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Add "Synthetic" trait (cyborg/robot crew members) #1101
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RSI Diff Bot; head commit 3a600e4 merging into e055f22 Resources/Textures/DeltaV/Effects/speech_synth.rsi
Resources/Textures/DeltaV/Mobs/Customization/Reptilian/visor.rsi
Resources/Textures/DeltaV/Mobs/Customization/Synthetic/visor_glow.rsi
Resources/Textures/DeltaV/Mobs/Customization/Vulpkanin/visor.rsi
Resources/Textures/DeltaV/Mobs/Species/Synth/synth_brain.rsi
Resources/Textures/_CD/Mobs/Customization/synthetic.rsi
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What will be the reaction to ion storm? |
Still trying to figure it out. I want to make it more than just a notification, but it's hard to come up with something that would be interesting for the player without being (excessively) impairing or annoying. |
Resources/Textures/DeltaV/Mobs/Species/Synth/synth_brain.rsi/meta.json
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What if the Ion storm gave them one of the drug-related visual impairments at random? It's something significant that an ion storm at the right time can cause a delay in work, but doesn't last forever. Alternatively, chance for auditory hallucinations from ion events, rather than chance for it from the psychic event? |
Itd be cool if synthetic crewmembers had a way to digitally interface with cyborgs without needing to take their brains out (borrow a cyborg shell with no brain) |
@WarMechanic How do you imagine that working? |
Assuming that everything is technically feasible. I imagine how cyborgs in Ghost in the Shell or Cyberpunk etc are able to interface with machines with cables and I think its cool. I would probably have a tether radius in which a synthetic can temporarily transmit their mind to an empty cyborg. Of course this runs with the implication that you leave your original body in an exposed state, although you can simply drag it around with the borg you now control. I think it would be cool to have scenarios where a synthetic requires the tools of a cyborg chassis, and chooses to salvage and drag it around. |
…ood, try fixing zombification
…ood, try fixing zombification
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Will the synthetic brain be passable as at least partially organic for rp purposes? |
I've made it so that the "brain" is a housing that could contain electronics or an organic brain, so I would say it's passable. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
Since im seein here a balance change aka EMP's affectin you Synthetic humanoids on specific SS13 fork have pretty much stats of Of course, I will probably note that this entire suggestion could be done separately and it could be like... an optional trait that only works if you have the first one turned on (aka this one that is being worked on) Overall cool idea. |
I appreciate the input. This is mostly meant as a cosmetic trait to allow people to roleplay cyborgs or robots, so a lot of these aren't really relevant for this PR. |
Sorry- |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I was going to request down the road that we port CD's synthetic trait anyways. I am 100% onboard with this implementation. Although we are not an HRP server, I would still like to trust our players with CD's improvisational cue (i.e. ion storms having no mechanical effect, just giving players an excuse to start behaving a little strangely and go roleplay with the Roboticist). If it becomes a problem later, we can PR a mechanical effect afterward. For now, a little message in the chat like CD has is adequate. |
Inherent access to Binary channels would be neat, if you ask me |
Is this still being worked on @pissdemon? |
About the PR
Adds synthetic crewmembers: these are crewmembers that are visibly cyborgs (partially artificial) or robots (fully artificial). They are crew members that aren't (fully) organic, but work and live their lives much the same, and have the same expectations imposed upon them.
Specifically, this PR adds a trait based on the Cosmatic Drift trait by the same name, The trait is compatible with any player-chooseable species. If you select the trait for your character, you get the following things:
(in progress) more synthetic-sounding emote sounds (yawn, scream, etc.)scrapping this for a potential later PRYou can also add optional synth-related markings like visors to make your character look the part, if you wish. These are currently available for vulps and lizards (full-sized visors) and for humans, onis and felinids (a screen that replaces the eyes).
If you wear the glowing variant of visors, they also cast light (can get partially or fully blocked by things you wear on your face), and your eyes and the little lamps on the side of your visor glow, since they're now LEDs! And they stop glowing when you die. The color is determined by your eye color.
Metem'd or cloned synths retain their synthetic status, and paradox anomalies will also copy the synthetic status of the copied crewmember.
Why / Balance
Facilitating roleplay and character design, basically. Some players have characters on CD that are synthetics that they would like to play on Delta. Others already play a synthetic creature (On Delta DEK would be a prominent example of a synth). This lets people be more creative with who they play, and creates a lot of new roleplay opportunities, hopefully enhancing the level of roleplay on the server. Also, toasters are kind of cool.
As with the original design for CD done by @LankLTE (which was just markings, a blood change and typing indicator change to the generic cyborg talk sprite) I tried to keep the synth trait generic. This way people can decide what it means for their character to be "synthetic". People can take any of the existing species and make them full-on robots, or make them cyborgs and, in roleplay, decide which parts of them are artificial and which aren't. They can decide whether they want to use the cyborg emote sounds or stick with regular ones. They can decide if they are ok with their character being metem'd, or if they prefer to play with Unclonable on to simulate the machine not being able to metem their a robot.
There are some things I impose, different from the CD version:
Balancing
Things that change the game balance:
Synth brains work like regular human brains with the exception of the glowing LEDs that indicate it still has a mind attached to it. Unlike MMIs or positronic brains, they cannot talk in any way, The only advantage is that they can be immediately inserted into a cyborg.
This is obviously a downside for the synth, since it offers anyone the ability to stun them. However, this is mitigated by the fact EMPs are hardly ever used in combat.
Now it's likely usage will increase, but I don't think by much. EMP capable items are hard to come by for non-Syndies, and they still remain a questionable choice because most combatants in any given fight will be entirely unaffected by EMPs. However, if a synthetic is a kill target, it's likely a wise Syndicate member would opt to get an EMP implant or EMP grenades. The stun and blindness effects make synths extremely vulnerable to EMPs. This feature can be tweaked post-merge if it's an issue.
The ninja also has an upper hand against synths due the EMP implant.
This gives any non-synth trying to imitate a synth a disadvantage (e.g. someone in a hardsuit with stolen/agent ID and voice changer), since it would be immediately obvious they are not a synth when people examine them or hear them speak.
This is notable because if you see gibs without an ID card but e.g. a logistics outfit, and the gibs happen include a synth brain, you can infer who might've died much easier if they were the only synth in the whole logi department, for instance.
For one, the LEDs do make them visible in the dark. You can cover your face which will obscure it somewhat, or hide in a locker. Or just not pick the glowy markings. This is only a disadvantage if you're trying to hide in the dark, and a self-imposed one. If you are trying to masquerade as non-synth just wear something obscuring your face and the "flashlight" effect goes away.
The light that the visor casts is technically a permanent flashlight, but it's weaker than the PDA flashlight, and also directional and colored. I think people usually aren't caught in the dark without a PDA or flashlight on them so the advantage is minimal.
Technical details
This changes some WizDen code to implement the typing indicator changes and cloning/metem functionality.
Known issues
Sometimes the light may not update but that's usually fixed by putting on/off something.
Media
Soon.
Thanks
To @LankLTE for the CD version and Aurora's contribs for the sprite.
Breaking changes
None I'm aware of.
Changelog
🆑
TODO
LICENSE INFO: I expressly license all changes in this PR under the MIT license (and assets under their associated licenses). This is so that CD and other forks can use it without restriction. This means that, for instance, anyone is free to download the PR as patch (append .patch to the URL) and apply it to their fork under the MIT license. Future changes to the new source files I contributed should remain under MIT. A few snippets here and there (mostly yaml and ftl) were originally Cosmatic Drift code under the MIT. (Some of?) the markings are also from there.