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[MIRROR] Final Objective: Battle Royale #2781

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Apr 8, 2024
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Mirrored on Nova: NovaSector/NovaSector#1865
Original PR: tgstation/tgstation#82258

About The Pull Request

Adds a new final objective option with a classic premise; the forced battle to the death.
The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary.

The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off instantly, but it is possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't.

Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing actually forces you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in

Changelog

🆑 Jacquerel
add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death.
/:cl:

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

:cl:
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/:cl:

* Final Objective: Battle Royale

---------

Co-authored-by: Jacquerel <[email protected]>
@Iajret Iajret merged commit 792a337 into master Apr 8, 2024
26 checks passed
@Iajret Iajret deleted the upstream-mirror-1865 branch April 8, 2024 22:13
AnywayFarus added a commit that referenced this pull request Apr 8, 2024
Iajret pushed a commit that referenced this pull request Jun 1, 2024
* Restrict AI floor bolt external manipulation (#83463)

## About The Pull Request

My delayed reaction to #68451

**When an AI is alive, on main power, and not SSD its bolts cannot be
raised or lowered externally thus returning some small amount of
autonomy to everyone's favorite brain in a box.**

I tested to be sure this change does not interfere with (de)construction
or other tool actions besides their "must be anchored" requirements.
Should maintainers wish I can adjust the check to allow external
lowering, but not raising, of the bolts anytime to satisfy those
scenarios.

I decided to include "is on backup power (incapacitated)" in the check
as a middle ground so when moving an AI from a bombed sat or the like
anyone who is now used to being able to wrench for a rescue is not
caught off guard since AI gets a harsh penalty for moving bolts on
backup power (most likely overlooked in the original PR). This also
means if you really want to move an active AI Core against its will you
still have a path forward aside from _convincing_ the AI to raise them
voluntarily.

## Why It's Good For The Game

IMO this sort of check should have been included in the original
changes, or at least made to post the anchor status message to the AI's
chat rather than a balloon they are likely to miss. An incapacitated AI
is much more likely to be watching their core.

In the grand scheme this changes very little for anyone out to get an AI
since they will most likely just card or smash it to death anyway. It's
mostly just good for a little silicon piece of mind.

## Changelog
:cl:
balance: When an AI is alive, on main power, and not SSD its bolts
cannot be raised or lowered externally.
/:cl:

* Restrict AI floor bolt external manipulation

---------

Co-authored-by: Wayland-Smithy <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
AnywayFarus pushed a commit that referenced this pull request Jun 2, 2024
* Restrict AI floor bolt external manipulation (#83463)

## About The Pull Request

My delayed reaction to #68451

**When an AI is alive, on main power, and not SSD its bolts cannot be
raised or lowered externally thus returning some small amount of
autonomy to everyone's favorite brain in a box.**

I tested to be sure this change does not interfere with (de)construction
or other tool actions besides their "must be anchored" requirements.
Should maintainers wish I can adjust the check to allow external
lowering, but not raising, of the bolts anytime to satisfy those
scenarios.

I decided to include "is on backup power (incapacitated)" in the check
as a middle ground so when moving an AI from a bombed sat or the like
anyone who is now used to being able to wrench for a rescue is not
caught off guard since AI gets a harsh penalty for moving bolts on
backup power (most likely overlooked in the original PR). This also
means if you really want to move an active AI Core against its will you
still have a path forward aside from _convincing_ the AI to raise them
voluntarily.

## Why It's Good For The Game

IMO this sort of check should have been included in the original
changes, or at least made to post the anchor status message to the AI's
chat rather than a balloon they are likely to miss. An incapacitated AI
is much more likely to be watching their core.

In the grand scheme this changes very little for anyone out to get an AI
since they will most likely just card or smash it to death anyway. It's
mostly just good for a little silicon piece of mind.

## Changelog
:cl:
balance: When an AI is alive, on main power, and not SSD its bolts
cannot be raised or lowered externally.
/:cl:

* Restrict AI floor bolt external manipulation

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: Wayland-Smithy <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants