Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. #2800

Merged
merged 1 commit into from
Apr 10, 2024

Conversation

Steals-The-PRs
Copy link
Collaborator

Mirrored on Nova: NovaSector/NovaSector#1887
Original PR: tgstation/tgstation#82447

About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:)

  • Protect (get a humanoid target off alive)
  • Protect Nonhuman (get an entity off alive)
  • Jailbreak (make sure a humanoid target escapes free)
  • Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition:

  • Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:

  • objective templates
  • departments to target (Command + Service added)
  • specific locations to target
  • general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.)
  • efforts to target (such as meals, mechs, public supplies)
  • ways to leave (you can be asked to abscond from the scene of your crimes?)

Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it.

Changelog

🆑 Higgin
balance: Spies can now get five additional types of objective: Protect Human, Protect Nonhuman, Detain, Jailbreak, and Escape (Exile).
balance: Spy objectives now feature a much wider array of targets and treatments.
refactor: added no_failure var to objectives. Objectives with no_failure = TRUE do not print a success at roundend. Custom objectives use this now instead of a separate string.
/:cl:

…t-flavored objectives. (#1887)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives.

---------

Co-authored-by: Higgin <[email protected]>
@mogeoko mogeoko merged commit bf94e8e into master Apr 10, 2024
26 checks passed
@mogeoko mogeoko deleted the upstream-mirror-1887 branch April 10, 2024 16:56
AnywayFarus added a commit that referenced this pull request Apr 10, 2024
Iajret pushed a commit that referenced this pull request Jun 1, 2024
* Fixes css issue in orbit menu [no gbp] (#83572)

## About The Pull Request
Getting the icon positioned properly came at a cost
That cost was it being secretly scrollable

This fixes the css with little/no change to icon look
![Screenshot 2024-05-29
172856](https://github.com/tgstation/tgstation/assets/42397676/4fa46762-2cda-48c1-ae97-c474c82521fd)

Note:
I am using the black bg to give the icons a little bit of contrast
## Why It's Good For The Game
Fixes #83492
## Changelog
:cl:
fix: Orbit UI icons are no longer scrollable..
/:cl:

* Fixes css issue in orbit menu [no gbp]

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
AnywayFarus pushed a commit that referenced this pull request Jun 2, 2024
* Fixes css issue in orbit menu [no gbp] (#83572)

## About The Pull Request
Getting the icon positioned properly came at a cost
That cost was it being secretly scrollable

This fixes the css with little/no change to icon look
![Screenshot 2024-05-29
172856](https://github.com/tgstation/tgstation/assets/42397676/4fa46762-2cda-48c1-ae97-c474c82521fd)

Note:
I am using the black bg to give the icons a little bit of contrast
## Why It's Good For The Game
Fixes #83492
## Changelog
:cl:
fix: Orbit UI icons are no longer scrollable..
/:cl:

* Fixes css issue in orbit menu [no gbp]

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants