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Hostile Survivor Rework #6308

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Steelpoint
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@Steelpoint Steelpoint commented May 18, 2024

About the pull request

Survivor players can no longer roll for a Hostile Survivor job role.

All maps, with the exception of Chances Claim, have an ~10% chance to spawn all survivors as CLF operatives onboard a crashed CLF ship.

The LV-624 CLF spawn has had its spawn odds increased.

Explain why it's good for the game

The current iteration of hostile survivor is a role that is detrimental to the survivor experience. They typically have an extraordinarily low impact on the round, are often likely to abandon the regular survivors to try to hide (thus depriving the survivors of vital aid), and most of the time are killed by the Marines with no real impact.

My proposed change adds a new dimension to the survivor and groundside gameplay loop. Marines can no longer be 100% certain that the survivors are all going to be neutral (and xenomorphs who now have a risk to contend with more organised and armed survivors). This will also boost survivor cooperation in all scenarios, as regular survivors won't have to worry about a CLF who runs away, and if the survivors spawn as CLF, they all now work towards a common goal.

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Changelog

🆑 Steelpoint, Drathek
del: Survivors can no longer select the Hostile Survivor job role.
add: All maps, except for Chance's Claim, have an approximately 10% chance to spawn all survivors as hostile survivors.
add: All players are automatically opted-in to being a hostile survivor by default.
add: Players can opt-out of being selected for a hostile survivor spawn, or to only roll for a hostile survivor and not a regular survivor, via your Personal Preferences settings page.
maptweak: All maps that feature hostile survivors have a spawn area for a crashed CLF ship, that spawns alongside the hostile survivors.
balance: The odds of the CLF crashed ship spawn on LV-624 occurring has been increased slightly per this.
fix: Fixed trolly vehicle hard deletes
/:cl:

@Steelpoint Steelpoint requested a review from Nanu308 as a code owner May 18, 2024 20:07
@github-actions github-actions bot added Mapping did you remember to save in tgm format? Removal snap Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels May 18, 2024
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cool I wanted to say that it might need some touchup in the survivor intel point area but they already give little ...

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Skatuk commented May 18, 2024

I'd say leave the choice to roll CLF survivor, locker hiding will happen no matter what role, it all depends on the player. Its litterally at maximum 2 CLF that can spawn and the second slot unlocks at like 130 marines. If you die its skill issue you can still be recovered since you appear on the tacmap but it depends on the CLF if they remove the uniform..

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@Steelpoint
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cool I wanted to say that it might need some touchup in the survivor intel point area but they already give little ...

I don't know the code for survivor intel but I suspect Marines will still get points for either recovering their bodies, or bringing them shipside as prisoners. A little challenge never hurt the Marines, and I believe the intel gain for survivors is currently minor.

I'd say leave the choice to roll CLF survivor, locker hiding will happen no matter what role, it all depends on the player. Its litterally at maximum 2 CLF that can spawn and the second slot unlocks at like 130 marines. If you die its skill issue you can still be recovered since you appear on the tacmap but it depends on the CLF if they remove the uniform..

I appreciate this thought process, however, my personal view is that it would be better for the game if hostile survivors are an all or nothing affair as described in my OP. Perhaps this PR is just a mere stop-gap until someone with better game-sense and coding knowledge can create a better survivor system.

@Diegoflores31
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Not all maps are supposed to spawn CLF . Tridjent and sorokyne are meant to have UPP as the antagonists.

@Steelpoint
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Not all maps are supposed to spawn CLF . Tridjent and sorokyne are meant to have UPP as the antagonists.

Sorokyne hosts a political refugee camp and Trijent is just another colony, and since they are all colonial outposts there remains the chance of a CLF presence being there, also the UPP spawns are neutral, not antagonistic.

@Steelpoint
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Main issue of review will be ascertaining how defendable the CLF ship should be. Some of the versions I mapped offer multiple bypass route for xenos/marines to enter that are not covered by the CLF barricades/sentry guns, whereas some others don't have these weaknesses.

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github-actions bot commented Jun 1, 2024

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Jun 1, 2024
cm13-github added a commit that referenced this pull request Jul 17, 2024
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Not really a fan of copy pasting the same ship onto all the maps with very minor adjustments, try looking into building some of your own ships if you intend to go for this; Cargo, Transport, Captured USCM vessel, and so forth!

@Nanu308 Nanu308 marked this pull request as draft July 18, 2024 00:30
@Nanu308 Nanu308 removed the Stale Exempt PR can't go stale label Jul 18, 2024
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jul 18, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Jul 18, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github added a commit that referenced this pull request Jul 18, 2024
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If newly made ships are required for every map it will take me a quite some time to do this. Though I'd aim to keep the equipment options identical which adds constraints. I'll see how I feel once I get free time but don't expect this to be done anytime soon.

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Jul 26, 2024
@Drulikar Drulikar added Stale Exempt PR can't go stale and removed Stale beg a maintainer to review your PR labels Jul 28, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jul 30, 2024
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I don't have the time to commit to mapping custom ship maps for every map barring 624. Considering the rising merge conflicts, I'm not inclined to fix them due to this. Ergo, if the requirement for custom maps stands, I'll have to shutter this PR at this stage.

@Steelpoint Steelpoint closed this Aug 6, 2024
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Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Feature Feature coder badge Fix Fix one bug, make ten more Hard Deletes Finally doing something about the performance problem. Mapping did you remember to save in tgm format? Merge Conflict PR can't be merged because it touched too much code Needs Testing Need to test it on the guinea pigs (production server) Removal snap Stale Exempt PR can't go stale Testmerge Candidate we'll test this while you're asleep and the server has 10 players
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9 participants