruin greentext for everyone with bombs/singulo beacons/bags of holding/atmos/EARLY LAUNCH EAT SHIT EVERYONE etc |
Also it could tie in with being able to early launch the escape pods, so if you can get to one before someone take it you have a safe method off of the station, but if your too premature you may end up stranded on the asteroid after the crew kill the AI. (Just make sure the AI cannot early launch the pods itself) |
I am supposing you are going to gut the AI's ability to recall the shuttle with this as well? And what if it calls Delta? The root of these questions is: "Can the AI prevent the shuttle launching until it dies or wins?" Oh, while you are at this, you might consider giving the AI more power after it wins somehow. The AI has a CHOICE to blow the station, it is not required even in the current Malf mode. There should be some reward for that powers-wise or such. |
They can spend their processing power on something other than a nuke if they want, since hacking APCs gives you points. Alternate end game powers like downloading into a special mech are doable.
Could always add that as a limited free power or one they can spend points on
Stops shuttle launch until delta is over |
I dont think malf AIs get a recall now, they have a "dangerous situation" toggle or something? edit: Also this seems pretty cool. On the other hand 10 malf points an APC is horrifying that's 5 APCs to autoborger then you keep hacking and hacking and the points roll in |
This is now functional. Not sure if test merging is possible because it touches prefs |
no no no no no fucking no no are you out of your mind fucking no currently malf is one of the vanishingly few modes that requires genuine crew cooperation |
Did you read past the title of the PR? Malf still exists. The AI core assault still exists. The nuke still exists. The powers still exist.
If anything the core is easier to assault the less people that show up to shove the guy with the RCD/toolbox |
the key word is "modes" why the fuck would a traitor work with a malf AI whose goal is explicitly to redtext everyone |
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Perhaps a better choice would to be improve upon malf mode itself? |
Datum antags removes malf mode though. It removes modes in general and lets different antags show up together. That's the whole point of it. This is basically what would happen with datum antags. |
Thats exactly what I was referring to, I still think we should have some structure on the modes but that is not for this PR. |
Okay. |
Completely agree with Kor on "crew cooperation" in malf. If you have the tools to kill the AI, its literally a solo job, having multiple people there is almost never useful. The only interaction I have with other crew during malf is "STOP FUCKING SHOVING ME IM TRYING TO HACK THIS DOOR GOD DAMNIT WHY ARE YOU EVEN PUSHING ME OUT OF THE WAY WHEN ITS NOT OPEN AND YOURE CLEARLY NOT EQUIPPED TO OPEN IT GOD DAMNIT IM GLAD YOU GOT SHOCKED I HOPE YOURE IN CRIT AND DIE. OH FUCK YOU, YOU DIDNT DIE BUT YOURE STILL SHIT, GREAT THE DOORS OPEN NOW YOU CAN WAIT FUCK SHIT STOP PUSHING ME AGAIN SWITCH TO HELP INTENT YOU SHIT YOURE PUSHING ME INTO LASER FIRE I SWEAR TO GOD IF I LIVE THROUGH THIS IM GOING TO GOUGE YOUR EYES OUT WITH A SCREWDRIVER WOW YOU ACTUALLY PUSHED ME INTO THE AI'S SLIP DEFENSE AND NOW LASERS ARE TEARING THROUGH MY SKULL IM ACTUALLY GLAD IM DYING BECAUSE BEING IN THE SAME PLANE OF EXISTENCE AS YOU IS WORSE THAN ANYTHING THIS AI COULD THROW AT ME". Yelling at the RD to blow borgs (either RD already blew them or you yelling it on the radio is going to tip the AI off you dumb shit) is not the height of cooperation. |
As long as the malf powers are moved to tator Milfs I'm for it |
If only we had datum antags. |
Is this your plan? To scramble game mode code so effectively that I beg yall to stop so I can do datum antags before I hardly recognize the code anymore? It's a good plan |
I'd recommend adding in a "self destruct" objective that absolutely CANNOT be pursued unless they get that objective--otherwise AI's are just going to self destruct every single time because "lol, valids". |
THAT just makes me MORE against this. |
^^^ yes please I don't want the round ended every round by an AI filling its core with RCD walls and rushing a nuke |
absolutely B A S E D gone will be the days of rolling malf 7 times in a row, with each round dragging on for literal hours |
The only issue i see now is that traitor AIs are quite rare. Dont know if it's possible to increase the chance of AI rolling traitor during Traitor rounds. |
Rolling traitor AI is just as common as rolling traitor anything. I think some people who play a lot of AI intentionally disable traitor because they don't want to be murderboner extraordinaire. |
Rolling traitor AI is not as likely as, say, traitor atmos tech, because of competition for the job as well as antag |
I mean that not every Traitor round has a traitor AI. |
Real tator AIs are rarer than they seem, mostly because from time to time they end up subverted. |
Traitor AIs being so rare will make them more fun |
Please fix it help |
update to latest master |
remade so i'm closing |
And adds malf powers to traitor AIs. Malf is a dull mode that is usually 20-40 minutes of nothing followed by a few minutes of the same AI core assault by the handful of people with enough gear or access to do anything. Then the round ends. It's also a redundant mode considering AIs can and do go rogue and murder everyone in every other mode.
Pseduo-malf AI in traitor/DA rounds will open up possibilities like the AI working with badguys, badguys helping to stop the AI from nuking everything, stuff actually happening while the AI is hacking APCs, etc. It will also mean that AIs without cyborgs are not completely fucked.
Traitor AIs start with only 50 points to spend, but gain 10 more for every APC they hack.
For 180 points they can buy a nuke on a 400 second timer and blow the station up (if they live through the timer). This power triggers the usual malf sounds/runtime alert/ANGRY RED TILES.
TODO:
-Balance starting points/APC point gain/module cost. @GunHog please help with this you're the malf power guy
-Possibly tie cyborgs in with points (lose points upon borg activation, but allow you to sac them for points, make it cost points to hack them, etc). Cyborgs are a huge advantage for an AI but they're usually pretty helpless as an antagonist without them, so trading powers for borgs makes sense in my mind.
-Traitor/RD item to allow normal AIs to pick modules?