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Replaces the poster and graffiti objectives with assault and early steal & destroy ones. #77029
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I was going to do this myself a few months ago but then someone (I think also Watermelon?) convinced me not to lol 👍 |
/datum/traitor_objective/target_player/assault/on_objective_taken(mob/user) | ||
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target.AddElement(/datum/element/relay_attackers) |
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I have recently learned to my surprise that adding the same element to something twice isn't a valid operation and in fact starts throwing some error logs because you're overriding the signals (to point at... the same proc they're already on).
You also can't detect if something is already attached to an element because elements don't really track that (they're just a collection of signals) so I am not sure what you do with this information, but it might come up here if multiple people get the objective for the same person over the course of a round.
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That would be a fix for another PR, since it seems sensible that multiple things in the future may want to be listening for attacks on the same atom. Possibly overriding, or refactoring it into something that keeps its own state so it knows what things it's already hooked into.
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I think it's a shame to see these objectives go, to be honest. One of the largest problems with progtot is the lack of objective variety, and these two were very unique and still annoying to the crew while being a good early-game option.
While the objectives are gone, the items remain and are highly affordable at 1TC per 3 posters/1TC per spraycan. If they're not worth antags spending 1TC on them for their effects, I think it may suggest they weren't objectives worth a dedicated slot with TC and rep rewards in the first place. |
They can be, uh.... tertiary objectives? 0 TC cost items that give you 1 TC if you do their mini-objective? Or better yet, make them into actual primary objectives. I like the items, but I play the game, and I'd rather beat someone up and torch emotionally impactful items than blare out HEY EVERYONE I AM A TRAITOR because my objectives were 1. expose myself with a huge slow 3x3 graffiti, 2. place incredibly obvious posters that will get me killed if a security officer stumbles upon me in the hallways and 3. secure the captain and deliver them to the armory (+2 tc +30 rep) |
I don't see what's the point of removing graffitis and poster when the replacement you added is destroy plush and donut box. |
They're more likely to get players out and about doing antaggy stuff. The items aren't set in stone, but I wanted simple objectives to start the player off that would qualify as 0TC or 1TC low rep stuff. The spread has options like breaking into Cargo, breaking into Sec checkpoints, breaking into the psych office to steal their plushie, breaking into engineering and destroying insuls or breaking into Toxins/engi and destroying RPDs. Antags don't have to take these objectives of course, but they're not the more passive variety that posters and graffiti are. |
I was iffy on removing content, but putting these items into the badassery section makes a TON of sense and i enjoy it a lot more than having them as bait objectives that get traitors killed/found out before they do anything meaningful. Plus the replacements are ideal for enabling the shitters to be that much more inscrutable (did they punch me for a good reason, or are they doing an objective?), and i honestly think that is for the best. |
"low-risk theft objectives" fake moustache. yeah I will never pick that objective there is no low risk around cooks. |
I'm confused on how these minor item destruction ones are supposed to affect the crew / pose any real challenge considering you can make a donut box with some cardboard or print rpds. Also do attacks that do zero damage like boxing gloves or the slapper count as an 'attack'? |
On the topic of printing RPDs, chances are by the time you can print them these objectives are no longer eligible. From the documentation on the progression vars:
For the new low-level demoralise objectives:
They're objectives that roll between 0 and 10 minutes of progression, and give between 4 and 8 minutes of progression on success. They're low-impact, relatively straightforward objectives that go for some items commonly found across the station and can basically kickstart and antag's progress early on. They can have people breaking into medbay, the bridge, cargo, sci, engineering, sec outposts. Being able to craft fancy donut boxes is something I forgot about, and if it's a sticking point in the PR I can look to swap it out for other items. |
You can get it from the vending machine in the theatre, too. |
I'm fine with this since although I really like this objective, I think progtot needs to be more focused on impactful objectives rather than having filler objectives that provide a way to speed up progression. Due to the very nature of how progtot works, filler objectives are actually a mistake in hindsight because the secondary objective system is not mandatory anyways for a traitor to access their gear anyways and filler objectives don't provide anything interesting to do. |
code/modules/antagonists/traitor/objectives/demoralise_assault.dm
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I don’t really get the point of removing those two objectives. I thought the point of them was to be easy rep that won’t get you into too much trouble. A easy way to start off with low risk in exchange for low reward. Progtot already has a problem with a limited pool of objectives and an even narrower pool of actually viable objectives (kidnap ‘x’ and bring them to ‘y’ is almost always a no go from what I’ve heard). Is there a limit on randomly generated objectives or something? It seems unneeded to flat out purge the two objectives. I like the idea of the graffiti and /datum/objective_item/steal/traitor/granted_stamp Oh, yay. More cargo tiding. I yearn for the day that the ORM to be welded to the floor instead of just instantly unwreching it. |
See above comment as to why the two objectives being removed are badly designed for the progtot system. Objectives should ideally be geared towards being interesting rather than filler, which these objectives were. |
I'll rock reviews for this at the weekend probably, when I got some time to spare. |
To add onto what Watermelon said, the poster and graffiti objectives don't feel impactful for how dangerous they are. If you're seen spraying the Syndicate symbol or putting those posters up, you're fucked. The new objectives do two things better:
They're moderately interesting, easy, and result in Things Happening to people instead of around them. E: I have some concerns about Sec possibly using some of these smaller objectives as an excuse to execute someone on sight for doing something like stealing a rubber fucking stamp, but that's more an administration issue than anything. |
how to get antags round removed roundstart because people know what the objective items are |
as though this wasnt already happening with posters? |
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…the old files still there.
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the age of posters is over now what new totem will people point to when they want to complain about objectives? |
…h assault and early steal & destroy ones. (#7429) Original PR: tgstation/tgstation#77029 ----- ## About The Pull Request With the blessings of Watermelon914 I am removing the two objectives for placing posters and spraying graffiti. These old objectives are not dead. Their items have moved to the Badassery section of the uplink. A box of 3 demotivational posters can be bought for 1TC with 0 rep. The spraycan can be bought for 1TC with 0 rep. In their place comes one new objective and one extended objective. The new objective is Assault a Crewmember. This objective requires you to attack the specified target 2-5 times (random on objective generation). It tallies from any attack that filters through the `/datum/element/relay_attackers` element and has an "attacker" associated with it. Although it asks you not to kill the other player, it doesn't fail if you kill them. I have expanded the low-risk theft objectives with items like a mime mask, lawyer badge and a fake moustache (commonly on cooks). Finally, I've added a very low level set of steal-and-destroy objectives aimed at some items that will require a bit of basic breaking and entering, and the destruction of which may hurt crew morale. ``` /datum/objective_item/steal/traitor/donut_box /datum/objective_item/steal/traitor/rpd /datum/objective_item/steal/traitor/space_law /datum/objective_item/steal/traitor/granted_stamp /datum/objective_item/steal/traitor/denied_stamp /datum/objective_item/steal/traitor/lizard_plush /datum/objective_item/steal/traitor/moth_plush /datum/objective_item/steal/traitor/insuls ``` This PR also fixes clown shoes missing a proc override to allow them to actually register as a theft objective. ![image](https://github.com/tgstation/tgstation/assets/24975989/775d46cf-f40a-43e5-9bf1-3aa4a31d436e) ![image](https://github.com/tgstation/tgstation/assets/24975989/66c77815-1f2b-4dfb-99c6-b8f2e0061654) ![image](https://github.com/tgstation/tgstation/assets/24975989/85d3878a-c598-4ec0-9bb1-920380a004c6) ## Why It's Good For The Game Basically my discussion with Watermelon focused on the idea that the graffiti and poster objectives weren't really crimes. They baited antagonists into very passive play early-game. These new replacements encourage a more antagonistic playstyle. Starting fights plus B&E are two bread-and-butter play paradigms for antaggery. Giving a few early game theft + destroy options with a mix of impactful items (like insuls and RPDs) versus more symbolic or emotive items (plushies, donut boxes, Cargonia stamps) gets antagonists out and about in the station, warming themselves up. And having an objective to assault players (even if you don't kill them) allows cheeky antags with a penchant for shittery to start fights with players and start genuinely impacting the shift, involving sec and drawing players into their antaggery. Both of these natually ease players into the more substantive theft and murder objectives. The existing spray and posters are actually thematically super cool. Traitors now have even more access to them since they can be bought for 1TC per spraycan/3-pack of posters. This lets antags with TC to spare run gimmicks around them and adds extra fun to the Badassery section. ## Changelog :cl: del: Traitor objectives to place posters and graffiti the station have been removed. add: The items associated with the poster and graffiti objectives can now be purchased from the Badassery section of the uplink. The posters come in a box of 3 for 1TC, and the spraycans are 1TC each. add: Adds a new Assault traitor objective, requiring you to the attack the target a few times without needing to kill them. Earn TC and reputation by starting barroom fights and bait players into escalation battles for fun and profit. add: Expands low-risk steal objectives to include the Chef's fake moustache, Lawyer's badge, and Mime's mask. add: Adds brand new shift start Steal & Destroy objectives for early breaking and entering. Smash your way into a sec checkpoint to grab a Space Law book, engineering to grab some insulated gloves or the psych office to kidnap their moth plush. fix: Fixes an issue where the steal clown shoes objective would never be valid. /:cl: --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
…eal & destroy ones. (tgstation#77029) With the blessings of @Watermelon914 I am removing the two objectives for placing posters and spraying graffiti. These old objectives are not dead. Their items have moved to the Badassery section of the uplink. A box of 3 demotivational posters can be bought for 1TC with 0 rep. The spraycan can be bought for 1TC with 0 rep. In their place comes one new objective and one extended objective. The new objective is Assault a Crewmember. This objective requires you to attack the specified target 2-5 times (random on objective generation). It tallies from any attack that filters through the `/datum/element/relay_attackers` element and has an "attacker" associated with it. Although it asks you not to kill the other player, it doesn't fail if you kill them. I have expanded the low-risk theft objectives with items like a mime mask, lawyer badge and a fake moustache (commonly on cooks). Finally, I've added a very low level set of steal-and-destroy objectives aimed at some items that will require a bit of basic breaking and entering, and the destruction of which may hurt crew morale. ``` /datum/objective_item/steal/traitor/donut_box /datum/objective_item/steal/traitor/rpd /datum/objective_item/steal/traitor/space_law /datum/objective_item/steal/traitor/granted_stamp /datum/objective_item/steal/traitor/denied_stamp /datum/objective_item/steal/traitor/lizard_plush /datum/objective_item/steal/traitor/moth_plush /datum/objective_item/steal/traitor/insuls ``` This PR also fixes clown shoes missing a proc override to allow them to actually register as a theft objective. ![image](https://github.com/tgstation/tgstation/assets/24975989/775d46cf-f40a-43e5-9bf1-3aa4a31d436e) ![image](https://github.com/tgstation/tgstation/assets/24975989/66c77815-1f2b-4dfb-99c6-b8f2e0061654) ![image](https://github.com/tgstation/tgstation/assets/24975989/85d3878a-c598-4ec0-9bb1-920380a004c6) Basically my discussion with Watermelon focused on the idea that the graffiti and poster objectives weren't really crimes. They baited antagonists into very passive play early-game. These new replacements encourage a more antagonistic playstyle. Starting fights plus B&E are two bread-and-butter play paradigms for antaggery. Giving a few early game theft + destroy options with a mix of impactful items (like insuls and RPDs) versus more symbolic or emotive items (plushies, donut boxes, Cargonia stamps) gets antagonists out and about in the station, warming themselves up. And having an objective to assault players (even if you don't kill them) allows cheeky antags with a penchant for shittery to start fights with players and start genuinely impacting the shift, involving sec and drawing players into their antaggery. Both of these natually ease players into the more substantive theft and murder objectives. The existing spray and posters are actually thematically super cool. Traitors now have even more access to them since they can be bought for 1TC per spraycan/3-pack of posters. This lets antags with TC to spare run gimmicks around them and adds extra fun to the Badassery section. :cl: del: Traitor objectives to place posters and graffiti the station have been removed. add: The items associated with the poster and graffiti objectives can now be purchased from the Badassery section of the uplink. The posters come in a box of 3 for 1TC, and the spraycans are 1TC each. add: Adds a new Assault traitor objective, requiring you to the attack the target a few times without needing to kill them. Earn TC and reputation by starting barroom fights and bait players into escalation battles for fun and profit. add: Expands low-risk steal objectives to include the Chef's fake moustache, Lawyer's badge, and Mime's mask. add: Adds brand new shift start Steal & Destroy objectives for early breaking and entering. Smash your way into a sec checkpoint to grab a Space Law book, engineering to grab some insulated gloves or the psych office to kidnap their moth plush. fix: Fixes an issue where the steal clown shoes objective would never be valid. /:cl:
About The Pull Request
With the blessings of @Watermelon914 I am removing the two objectives for placing posters and spraying graffiti.
These old objectives are not dead. Their items have moved to the Badassery section of the uplink.
A box of 3 demotivational posters can be bought for 1TC with 0 rep.
The spraycan can be bought for 1TC with 0 rep.
In their place comes one new objective and one extended objective.
The new objective is Assault a Crewmember. This objective requires you to attack the specified target 2-5 times (random on objective generation). It tallies from any attack that filters through the
/datum/element/relay_attackers
element and has an "attacker" associated with it.Although it asks you not to kill the other player, it doesn't fail if you kill them.
I have expanded the low-risk theft objectives with items like a mime mask, lawyer badge and a fake moustache (commonly on cooks).
Finally, I've added a very low level set of steal-and-destroy objectives aimed at some items that will require a bit of basic breaking and entering, and the destruction of which may hurt crew morale.
This PR also fixes clown shoes missing a proc override to allow them to actually register as a theft objective.
Why It's Good For The Game
Basically my discussion with Watermelon focused on the idea that the graffiti and poster objectives weren't really crimes. They baited antagonists into very passive play early-game.
These new replacements encourage a more antagonistic playstyle. Starting fights plus B&E are two bread-and-butter play paradigms for antaggery.
Giving a few early game theft + destroy options with a mix of impactful items (like insuls and RPDs) versus more symbolic or emotive items (plushies, donut boxes, Cargonia stamps) gets antagonists out and about in the station, warming themselves up.
And having an objective to assault players (even if you don't kill them) allows cheeky antags with a penchant for shittery to start fights with players and start genuinely impacting the shift, involving sec and drawing players into their antaggery.
Both of these natually ease players into the more substantive theft and murder objectives.
The existing spray and posters are actually thematically super cool. Traitors now have even more access to them since they can be bought for 1TC per spraycan/3-pack of posters. This lets antags with TC to spare run gimmicks around them and adds extra fun to the Badassery section.
Changelog
🆑
del: Traitor objectives to place posters and graffiti the station have been removed.
add: The items associated with the poster and graffiti objectives can now be purchased from the Badassery section of the uplink. The posters come in a box of 3 for 1TC, and the spraycans are 1TC each.
add: Adds a new Assault traitor objective, requiring you to the attack the target a few times without needing to kill them. Earn TC and reputation by starting barroom fights and bait players into escalation battles for fun and profit.
add: Expands low-risk steal objectives to include the Chef's fake moustache, Lawyer's badge, and Mime's mask.
add: Adds brand new shift start Steal & Destroy objectives for early breaking and entering. Smash your way into a sec checkpoint to grab a Space Law book, engineering to grab some insulated gloves or the psych office to kidnap their moth plush.
fix: Fixes an issue where the steal clown shoes objective would never be valid.
/:cl: