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[centcom] Centcom Expansion And Private Security Force #24161

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Steelpoint
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@Steelpoint Steelpoint commented Feb 16, 2017

This PR sees two additions.

Firstly, some areas of Centcom have been expanded to help give the illusion that the station is much larger than what you can access, this is done in areas the player cannot normally access, and is detailed below.

Secondly, some NT Private Security Officers have been stationed around the docking area for incoming escape ships. These officers will only open fire IF they themselves are attacked, however once the order to fire is given they will open fire on anyone and everyone they see. They will also summon backup when attacked, so all nearby officers will be alerted and converge on their position.

In addition, these Officers will not move unless attacked. Furthermore the officers who are unarmed have a much smaller visual range, but they'll still come to help if summoned from a alert.

The only areas these Officers spawn in are the docking area and a few in a inaccessible area near the ERT ferry area.


Areas that have been added.

Also of note, any extra ships or shuttles seen are non-functional, and are just for decorative purposes.

Docks

ERT Ferry

Centcom Cargo


If you have any suggestions for other additions to Centcom, either from more Private Security/Non-Sec NPCs or from further expansions. Feel free to suggest them.

Thanks for reading.


馃啈
add: Central Command has seen some minor expansion, more so to help give the illusion that Central Command is a extremely large space station.
add: Central Command has seen fit to station armed Security Officers at Centcom docks. These officers are authorised to employ lethal force.
/:cl:

@PKPenguin321
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Map expansions look good but I'm not sure why we're putting mobs in there

@Steelpoint
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Steelpoint commented Feb 16, 2017

Helps make Centcom look actually populated.

I'm half tempted to fill areas of the station with non-hostile NPCs but I think just a few Security Officers at the entrance is best, since 99% of the time people will only be in the docking area.

@KingPhilipIII
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I'm more or less in favor of the fluff, but I feel like bloating Central further considering very little of it is actually utilized just puts more strain on the server for little benefit outside of ghosts watching or the very rare admemes on Central.

One has to wonder what a station constructed in CentComm style would be like to play on though. Yknow. Maximum security facility.

@Steelpoint
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Steelpoint commented Feb 16, 2017

The main areas I'm expanding are common areas that players will see even during the normal course of events.

The docks since 99.5% of rounds end here, baring the exception of when a traitor hijacks the shuttle, also the ferry area since ERTs/Deathsquads will spawn here.

@Steelpoint
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Pushed a minor update, these new Officers are now apart of the 'nanotrasenprivatesecuirty' faction, meaning they are also allied with their far more aggressive counterparts.

In addition, I've added a in game cyro sleeper spawner that lets ghost spawn in as Nanotrasen Private Security Officers, given the full loadout and Centcom access. They are also part of the NT faction so they won't be shot at, even if they friendly fire.

The spawners are not anywhere on the map currently, while I admit the idea of having some ghosts being able to spawn in as NT Sec is amusing, but I'm dubious as to its effects in game due to access to the shuttles.

@imtakingabreakdontatme
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Having hostile mobs that you have to delete whenever you're doing something admin related on centcomm sounds like a bit of an annoyance

@Steelpoint
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They will only attack if attacked, so they will only interfear if you are spawning hostile mobs. Which may actually enhance the scene since the arriving players will see the dead Centcom Security personal alongside whatever you spawned in.

@Steelpoint
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???

@optimumtact
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Not sure it's worth it considering most people spend all of 60 seconds at centcomm at round end

@Jalleo
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Jalleo commented Feb 17, 2017

It gives people a thing to kill when the shuttle docks. Beyond that its just RP.

@RemieRichards
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RemieRichards commented Feb 17, 2017

Ditch the guards, make the ones that sit in the little office-y part just fake cardboard cutouts that look like guards.

You get the appearance of people, none of the cost, and it's funny that centcomm's guards are just cardboard.

@Steelpoint
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I should note that the Officers are mediocre attackers. More to do with the bullet time, a fast moving enemy can easily dodge their attacks and they have a pretty low rate of fire.

I've fixed the access issues for the officer IDs so they have general access to Centcom, though they cannot get into certain areas.

@Steelpoint
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What is the "cost" of a few Centcom guards?

Considering we have dozens upon dozens of NPCs spawn on lavaland, lavaland ruins and on space ruins, I don't think barely a dozen Centcom guards is going to stretch the limits of the server.

@RemieRichards
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@Steelpoint not very high, but they're an unneeded cost mobs on lavaland and ruins serve a distinct purpose, player content, whereas yours are only going to play a role in the last 60 seconds of the round, and admins have already stated they'll be annoyed having to delete them to do things.

@Steelpoint
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Fair point, but I disagree it'll be a big issue considering they will not attack anyone unless they are attacked first. They also won't offer a lot of resistance against enemy NPCs, Aliens tend to chew through them very quickly.

@Jordie0608
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Spawn them only at round end? Could be a bit ugly and admins would still have to delete them if they wanted, if they're savvy they could remove the spawner but that isn't a good excuse.

@Steelpoint
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That's beyond my ability to do.

@Steelpoint
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The implication is that they are getting ready to go on a mission, considering the ERT can fit six people in the same ship I think its ok.

@Niknakflak
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Gonna have to delete em almost every round
Map changes don't even particularly look very good
Remie's idea is way better?

@PKPenguin321
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Yeah nix the mobs do cardboard

@Steelpoint
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If Niknak wants to delete them every round then that's his prerogative.

The most admin interaction I see with centcom is spawning the death squad or syndrones.

PR is good as is, it can either be rejected and closed or merged.

@Militaires
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admins dont have to delete those they dont attack you if you dont fuck with them guys can you even el reado

@Niknakflak
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If niknak wants to delete them

More like all admins will HAVE to

I'm not the only admin who stated this so don't act like it's a witch hunt of mine, that's incredibly short sighted and rude. Make sure your grudge isn't making you see things hazy.

@PKPenguin321
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Fuck off steelpoint, what's with you and non compromise

If you're gonna be like that then I hope this PR is just rejected altogether

@Steelpoint
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I just have a hard time believing that admins are going to need to delete them every round when the only admin interaction I've ever seen is spawning hostile NPCs rarely.

@imtakingabreakdontatme
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Admins (at least in this PR) don't seem to like this, sorry

@Steelpoint Steelpoint deleted the CentcomExpansion branch May 25, 2017 09:12
optimumtact pushed a commit that referenced this pull request May 28, 2017
This PR adds a lot of changes so I'll list them one by one, this is a continuation of my original NPS PR, however with criticism taken on: #24161

Centcom Nanotrasen Security. The centcom docks now have two NT private security officers, though they don't seem very lifelike (AKA: Cardboard cutout).

New NT Private Sec cardboard cutout, can be acquired in game as you do with every other cardboard cutout.

New passive, retaliate, NT Private Security NPCs. These NPCs are akin to their aggressive versions, however these officers will only attack someone who attacks them first. If attacked they will call for backup and engage the perpetrator with extreme prejudice.

They are also apart of the 'nanotrasanprivate' faction, meaning they will not attack each other, their aggressive counterparts or player controlled Human Private Sec.

Currently none spawn on any map.

New cyropod Private Security Officer pods. These function akin to lavaland roles in that you click the sleeper and you become that role. The Cyro PSO is currently admin only, but spawns as apart of the same faction as the NPCs. They have all access to centcom
ghost referenced this pull request in HippieStation/HippieStationdeprecated2020 May 28, 2017
This PR adds a lot of changes so I'll list them one by one, this is a continuation of my original NPS PR, however with criticism taken on: #24161

Centcom Nanotrasen Security. The centcom docks now have two NT private security officers, though they don't seem very lifelike (AKA: Cardboard cutout).

New NT Private Sec cardboard cutout, can be acquired in game as you do with every other cardboard cutout.

New passive, retaliate, NT Private Security NPCs. These NPCs are akin to their aggressive versions, however these officers will only attack someone who attacks them first. If attacked they will call for backup and engage the perpetrator with extreme prejudice.

They are also apart of the 'nanotrasanprivate' faction, meaning they will not attack each other, their aggressive counterparts or player controlled Human Private Sec.

Currently none spawn on any map.

New cyropod Private Security Officer pods. These function akin to lavaland roles in that you click the sleeper and you become that role. The Cyro PSO is currently admin only, but spawns as apart of the same faction as the NPCs. They have all access to centcom
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