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[MIRROR] Final Objective: Battle Royale #2781
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* 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]>
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* 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]>
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* 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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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: