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[Modular] Deployable cyborg constraint tool

Open honkpocket opened this issue 2 years ago • 7 comments

About The Pull Request

This is a tool made specifically to contain downed cyborgs.

When an antagonistic cyborg player is caught by security, flashed and stunned, the most common response is to completely destroy the cyborg. This is because the game lacks features to contain one, as soon as they recover from the flash or EMP's stun they would just run away, right? This tool is my proposed solution, it is easy to carry with and deploy, and it does what security wants.

A work in progress video

https://user-images.githubusercontent.com/77534246/168443013-f054d394-3492-4f9b-95f9-646f618190bf.mp4

This deployable structure can not only lock the cyborg down, while still allowing crew to manipulate it, but it can also completely drain the cyborg's power; and finally if so desired pump it back in.

How This Contributes To The Skyrat Roleplay Experience

To prevent racking up hundreds of thousands credit's worth of damage to station property (the cyborg), or completely stonewalling the cyborg from interacting with the conclusion of its traitor plotline. AND to give cyborgs at least a smidge of the rights a crewmember gets (no field executions).

To-do

  • [X] Code (Mostly)
  • [ ] Sprites
  • [X] Populate the world
  • [ ] Writing

Changelog

:cl: add: Added new mechanics or gameplay changes add: Added more things del: Removed old things qol: made something easier to use balance: rebalanced something fix: fixed a few things soundadd: added a new sound thingy sounddel: removed an old sound thingy imageadd: added some icons and images imagedel: deleted some icons and images spellcheck: fixed a few typos code: changed some code refactor: refactored some code config: changed some config setting admin: messed with admin stuff server: something server ops should know /:cl:

honkpocket avatar May 14 '22 17:05 honkpocket

Can the AI or other borgs remotely interact with this?

Is there going to be an easily accessible supply for security?

How big is it? Much of the problem I see is that security won't use these much anyway due to niche application and difficulty using, or that this will have little counterplay from fellow silicons like the robo console does.

Or worse, I'm going to get bwoinked every time I kill a borg because these exist and I didn't have one always on hand "just in case"

YakumoChen avatar May 14 '22 20:05 YakumoChen

Can the AI or other borgs remotely interact with this?

Only if they're not inside of it.

Is there going to be an easily accessible supply for security?

I was thinking they get one or two grenades at the start on their office table, later to be printed from their proto after some basic research. robotics would also start with two already deployed versions in their mech bay or somewhere.

How big is it? Much of the problem I see is that security won't use these much anyway due to niche application and difficulty using, or that this will have little counterplay from fellow silicons like the robo console does.

The size of a grenade, or maybe a little bigger. But i want them to be compact

honkpocket avatar May 14 '22 20:05 honkpocket

I can probably safely say that the majority of borg players would prefer this over flat removal, it'd be akin to strapping them to a flatbed cart with tie-downs as far as I can tell. I assume this doesnt shut their radios off?

Zergspower avatar May 19 '22 14:05 Zergspower

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 ~ 5 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.

github-actions[bot] avatar May 27 '22 00:05 github-actions[bot]

will re-open when i have motivation for sprites!

honkpocket avatar May 30 '22 16:05 honkpocket

I feel like upstream would really appreciate this.

Stalkeros2 avatar Aug 25 '22 14:08 Stalkeros2

I feel like upstream would really appreciate this.

ill consider it!

honkpocket avatar Aug 25 '22 15:08 honkpocket

but we can just flip the borg

Iamgoofball avatar Sep 10 '22 13:09 Iamgoofball

but we can just flip the borg

that doesnt have the same results (i.e preventing tool use and longrange interact) nor are cyborgs flippable when flashed, which is arguably the best moment to do it in.

honkpocket avatar Sep 10 '22 13:09 honkpocket

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 ~ 5 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.

github-actions[bot] avatar Oct 01 '22 00:10 github-actions[bot]

Don't think this should be available to robotics until it's researched. Available only to security is fine. People might misuse the ones from robotics unnecessarily. Or dont even have to be printable anywhere except security techfab, that also might be a good idea imo.

SpaceLoveSs13 avatar Oct 01 '22 06:10 SpaceLoveSs13

I'm a bit mixed after seeing it - i figured with out be a dragnet type deal but this feels more like a kennel thing

Zergspower avatar Oct 03 '22 21:10 Zergspower

that doesnt have the same results (i.e preventing tool use and longrange interact)

just beat the borg up and rebuild it, or blow the borg and rebuild it

its a cyborg, just put the positronic brain into a new shell

Iamgoofball avatar Oct 03 '22 23:10 Iamgoofball

this is a literal non-issue, cyborgs don't need to be taken alive because they aren't crew, they're machines, just destroy the shell and wrench the posibrain/MMI out and presto, harmless silicon that can't interact with things or use tools

if you are in an position where you can use this, you are in a position where you can just destroy the shell

Iamgoofball avatar Oct 03 '22 23:10 Iamgoofball

if you are in an position where you can use this, you are in a position where you can just destroy the shell

sounds expensive and a bit over-the-top to do each time, every time.

honkpocket avatar Oct 04 '22 16:10 honkpocket

Cyborg shells are made of metal and glass, they're dirt cheap material economy wise and the only expensive part is the MMI/Posibrain, which doesn't get destroyed. If a Cyborg needs to be disarmed, you disarm it by taking the shell away.

Iamgoofball avatar Oct 04 '22 18:10 Iamgoofball

Cyborg shells are made of metal and glass, they're dirt cheap material economy wise and the only expensive part is the MMI/Posibrain, which doesn't get destroyed. If a Cyborg needs to be disarmed, you disarm it by taking the shell away.

I think having a more sophisticated way of dealing with cyborgs is fine. It lets the cyborg run away too if they are skilled and also doesn't result in full "pew pew bang bang" destruction always even if the units are cheap to produce. Only thing that needs to be done is limit the availability of this.

SpaceLoveSs13 avatar Oct 04 '22 18:10 SpaceLoveSs13

Why do we need to have a more sophisticated(read: complicated and obnoxious code setup) solution for this when the existing simple one(break the cyborg's shell and remove the mmi/posibrain) works just fine?

Iamgoofball avatar Oct 04 '22 20:10 Iamgoofball

Re open with requested changes

Gandalf2k15 avatar Oct 08 '22 07:10 Gandalf2k15