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Hostile Survivor Rework #6308
Hostile Survivor Rework #6308
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This comment was marked as off-topic.
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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'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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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 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. |
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. |
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. |
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 |
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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!
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
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. |
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 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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. |
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.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.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: