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Junior Lone Operative + Ablative Coat Fix (third time's the charm) #5509
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Aren't lone ops supposed to be the reason to keep the disk secure? If disks are being left unsecured for extended durations, and a lone op isn't spawning in, then it sounds like there's a bug with lone ops themselves. |
it's really up to storytellers even if the weight is increased |
Going past personally thinking this is a bad addition, why not give them a complete code? If they get the disk at this much of a weakened state, and manage to get to the vault, they do not really deserve to need to guess the code. |
the reason they don’t get a complete code and have to guess a missing number is so the crew has time to react to their presence. the odds are supposed to be stacked up against them as junior operatives would be a fairly common round ender otherwise. |
You do realize you are in effect replacing normal lone op? Either the junior op somehow wins, or he doesn't and the crew secures the disk. |
yes as a junior op is more likely to spawn before a lone op does |
So the intent is just to replace lone op then? Cause for all intents and purposes, this is just "discount lone op". |
not quite? the main intent is to have a more common variant of lone op. regular lone ops can still spawn occasionally. |
The problem is that the reason lone ops aren't spawning that often is due to a bug with them ignoring antag cap. Not to mention that as was mentioned, if a junior op spawns, it will basically prevent a lone op from spawning due to either the disk being secured after killing the junior op (likely given how weak they are) or the nuke going off, ending the round. And if the bug with lone ops is fixed, they'll actually start to spawn more often than junior ops, due to needing less time in order to bypass the antag cap. |
I also personally don't like the idea of adding antags that are just "Discount x, but spawns more often" |
About The Pull Request
Junior Lone Operative
A less equipped variant of the lone operative that is guaranteed to spawn if the disk goes unsecured for 20-30 minutes.
They have a makarov, a spare mag for said makarov, an energy dagger, nuke pinpointer, chest rig, oxygen jetpack, syndicate space suit, night vision goggles, and a dusty old 10 TC traitor uplink. They also know that round's Syndicate codewords and coderesponses.
Did I mention they don't get a complete nuke code either as one number will be missing?
If the nuke code is 12345 instance where 3 is missing, they will receive the code as 12-45. Or 91119 where 9 is missing will be -111-. They might get really really lucky and have none of the numbers missing too.
Also added an admin verb for disabling junior lone operative spawning called "Toggle Junior OP Spawning" incase admins want it disabled for an event round.
Other Stuff
Junior Lone Operative and Nuke Disk Timer
Why It's Good For The Game
Adds more pressure to keeping the disk secure as I have seen captains/command neglect securing the disk for hours at times without not much happening. Junior lone operatives provide a chance for newer players to gain experience useful for when they roll nukie as that antagonist is rare and most players who roll it are inexperienced. I'm predicting about 9 out of 10 junior lone operatives will die trying to guess the missing number punching away at the terminal. Also bug fix good.
Changelog
🆑
add: added a new variant of lone operative that's less equipped and more guaranteed to spawn if the disk goes unsecured. GET DAT FUKKEN DISK!
add: added a timer to the nuke disk that shows how long it has been unsecured that only ghosts can see.
fix: fixed the ablative coat not being able to reflect stuff.
/:cl: