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Ports a character customization option: Quirks

Open BiancaWilkson opened this issue 10 months ago • 30 comments

What Does This PR Do

This PR adds a new section to the character creator, quirks. Quirks are additional traits you can apply to your character that can have more significant changes than something like the loadout. Everyone would have a quirk balance that starts at 0, and you can adjust what quirks your character has given that the balance never goes above 0. You'll have points subtracted for negative quirks, and points added for positive quirks.

Here's a full list of the quirks I'm initially adding, with the idea that there are plenty of examples to work off of. If one has a * by its name then you cannot take a security or command position with it. ### Positive
  • Skittish, 4 cost, Lets you hide in crates, and when on run intent you'll automatically run into and close any closet or crate you run into.
  • Freerunner, 4 cost, 20% faster vaulting over tables/fences etc.
  • Crafty, 2 cost, double crafting speed
  • Heavy drinker, 1 cost, 0.7x multiplier to alcohol effectiveness
  • Meal prepper, 1 cost, You start with a lunchbag in your backpack
  • Glutton, 2 cost, You can eat faster, and don't suffer any ill effects from being overweight
  • Upgraded Lungs, 3 cost, You start with a pair of upgraded cybernetic lungs

Negative

  • Lightweight, -1 cost, 1.3x multiplier to alcohol effectiveness
  • Foreigner*, -2 cost, You cannot speak galcomm
  • Deaf*, -4 cost, You are incurably deaf.
  • Blind*, -4 cost, You are incurably blind.
  • Mute*, -3 cost, You are incurably mute.
  • Frail, -3 cost, Major injuries like bone breaks, dismemberment etc happen much earlier, and much easier.
  • Asthma, -3 cost, You regain oxy damage slower, and can trigger coughing attacks when at high oxy/stamina damage
  • High Internal Resistance, -2 cost, IPC only quirk, you don't spawn with a charger and trying to charge at an APC overheats you.
  • Pacifist*. -3 cost. You start with the pacifism trait and cannot remove it.

Why It's Good For The Game

I've always thought quirks were something that Para was really missing. They let you add just a little bit of mechanical backing to your characters' unique personality traits. I specifically tried to make it so adding new quirks would be easy, and prospective coders would have plenty of unique examples of what can be done.

Images of changes

Thank you Burza for doing most of the work in making this menu look good. image

Testing

Whoo boy, a lot. Saved/Loaded the quirk menu in a bunch of different ways and places until the JSON format was consistently converted correctly. Tested asthma's thresholds for what might trigger a lethal asthma attack Made sure items were spawned into the player's backpack correctly. Made sure skittish worked with crates Made sure organs were properly added/removed and it didn't deleted someone's lungs or something Made sure that the list of quirks was being properly passed from character save to character Made sure admin only commands added/removed quirks properly A lot more I promise but it's getting late


Declaration

  • [X] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

:cl: Burza, Wilkson add: Quirks, A new (to Paradise) character customization option for giving your spaceman unique traits at roundstart. /:cl:

BiancaWilkson avatar Feb 14 '25 07:02 BiancaWilkson

Reminder for my tomorrow self to add a semicolon to the end of the SQL statement

BiancaWilkson avatar Feb 14 '25 08:02 BiancaWilkson

I'd personally suggest removing or tweaking Foreigner, as NT Hiring an employee that cannot speak the company standard language doesn't make sense.

Coolrune206 avatar Feb 14 '25 09:02 Coolrune206

Wake me up when the most optimized op build is found

McRamon avatar Feb 14 '25 13:02 McRamon

I like the idea. A bit barebones at the moment, but more stuff can be added later on.

Daylight2 avatar Feb 16 '25 03:02 Daylight2

How does Freerunner effect people with CQC or the chef in bar/kitchen vaulting over things?

Stoniest avatar Feb 22 '25 00:02 Stoniest

How does Freerunner effect people with CQC or the chef in bar/kitchen vaulting over things?

CQC doesn't get table leap, but it decreases bartender/chef vault time from 0.5 seconds to 0.4

BiancaWilkson avatar Feb 22 '25 01:02 BiancaWilkson

Can we let IPCs take Glutton anyway? They rarely become overweight, but when they do it's actually impossible to get rid of without having Robotics make them a new body to sleeve their brain into. All it takes is getting shocked to death, and then getting shocked a couple more times, and suddenly you have an obese IPC for the rest of the round.

Cress67 avatar Feb 23 '25 12:02 Cress67

I'd personally suggest removing or tweaking Foreigner, as NT Hiring an employee that cannot speak the company standard language doesn't make sense.

People already have characters that do this, or barely speak it, the only issue I could see with a quirk like this is not being able to understand and hear Galactic Common. Not being able to speak it is probably fine?

TravisAngeI avatar Mar 01 '25 23:03 TravisAngeI

This pull request seems to be stale as there have been no changes in 14 days, please make changes within 7 days or the PR will be closed. If you believe this is a mistake, please inform a development team member on Discord.

github-actions[bot] avatar May 01 '25 01:05 github-actions[bot]

Honestly, I'm not a fan of the foreigner quirk. Every time I have seen it used on other servers that had it, it was never in good faith. Either being used as an excuse to be a shitter ("I didn't understand he was telling me not to!") or to solidify metacliques. Imagine being the head of your department trying to tell your employee to do something, and they cannot understand you at all (unless you write on a piece of paper, but that doesn't make any sense IC.) IC, why would NT be hiring people that cannot do the jobs they are told, and OOC, why would you pick a quirk that disallows you from interacting with most of the people, unless they speak your second language. SS13 is a social game where a majority of the fun and gameplay comes from interacting with other people. Why would a reasonable person in good faith choose to mechanically block themselves out of that? It doesn't make sense to me. If not removed, it should be relegated to assistant only. The only way I could see this being close to a positive change is if we also added sign language.

SerenHighwater avatar May 13 '25 22:05 SerenHighwater

Could some of the disabilities (Nearsighted, Colorblind, Paraplegia) be moved to the Quirks menu at a later date? It seems strange they are not in the new menu.

iramoye avatar May 13 '25 23:05 iramoye

Honestly, I'm not a fan of the foreigner quirk. Every time I have seen it used on other servers that had it, it was never in good faith. Either being used as an excuse to be a shitter ("I didn't understand he was telling me not to!") or to solidify metacliques. Imagine being the head of your department trying to tell your employee to do something, and they cannot understand you at all (unless you write on a piece of paper, but that doesn't make any sense IC.) IC, why would NT be hiring people that cannot do the jobs they are told, and OOC, why would you pick a quirk that disallows you from interacting with most of the people, unless they speak your second language. SS13 is a social game where a majority of the fun and gameplay comes from interacting with other people. Why would a reasonable person in good faith choose to mechanically block themselves out of that? It doesn't make sense to me. If not removed, it should be relegated to assistant only. The only way I could see this being close to a positive change is if we also added sign language.

This is a great point, it even says in the Nanotrasen lore wiki that they do not hire people who do not fully understand galcom, so it really doesn't make sense why we would add this despite it being bad both mechanically and lorewise.

Dafrek avatar May 13 '25 23:05 Dafrek

Dont like foreigner for all of the reasons mentioned above. Metacliques, less social interaction.

adddfff33 avatar May 14 '25 00:05 adddfff33

Great quirks, but uhm... I'm sure as the program expands, there'll be more quirks available to choose from. Here's a few ideas.

Dissociative Identity Disorder: Allows you to change your rune chat color mid-round Gourmand: You need to eat a lot more. God-Fearing: The presence of religion is a terrifying concept. You start to break down at the chapel and blessed areas. Insane: Someone made a mistake and let a looney into the station. You hallucinate constantly. (NOT AN EXCUSE TO SELF-ANTAG) Alzheimers: You forget how to use machines constantly. *Painless: You never feel pain. This can be a boon and a malice. Hearty: You have twice the blood as many other people. Beware vampires! Cackling maniac: You randomly start laughing over comms.

ajc007007 avatar May 14 '25 00:05 ajc007007

Entering stuff with skitterish should put a cooldown (like 3 seconds?? idk) on when you can next enter something using the skitterish trait, first time it was funny but I don't think we want people continously spamming it in the same place similar to spamming a locker/the same noise over again, its lrp, and probably abusable D:

zeufu avatar May 14 '25 00:05 zeufu

Honestly, I'm not a fan of the foreigner quirk. Every time I have seen it used on other servers that had it, it was never in good faith. Either being used as an excuse to be a shitter ("I didn't understand he was telling me not to!") or to solidify metacliques. Imagine being the head of your department trying to tell your employee to do something, and they cannot understand you at all (unless you write on a piece of paper, but that doesn't make any sense IC.) IC, why would NT be hiring people that cannot do the jobs they are told, and OOC, why would you pick a quirk that disallows you from interacting with most of the people, unless they speak your second language. SS13 is a social game where a majority of the fun and gameplay comes from interacting with other people. Why would a reasonable person in good faith choose to mechanically block themselves out of that? It doesn't make sense to me. If not removed, it should be relegated to assistant only. The only way I could see this being close to a positive change is if we also added sign language.

If metacliques/shitters is what ends up happening, that's really unfortunate and it'll likely be removed. However if the other argument is purely hypothetical players being assholes I'd like to at least let the paradise community try proving that wrong. OOCly there's ways to get around communication barriers, and I think one great thing about this game is that it constantly puts new obstacles in front of you without telling you the one single way to solve it.

BiancaWilkson avatar May 14 '25 00:05 BiancaWilkson

Plasmamen can have no language by taking foreign since they have no species language, do with this what you will.

pvur avatar May 14 '25 00:05 pvur

also some variety with the lunch baggy would be nice

adddfff33 avatar May 14 '25 00:05 adddfff33

IPCs can only take like 7 quirks

  • To even be able to get Freerunner they need to either be deaf or blind, they cannot be mute, frail or a foreigner
  • IPCs cannot be Skittish?

A second column side by side with the list and making it about as wide as the character setup menu would probably make the list nicer I'd say.

YoureNotTheSharpest avatar May 14 '25 00:05 YoureNotTheSharpest

Oh wait, in the character creator I just straight up cannot assign them.

Also, mathamatically taking Lightweight and Heavy Drinker is inbalanced. Taking both traits would result in the person theoretically having a slight 9.1% resistance to alchohol. This is because the nullification is 7/10 while the amplification is 13/10. Ideally the amplification should be 10/7 or greater.

YoureNotTheSharpest avatar May 14 '25 00:05 YoureNotTheSharpest

I'm looking into why some quirks are becoming unselectable. It's a weird, spurious issue.

Edit: Figured out the global list somehow messed up and doesn't have the correct values anymore

Edit 2: Fixed

BiancaWilkson avatar May 14 '25 01:05 BiancaWilkson

Honestly, I'm not a fan of the foreigner quirk. Every time I have seen it used on other servers that had it, it was never in good faith. Either being used as an excuse to be a shitter ("I didn't understand he was telling me not to!") or to solidify metacliques. Imagine being the head of your department trying to tell your employee to do something, and they cannot understand you at all (unless you write on a piece of paper, but that doesn't make any sense IC.) IC, why would NT be hiring people that cannot do the jobs they are told, and OOC, why would you pick a quirk that disallows you from interacting with most of the people, unless they speak your second language. SS13 is a social game where a majority of the fun and gameplay comes from interacting with other people. Why would a reasonable person in good faith choose to mechanically block themselves out of that? It doesn't make sense to me. If not removed, it should be relegated to assistant only. The only way I could see this being close to a positive change is if we also added sign language.

If metacliques/shitters is what ends up happening, that's really unfortunate and it'll likely be removed. However if the other argument is purely hypothetical players being assholes I'd like to at least let the paradise community try proving that wrong. OOCly there's ways to get around communication barriers, and I think one great thing about this game is that it constantly puts new obstacles in front of you without telling you the one single way to solve it.

Honestly, I'm not a fan of the foreigner quirk. Every time I have seen it used on other servers that had it, it was never in good faith. Either being used as an excuse to be a shitter ("I didn't understand he was telling me not to!") or to solidify metacliques. Imagine being the head of your department trying to tell your employee to do something, and they cannot understand you at all (unless you write on a piece of paper, but that doesn't make any sense IC.) IC, why would NT be hiring people that cannot do the jobs they are told, and OOC, why would you pick a quirk that disallows you from interacting with most of the people, unless they speak your second language. SS13 is a social game where a majority of the fun and gameplay comes from interacting with other people. Why would a reasonable person in good faith choose to mechanically block themselves out of that? It doesn't make sense to me. If not removed, it should be relegated to assistant only. The only way I could see this being close to a positive change is if we also added sign language.

If metacliques/shitters is what ends up happening, that's really unfortunate and it'll likely be removed. However if the other argument is purely hypothetical players being assholes I'd like to at least let the paradise community try proving that wrong. OOCly there's ways to get around communication barriers, and I think one great thing about this game is that it constantly puts new obstacles in front of you without telling you the one single way to solve it.

I see your point, however, there are only so many ways to get around someone not speaking common. Writing on a piece of paper? Doesn't make sense IC. Getting someone to translate? That will get old quick. I just don't see what the point of including it is. People already do "foreigner" RP while understanding common OOC. It is proven that people can already do that type of RP without the actual quirk (take Scraplyn Bandit/Aegir for example). Including this quirk only invites bad actors to abuse the ignorance it gives the player.

SerenHighwater avatar May 14 '25 02:05 SerenHighwater

I randomly lost Foreigner in the middle of the round, near the 1 hour mark. I have no idea how or why.

poobsie avatar May 14 '25 04:05 poobsie

Don't like foreigner for reasons above. Long before this PR existed, I've seen players pretend to not speak galcommon and only speak their species native tongue. Personally, I've never seen a positive interaction happen because of this. Their departmental co-workers can't communicate with them, security/command often can't communicate with them, and all it really seems to do is add an RP friendly way to be annoying (which is bad.)

DahkGrel avatar May 14 '25 05:05 DahkGrel

I like the general idea but I do have some issues with it. First, overriding disabilities with unhealable versions when we can replace organs, repair brains and fix genes feels rather forced to me. I think a better idea would be something like incompatibility with cyber organs(maybe also implants) that could then also be combined with damage/lack of the relevant organs.

Second, the choice of quirks at the moment is a bit odd. Too many of the negative traits are massive debuffs and most positive traits can't be used without taking any of them. As it stands the quirks are for the most part too extreme. I do like pacifist and frail though, since they mostly come into play when fighting, so your choices as a player can affect how they come into play, and vice versa. Also, pacifist antags could potentially be very interesting.

Third, the way the points system works right now can be a problem. Different tiers of quirks have very different effect on gameplay which doesn't linearly scale with the point cost. I think the points from a quirk should be usable for at most 1 tier above of the opposite sign. So for an example, a +1 quirk would only contribute points towards quirks with a cost of at most 2.

Migratingcocofruit avatar May 14 '25 13:05 Migratingcocofruit

I like the general idea but I do have some issues with it. First, overriding disabilities with unhealable versions when we can replace organs, repair brains and fix genes feels rather forced to me. I think a better idea would be something like incompatibility with cyber organs(maybe also implants) that could then also be combined with damage/lack of the relevant organs.

Second, the choice of quirks at the moment is a bit odd. Too many of the negative traits are massive debuffs and most positive traits can't be used without taking any of them. As it stands the quirks are for the most part too extreme. I do like pacifist and frail though, since they mostly come into play when fighting, so your choices as a player can affect how they come into play, and vice versa. Also, pacifist antags could potentially be very interesting.

Third, the way the points system works right now can be a problem. Different tiers of quirks have very different effect on gameplay which doesn't linearly scale with the point cost. I think the points from a quirk should be usable for at most 1 tier above of the opposite sign. So for an example, a +1 quirk would only contribute points towards quirks with a cost of at most 2.

To add to this, I think that any opposite traits should automatically enable a lock on the other version of said trait. So if you take Lightweight, it should lock Heavy Drinker. I also think that the traits should be split into three categories similar to Genetics, with Minor, Intermediate and Major traits, Whereby to take a positive trait of a specific tier, you require points from traits of an equal or higher tier. I think that Minor traits would have little to no impact on normal gameplay, but would provide roleplay value, things like Lightweight. Intermediate would have some effect on your normal playstyle, Such as Glutton. Major traits would have significant impacts to gameplay, Anything like Pacifist or Freerunner.

I also think that if Blind is going to remain incurable, it should also disqualify you from rolling an antaganist. I can imagine a deaf or pacifist antag being interesting, Blind however would be effectively unplayable and heavily luck based for both your objectives, and the state of the station. A blind antaganist trying to escape from security after stealing a high value item is likely to get caught extremely easily.

Finally, i think that Skittish due to being a trait that should have gameplay/roleplay value rather than being a gimmick should: 1. Have an toggle in the top left and 2. Should either be a lower cost or be silent. Will this effect save you from security? Maybe, but unless your action makes no noise they are likely to hear you jump into a locker or crate. (to clarify, i havent actually tried this due to its high cost, but my understanding is it would open and close said locker. If it does not open/close the locker, this can be ignored)

Pocket22 avatar May 14 '25 14:05 Pocket22

Skitterish trait should respect intents, (e.g can only trigger it on help intent not on the others, if this is already intended then it's just not working at the moment.) Additionally, with Skitterish you instantly enter crates from cargo with a paper on them, I'm not sure if you want to keep it that way so people can prank others or not just letting you know. This also bypasses the confirmation for crates e.g ("Are you sure you want to open this crate?") for the supermatter crate.

zeufu avatar May 14 '25 16:05 zeufu

You're still able to join into the round or ready up for a command position with the pacifism quirk active. I haven't made any attempts to try and do this on security for obvious reasons but in the join game screen the options are there

Kamachamaeleon avatar May 15 '25 09:05 Kamachamaeleon

Magic mirror should probably have an option to mess with quirks (if it doesn't already) for when you roll wizard and don't want to play with your blind paraplegic character. Or if you DO want to play one.

And since people are flocking from discord to complain about foreigner i'll do the same and say its great and you should keep it.

With that out of the way my quirk suggestions are:

Cool: you have a 0% chance of falling when you flip, don't get dizzy when spinning, will never snap your fingers off, (basically every emote with a fail chance never fails)

Sealed Joints: (IPC only) starts the game with Sealed Joints. Magnetic Joints: (IPC only) starts the game with Magnetic Joints. (These two should probably be expensive.)

Dwarf: You start with the dwarf gene activated. (This probably should be expensive.)

Pumpkin312 avatar May 17 '25 04:05 Pumpkin312

I just realised my original concern wasn't actually put on the PR page (trust me to forget) It is something similar to what @DahkGrel said. NT does not hire non-galactic common speakers, there are a handful of instances that it is also mentioned in on the wiki as well. Anyone that doesn't speak at least the basics of Galactic Common aren't hired at all, so giving them further excuses to attempt to pretend that they can't speak it isn't a good idea at all.

Stoniest avatar May 21 '25 20:05 Stoniest