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

Smuggling posters are now random and NFSD gets rewarded for getting prints of posters and dead drops #1667

Merged
merged 99 commits into from
Sep 22, 2024

Conversation

Shroomerian
Copy link
Contributor

@Shroomerian Shroomerian commented Jul 13, 2024

About the PR

The PR changes several things about the smuggling posters and their mechanics:

  • Changed their activation rate down from a of 15-90 minutes range to a 5-10 minutes range and made the distance that the drop pod is spawned at smaller as well: 362ebec , 7670a6d, 3bcca71, d454abd

image

  • Only 2 dead drop posters can be active at a time (have the verb to spawn the paper with the dead drop) as per the request of @whatston3: d454abd

lots of good stuff in here. With the whole '1 active per POI' deal, i was actually considering expanding this to be more of a sector-wide phenomenon in order to both A. Slow down the rate of the dead drops being used and B. Have it be 'available' more frequently to the players who do participate, so that they dont ever feel like they are just 'waiting'.

So, instead of a per-POI basis, you could theoretically re-write it so that there are only ever X amount active server-wide. In that way, we can mostly forego any kind of timer limit (probably still keep a short one to prevent spam/hyper abuse), while still gauranteeing it is 'available' at any given time, while also still providing the challenge of the players still having to venture out and search multiple locations/posters for wherever the next 'drop' may have activated from.

Thoughts on making it more a sector-wide "2 active at a time" limit?

  • NFSD is now warned about the location of dead drops after 15 minutes have passed: 7670a6d

image

  • NFSD get partial hints about the location of each POI, 1st time no hint, 2nd time they get fed two locations, one being fake and 3rd time it's the actual location: 3bcca71

image

  • Made every poster on tinnia.yml, arena.yml and caseyscasino.yml roll for being a DeadDrop poster, this poster abundance is not an issue as only 1 can be active per POI: 7c80217 , 5f6b3f3

image

  • NFSD detectives are now rewarded for scanning any used contraband posters with 3 FUC and any spawned dead drops with 6 FUC with a forensic scanner: 27dc7f6 , 470fd58, a47f678

image
image

  • New guidebook paragraph in the Forensics entry detailing how to get prints of posters, Freelance now has a 1/3 chance of getting the smuggler's current ship ID after 15 minutes and lowered the chance of posters spawning back from 0.9 to 0.5: 3fee8c8

image
image

Why / Balance

Discord idea thread: https://discord.com/channels/1123826877245694004/1260704805282910321

Currently the dead drop system or "smuggling" is not worth doing for newer players, a lot of the profitability from them comes from the fact whether you know EXACTLY which posters to search on each of the main locations and whether you get lucky enough to be on the timer.

To be exact the bullet point reasons are:

  • Non-intuitive to new players
  • Bad profit per hour considering the 15-90 minute wait time and low amount of dead drop posters
  • No additional incentive for NFSD to interact with the system other than selling off contraband crates
  • Long boring wait time to get to the dead drops themselves
  • Nobody except the smugglers can find the dead drop unless it's done on accident

How to test

To test the systems this is what I did:

  • Change the Content.Server/_NF/Smuggling/Components/DeadDropComponent.cs CoolDowns to their suggested value in the comment above them
  • Start up the server
  • Admin ghost to Tinnia's or other POIs
  • Check any posters with DD appended to their internal name at the end and see whether NFSD and Freelance (1/3 chance) radio sparks up
  • Spawn Urist McHands, headset with NFSD and Freelance encryption keys, Detective PDA or higher (Warden, Sheriff, SR, etc.) and forensic scanner (you need to be inside an entity for the DeadDropSystem to add the verb to the poster, this was unchanged behaviour)
  • Afterwards get prints of the activated poster with a Detective ID or higher access to ensure it gives 3 FUC, make sure it can't give multiple rewards per same poster and that it only works for people with Detective access or higher (it's done this way so detectives don't lose their ability when they get promoted to "Captain" after buying a ship)
  • Get to the dead drop location by going into B->Ghost, and then Admin->Objects->Syndicate Supply Drop->Right Click->Follow
  • Spawn Urist with all his gear again there
  • Scan any object inside the dead drop and ensure that it gives 6 FUC and doesn't give more than that if you scan more objects.
  • Try to spawn more than 5 dead drops and see if there's more than 5, the oldest one should disappear (dequeue)

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

Changelog

🆑

  • tweak: More object types can be used as dead drops (more than posters).
  • add: Hints for dead drop locations spawn randomly at round start and mid-round through faxes.
  • add: The detective now has a module for their forensic scanner that gives spesos & FUCs on scanning dead drops and pods.
  • add: Adds smuggling guidebook entry with a better (NFSD-side) explanation of mechanics.
  • add: Both pirates and NFSD may receive the location of a drop pod about 15 minutes after a smuggling note is taken.
  • add: Compromising a dead drop (by scanning or unanchoring it) moves it to another random location.

@BluCottonCandy
Copy link

If possible I would love if it could alert pirates as well.
On freelance channel.
It's been talked about to have pirates and smugglers go at each other.
Feel like the 15 mins ping going to NFSD and pirates could be a great way to cause RP.
Maybe reward the pirates their coins for scanning the drop with some kind of pirate scanner?

@Shroomerian
Copy link
Contributor Author

If possible I would love if it could alert pirates as well. On freelance channel. It's been talked about to have pirates and smugglers go at each other. Feel like the 15 mins ping going to NFSD and pirates could be a great way to cause RP. Maybe reward the pirates their coins for scanning the drop with some kind of pirate scanner?

Hey that would be a great idea, I am going to also probably make it so posters which are waiting for others to finish also reset their timer, because after some thinking I realized that posters would activate one after another if they were left untouched for far too long.

As for the scanner I don't know since I don't know how to make a different sprite, I could just grab the forensic one and change its colors to red or something, or I could just make it so pirates get rewards if they dock.

@BluCottonCandy
Copy link

If possible I would love if it could alert pirates as well. On freelance channel. It's been talked about to have pirates and smugglers go at each other. Feel like the 15 mins ping going to NFSD and pirates could be a great way to cause RP. Maybe reward the pirates their coins for scanning the drop with some kind of pirate scanner?

Do you think something like this sprite would work? I've basically just changed the colours of the terminal from blue to red and the plastic to wood similar to Pirate's ID

image

Definitely a neat idea!
Would be fine imo if someone felt so inclined they could resprite it to be a coconut or something lol

@Shroomerian
Copy link
Contributor Author

Shroomerian commented Jul 13, 2024

I think that in the end it's better not to implement it even if it's a cool idea because it would make accidentally smuggling for pirates really easy, and as long as that's a rule I don't think that adding rewards for pirates to check out dead drops is that good of an idea.

@dvir001
Copy link
Contributor

dvir001 commented Jul 13, 2024

If you speed it up again this is going to force security again to only fight SMUGGG for the full shift and doing nothing else like it was before.

Also this should be added in some guidebook entry there isn't anything in game to tell you about the scan posters.

@Shroomerian
Copy link
Contributor Author

If you speed it up again this is going to force security again to only fight SMUGGG for the full shift and doing nothing else like it was before.

Also this should be added in some guidebook entry there isn't anything in game to tell you about the scan posters.

Alright, I can probably get a guidebook entry in the forensics part, also what happened before? I didn't play back then.

@ray-boop
Copy link
Contributor

ray-boop commented Jul 15, 2024

Telling the NFSD the location of the pod is defeating the purpouse of smuggling imo. With that you just have a race with the nfsd who gets there first. Everything else looks cool.

@Shroomerian
Copy link
Contributor Author

Telling the NFSD the location of the pod is defeating the purpouse of smuggling imo. With that you just have a race with the nfsd who gets there first. Everything else looks cool.

They get notified 15 minutes after, it's meant to be there so people don't collect smuggling papers without visiting each location first because if not NFSD would've got to it.

Copy link
Contributor

github-actions bot commented Sep 19, 2024

RSI Diff Bot; head commit bcca650 merging into 0dd59b7
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_NF/Objects/Devices/cartridge.rsi

State Old New Status
contraband_forensics Added

Resources/Textures/_NF/Objects/Devices/forensic_scanner.rsi

State Old New Status
forensiccartridge Added
forensicnew Added

Edit: diff updated after bcca650

Copy link
Contributor

@whatston3 whatston3 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Pulled in the changes, happy with the state of this. Would prefer a second set of eyes, but I do think it's alright.

Fixed remaining issues with printed vector precision, smuggling rewards should be marginally increased, pirates and NFSD should be getting messages (somewhat unreliably).

@Shroomerian
Copy link
Contributor Author

Pulled in the changes, happy with the state of this. Would prefer a second set of eyes, but I do think it's alright.

Fixed remaining issues with printed vector precision, smuggling rewards should be marginally increased, pirates and NFSD should be getting messages (somewhat unreliably).

You are amazing! <3

The only thing left right now is to add the changes to Changelog in the comment above, no? Or is it not necessary at this point?

Tell me what to do and I'll try to finish it off so this can be pulled fully.

@whatston3
Copy link
Contributor

The only thing left right now is to add the changes to Changelog in the comment above, no? Or is it not necessary at this point?

Tell me what to do and I'll try to finish it off so this can be pulled fully.

Gave the changelog an attempt - I think it's brief but descriptive enough. Feel free to make changes as you'd like.

Testing it for bugs and getting your thoughts would be great. Config's a bit all over the place to get shorter delays, but most of it can be set through server-side CVARs (run cvar ? for a list of them in the server terminal), and there's the message types to reduce the 15ish minute delay between dead drop and pod message.

I do think it's alright, but it's worth taking another look with fresher eyes.

@whatston3
Copy link
Contributor

A few small changes:

  • Tweaks to smuggling generation params at Dvir's request (seem reasonable to me)
  • Fax events now send 1-2 faxes, happen at minimum 50 minutes apart down from 60.
  • Ships cannot be sold with contraband crates on them (apart from pirate and syndicate shipyards) - also added the nuke, nuke disk, and mail teleporter to this set.
  • Slightly fewer overall objects being generated, hints now contain 1-2 hints down from 2-4.
  • 3-5 random hints generated at round start.

Again, I think we'll have to see how this plays out, but again, works well under test.

@github-actions github-actions bot added the Merge Conflict This PR has conflicts that prevent merging label Sep 21, 2024
Copy link
Contributor

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added Merge Conflict This PR has conflicts that prevent merging and removed Merge Conflict This PR has conflicts that prevent merging labels Sep 21, 2024
Copy link
Contributor

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the Merge Conflict This PR has conflicts that prevent merging label Sep 21, 2024
@whatston3
Copy link
Contributor

Smuggling activity detected in your sector.

@whatston3 whatston3 merged commit 43af034 into new-frontiers-14:master Sep 22, 2024
14 checks passed
FrontierATC added a commit that referenced this pull request Sep 22, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
C# Docs Improvements or additions to documentation FTL Map-POI Map - POI Sprites Status: Needs Review This PR is awaiting reviews
Projects
None yet
Development

Successfully merging this pull request may close these issues.

9 participants