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Subjuzine #31614
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Subjuzine #31614
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…rst ever commit so if i accidentially push to the main branch then oops :)
I've been thinking about what would happen, syndizing critters from the station...
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should be craftable with the syndie chem instead of being its own thing... |
it already is |
ah, its both... hm...mouse... |
leviathing with syndizine: |
Syndizine made me think it was a syndicate version of omnizine (the god healing chem) and not cognizine. |
My only recommendation would be to make mouse cubes! It feels a little weird that the mice are alive when they arrive. Love the idea! |
hi two concerns:
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people will use this on goliaths also can use it on unidentified corpse |
This was tested by a member of the discord, from their testing, Goliaths can't metabolise chemicals |
ack, i never tried that. it just checks for a HumanoidAppearanceComponent, so it theoretically shouldn't work on those? will test in a few hours |
2024-08-29.05-46-41.mp4unidentified corpses and catatonic players seem to work as intended |
though maybe it should work on unidentified corpses? why not |
that'd essentially work like the player purchasing a reinforcement radio, but for a quarter of the price. in my opinion, it's too powerful for too cheap. plus, it'd be a bit weird to completely control another humanoid being like that. |
To be honest if this worked on catatonic players it would be very goofy |
As long as this doesn't affect boss mobs (double check rat king/dragon please) and unidentified corpses/catatonic corpses aren't affected I don't see any issue.. besides monkeys. If they aren't humanoidcomponent this is essentially four monkey reinforcements at an absurdly cheap price, and that's potentially 20 syndicate agents WITH A HAND SLOT at one traitor's disposal. monkeys should either require more than one dose of syndizine or should be blocked from it entirely. |
I really don't like the name "Syndizine". It kind of feels "cheap" to me. |
This should not be used as the mitigating factor for this concern. They could at one point get metabolism, or another powerful mob might get introduced with a metabolism, reintroducing the problem. There should be some sort of whitelist-like condition to what can be affected by this edit: (with possibly it still having a CHANCE to work on non-whitelisted mobs, but it might just fail and create a free agent, without the user knowing if it worked or not) |
Monkeys made conscious with this chemical can't use guns, while syndicate reinforcement monkeys can |
Name suggestion if Syndizine is too cheap/obvious: |
monkeys can still use melee and 4 monkeys with cybersun pens for 8 TC (or 4 monkeys with edaggers for 12tc) is fucking insane also: not everything is based around combat, and four monkeys working for you, even if they were all pacified, is still four extra hands that can go steal things, cause major distractions, or hypopen sleep important targets. |
they can't wear armor, they can't wear shoes, you can defeat them with glass shards and any competent security member can gun them down with an SMG |
lack of shoes never stopped diona + not everything is combat oriented (see previous comment edit) |
It's still a 6tc purchase made 1tc… I've seen monkeys take out cap with just a cleaver and they can totally wear armor. |
monkeys are clumsy, so it'll be harder for them to use a hypopen, the sabotaging part is fair though it'll just be harder for them to lug around tools (which is already a problem with syndie monkeys) |
but anyway if this PR gets merged with monkeys unwhitelisted i'm going to buy a c4 bundle and as many of these as possible and send my horrible monkey minions to go suicide bomb everyone until this gets nerfed |
all done :) |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
whoops. |
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in the future, i will not be pushing bugfixes i did on another fork :P |
About the PR
Added a new reagent, Subjuzine. It works the exact same as cognizine, but makes the ghost role a familiar instead of a non-antagonist.
Subjuzine can be bought in a traitor uplink. It comes in a 6TC kit that includes a 20u vial of Subjuzine, an empty syringe, and two mice. It can also be made chemically by combining Cognizine and Vestine.
Why / Balance
I think it could be very fun for traitors to turn animals into their secret henchmen. Use mice as spies, steal Shiva by forcing her to follow you, feed hamlet some potassium pills and tell him to get a drink from the captain.
Balance-wise, the strength of the henchman is entirely dependent on the strength of the injected creature. One could inject a mouse only to instantly lose them to a mousetrap, or somehow manage to inject a sharkminnow and have a very strong companion.
There's a blacklist for if the creature is humanoid, since those are already sentient in-context and would also be way too strong to have as a familiar.
4 TC may be a bit cheap for the possibilities this item holds - it's entirely possible the cost may have to be bumped up.
Technical details
The Subjuzine code is similar to the Cognizine code. It checks if the subject has a mind, and gives a new ghost role if not. Since Subjuzine-injected creatures will almost always be serving an antagonist, the Subjuzine code changes any pre-existing ghost role's description and rules to make it clear what the player is getting into. It also does some wizardry in the ForensicsSystem to find the name of the person who mixed their blood into the Subjuzine, and adds their name to the role's description.
This PR depends on changes I made in PR #32341! that functionality isn't listed here because it's a separate system!
Media
(old) basic overview & demonstration of edge cases:
https://www.youtube.com/watch?v=93HqsHlX-OI
current functionality as of 9/30/2024:
https://youtu.be/MAgdNeC7BE4
screenshots:
Requirements
Breaking changes
Changelog
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