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Reworks the Assimilation (Hivemind) Gamemode and adds it back into rotation

Open Penwin0 opened this issue 2 years ago • 35 comments

About the PR

Readds Hiveminds to the gamemode rotation, changes a lot of their mechanics and focuses the gamemode specially on Antag vs Antag

General concept

Hivemind Hosts are splinters from a powerful psychic entity destroyed long ago now they seek dominion over the other splinters to return to their former glory. In order to do so they must feed off the latent psychic power of some crewmembers and destroy their competition.

Hosts should have to make use of cunning, intrigue and manipulation of the crew to rid themselves of their adversaries, NOT be able to bulldoze through the entire crew themselves, we want engagement with players of the round not a murderfest or silent greenshift.

Gameplay Mechanics:

Hivemind Hosts:

Hivemind Hosts each have their own Hive, consisting of their main Host and a number of assimilated vessels wich serve to unlock their powers and channel their usage. a human can be a vessel of multiple Hiveminds simultaneously.

Tier 1 Spells (Roundstart)

  • Assimilate mind: Adds target as a Vessel will fail against mindshields.
  • Hive Vision: Let's you see through the eyes of Vessels
  • Neural Shock: After a short cooldown puts target Vessel unconcious (for if one of your pawns is giving you problems or for thralling) doesn't work on mindshielded players or Sec/Command
  • Telepathic Currents: Anonymous communication with the other Hosts, for negotiations or banter.
  • Psychic Plane: UI for tracking enemy Hive sizes and hunting them down with tracking charges.

Tier 2 Spells (5 Vessels/Host vs Host abilities)

  • Probe Mind: Looks for foreign influences in a mind, quick use low cooldown, tells if another Hivemind is using this vessel, or if they are an awakened vessel or Compelled.
  • Network Invasion: We remove the influence of another Host from a mind and acquire tracking charge, longer cooldown .
  • Integrate: Absorbs the power of an enemy Hive Host gibbing them, acquire an additional awakened vessel (must be in a strangle hold)

Tier 3 Spells (10 Vessels/Crew Manipulation)

  • Awaken Vessel: We awaken a Vessel turning them into a loyal servant, ammount is limited by the ammount of Integrations (starts with one). a deconverted thrall can never be a vessel again (Aggro grabbed) DONE
  • Compell: Instills a single directive in the mind of a vessel for a duration of three minutes, Vessel will remember what their directive was afterwards so don't out yourself! (They will not go through with commands involving suicide)
  • Concentrated Infiltration: Allows you to assimilate through a Mindshield implant's defenses, doesn't destroy the mindshield (toggle).

Tier 4 Spells (15 Vessels/Combat skills)

  • Repair Protocol: Heals the host at the expense of a vessel.
  • Induce Panic: Causes those around the Host to become panicked on usage reducing their combat capabilities.
  • Psychic Barrier: Creates a force barrier to shield the Host.

Tier 5 Spells (20 Vessels/Powerful long CDs)

  • Hive Rally: Clears stuns and stamina damage from awakened vessels in our view.
  • Shatter Protections: Shatters the Mindshield of one of our vessels, sec and Captain are immune.

Assert Dominion (One Mind replacement 25 Vessels + 20 more than any other and more Integrations than any other)

  • Host gains Stun/Sleep/Virus/Delimb Resistance
  • Host Can't go into crit
  • Host and Awakened Vessels glow pink

Vessels:

When being assimilated an Assimilate will not inmediatly notice anything they have no way of knowing they have been affected and are NOT an antagonist, as the size of the hive increases and spells are used a Vessel may feel hallucinations or other direct effects from being a Vessel.

Eviction:

A mindshield will remove Vessel status and deconvert Awakened Vessels, also fixes Compell Brainwashing on use. Psicodine can also be used to purge Vessel status (for if you are already mindshielded/no mindshields left).

Todo (more like things to keep in mind, gamemode should be functional as is)

  • [x] Double Triple and Quadruple check everything
  • [x] Look for any potential runtimes/harddels even if I have been careful something might have slipped
  • [x] Add a little bit of flavour I want in
  • [x] Expand UI functionality a bit
  • [x] Spellcheck, I ran into a lot of typos
  • [ ] Playtest it, I have checked everything works fine but things break in an actual enviroment
  • [ ] Whatever the maints catch/ ask for

Why It's Good For The Game

More Gamemode variety, there's a lot of talk of removing nowadays might as well have a replacement

Testing Photographs and Procedure

I have made sure all abilitiies work and are gainned correctly and that no runtimes/harddels happen in common actions, however as I was unable to test this with multiple players something must have slipped me.

Screenshots&Videos

Screenshot_1080

Changelog

:cl: Penwin add: Adds Assimilation back into the gamemode rotation add: Reworks a lot of the Assimilation gamemode add: The Gamemode features several alien Hiveminds competing for dominion over the station crew add: Their abilities are mostly stealthy and revolve around manipulation of the crew add: Whichever Host manages to rise above the rest may Assert Dominion and gain powerful bonuses /:cl:

Penwin0 avatar May 22 '22 18:05 Penwin0

Nice i always wanted to get those back in but never found time and/or enough motivation to properly rework them good to see that someone tries.

MNarath1 avatar May 22 '22 19:05 MNarath1

If you have still a todo list maybe make this PR a draft trough

MNarath1 avatar May 22 '22 19:05 MNarath1

Its completely functional right now, there's just a couple of things I want to make sure I don't forget for tomorrow

Penwin0 avatar May 22 '22 19:05 Penwin0

🆑 Penwin, gamemode originally by Kierany9

uhh remove the gamemode originally by part maybe i dunno how this would look like in the CL but probably not good and just leave kierany9 itself as the second author in trough technically all those changes are made by yourself so unless kierany9 gave you direct advise on how to change it i don't see a reason to include them in the CL

MNarath1 avatar May 22 '22 19:05 MNarath1

uhh remove the gamemode originally by part maybe i dunno how this would look like in the CL but probably not good and just leave kierany9 itself as the second author in trough technically all those changes are made by yourself so unless kierany9 gave you direct advise on how to change it i don't see a reason to include them in the CL

This.

Also it sounds really cool, would love to see it in action

Mat05usz avatar May 22 '22 19:05 Mat05usz

Psicodine can also be used to purge Vessel status (for if you are already mindshielded/no mindshields left).

Psicodine can be very easily mass produced and this will lead to situation where expanding your hive is impossible because everyone is able to easily remove their vessel status. This can and will be will be abused

Compell: Instills a single directive in the mind of a vessel for a duration of three minutes, Vessel will remember what their directive was afterwards so don't out yourself! (They will not go through with commands involving suicide)

Sounds cool on paper but its not going to work very well in reality. First of all it lasts too short for anyone to be able to enforce the directives upon the player should they be uncooperative and i know some players respond very poorly to being brainwashed/converted. Second thing is that majority of players are very incompetent when it comes to antagonizing and might fail to act upon the directive before your influence wears off even if they are trying. I would suggest reworking this ability to have a ghost take control of the mindcontroled person as they would not care about the consequences and would be much more likely to be cooperative or even let hivemind host control person directly for the duration.

FriendlyContractor avatar May 22 '22 19:05 FriendlyContractor

Oh and also of course thank you for taking your time to update outdated antagonist :)

FriendlyContractor avatar May 22 '22 19:05 FriendlyContractor

You do point out some of my worries, but without seeing how it plays out it's all speculation I'll be sure to make changes as necessary, Thanks for the feedback for course!

I would suggest reworking this ability to have a ghost take control of the mindcontroled person

This or anything that completely takes away agency from the affected player is a hard pass and one of the reasons why the pre-rework Hivemind mind control was so hated

Penwin0 avatar May 22 '22 19:05 Penwin0

Is there an endgoal for the hivemind?

Also, you gotta talk to the headmins/Crossed about escalation/rules. They will have to be added.

Mat05usz avatar May 22 '22 19:05 Mat05usz

Is there an endgoal for the hivemind?

Asserting Dominance ability I guess, though not required

Also, you gotta talk to the headmins/Crossed about escalation/rules. They will have to be added.

Good point, I'll write up my thoughts on this tomorrow

Penwin0 avatar May 22 '22 19:05 Penwin0

That should be all for changes until I get reviews, unless something comes to mind

Penwin0 avatar May 23 '22 11:05 Penwin0

Rules/escalation:

For the Crew:

Hivemind Hosts are non-human for silicons and classed under EOTC in Space law Awakened Vessels are human (until they glow pink) they fall under Non Compos Mentis in Space Law, aka just deconvert them Compelled crewmembers also fall under Non Compos Mentis

For the Hiveminds:

Other Hivemind Hosts are always valid kills, combat between them should be encouraged. Hivemind Hosts can kill in self-defense but don't strive to make them unrevivable/cremate/gib Hivemind Hosts can kill Security ONLY in self-defense (this is of course subject to change but we could see how it goes), they can kill security if they are after them and do whatever they want with their corpse.

Penwin0 avatar May 23 '22 11:05 Penwin0

I mean personally i always wanted hiveminds to have a direct dependency on (living) crew so killing crew would be discuraged naturally

MNarath1 avatar May 23 '22 11:05 MNarath1

They lose their powers if they dip below the threshold for said power, so It's very much discouraged for them

Penwin0 avatar May 23 '22 12:05 Penwin0

ooh more game modes

williamcll avatar May 23 '22 17:05 williamcll

Today I learnt how to spell consciousness, Thank you for the reviews

Penwin0 avatar May 24 '22 07:05 Penwin0

Hivemind Hosts are splinters from a powerful psychic entity destroyed long ago now they seek dominion over the other splinters

Brandon Sanderson?

Tsar-Salat avatar May 24 '22 16:05 Tsar-Salat

Compell: Instills a single directive in the mind of a vessel for a duration of three minutes,

I'm a little concerned that 3 minutes might not be enought to do very much. If the intent is to have them only able to do a simple command, like release you from prison, that might be okay. However if they get confused with the order or decide to take a more careful route I can easily see the 3 minutes lapsing before they even do something.

Perhaps you could have it last up to 20 minutes (manually able to be cancelled sooner), be usable on one person at a time, and only ever able to be used on a person once. It could also open a telepathic line of communication between the master and target. One that would identify the master as "Master" so they may instruct their pawn how to do the finer things.

Alternatively add in the flavour text that action must be taken immediately and as soon as possible and maybe up it to 5 minutes.

Just some thoughts, it could probably be seen better if these changes would be a good idea through a testmerge.

Isy232 avatar May 29 '22 14:05 Isy232

I have infact considered these changes already, but I'm waiting for a testmerge to start tweaking finer things so I have some actual gameplay to draw conclusions from and not just assumptions.

I will be keeping a close eye for potential changes if we do get a testmerge at some point.

Penwin0 avatar May 29 '22 14:05 Penwin0

The objectives seem very easy, I assume the challenge is that there isn't enough people for all of them to win so they have to fight?

PowerfulBacon avatar Jun 07 '22 20:06 PowerfulBacon

I have to adjust their objectives, I haven't touched them in this PR

Penwin0 avatar Jun 07 '22 21:06 Penwin0

Adressed all the various oversights that came up in the TM, split spells each into their own file as requested by Bacon, sec and Captain are now immune to mindshield breaking.

Penwin0 avatar Jun 09 '22 07:06 Penwin0

Haha what if this was testmerged again, jk jk..... unless?

Penwin0 avatar Jun 20 '22 10:06 Penwin0

No it is not in dynamic, I can change this fact if you wish

Penwin0 avatar Jun 21 '22 12:06 Penwin0

Yea, add it to dynamic

PowerfulBacon avatar Jun 23 '22 18:06 PowerfulBacon

Added it as a roundstart ruleset, I don't think it would work well as a midround and it's straight up not viable as a latejoin (unless it's to just inject new hosts?)

Penwin0 avatar Jun 23 '22 19:06 Penwin0

Note that one of the original reasons for it's removal is that they were too stealthy and barely interacted with crew, similar to Internal Affairs Agents gamemode. Reviewing the listed abilities it doesn't seem significantly different and will likely result in the same kind of "silent greenshift".

I'd add something like this at Tier 3 Spells (10 Vessels/Crew Manipulation): Mayhem: A random amount of your vessels will receive the same subtle hypnotic suggestion to start causing trouble.

The suggestion is picked randomly from a list:

  • Start stockpiling weapons
  • Vandalise the station
  • Start barricading X department
  • Punch people from X department
  • Hack open X department
  • Riot outside the Brig

Pros:

  • For the Hosts this enables them to utilise a large hive to distract Security
  • For crew this becomes more like an actual conversion mode, except instead of immediately trying to kill others ala Revs/Cult you're instead just mildly antagonistic

Victor239 avatar Jun 30 '22 15:06 Victor239

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

github-actions[bot] avatar Jul 27 '22 18:07 github-actions[bot]

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

github-actions[bot] avatar Jul 28 '22 06:07 github-actions[bot]

Penwin you are fixing my favourite antag and if everything is good I love you etc etc thank you

HarlandDavidSanders avatar Jul 29 '22 07:07 HarlandDavidSanders