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zombies from gamemode should know who all the IIs are #25565

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deltanedas opened this issue Feb 25, 2024 · 7 comments
Closed

zombies from gamemode should know who all the IIs are #25565

deltanedas opened this issue Feb 25, 2024 · 7 comments

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@deltanedas
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Description

the II in zombies gamemode are presumably organized bioterrorists or syndicate operatives since they all know they are carriers and can turn at will, they should also know their fellow operatives so they can actually plan instead of 5s into the round someone turns in medbay and ruins any kind of plan others could have.

if zombies are told who the others are in character menu and/or the greeting message they are encourage to plan something with the others

@lzk228
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lzk228 commented Feb 25, 2024

II also should have the zombie or like zombie but different color

@LordCarve
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the II in zombies gamemode are presumably organized bioterrorists or syndicate operatives

I'm not so sure.

since they all know they are carriers and can turn at will

But do they really? The players controlling them do, but the characters presumably don't. It's one of the cases where for gameplay reasons "it couldn't have been implemented any other way". Characters being II without player knowledge or turning without player input just doesn't make sense. Players knowing their character is II doesn't mean the characters themselves know about their condition.

I do recognize the problem here being lack of coordination, and that definitely could be improved with a greeting message suggesting that "there are X other infected on the station" and that "it may be a good idea to wait for an opportune moment to turn". Additionally IIs could be informed mid-round whenever an II turns via an exclusive chat message. This way they could turn at the same time to overwhelm the station.

This way we keep all II coordination OOC as ways for players to roughly coordinate their efforts. Not characters.

I just really don't like the idea of leaning into the "the II characters know they are II". Currently they presumably don't which opens a lot of RP opportunities. Touting them bioterrorists unceremoniously axes that part of it. And it's a pretty sizeable part.

Don't get me wrong. I do agree that flops such as "5s into the round someone turns in medbay" should be discouraged because they effectively make rounds less fun. This is why I'm for a greeting message suggesting IIs wait for a more opportune moment. I just think all of it should be kept OOC.

If we reach a point where a security patrol can stumble upon a group of IIs discussing their zombie plans IC before turning, that to me, means we took a wrong turn somewhere.

Zombies are a team antag, but IIs (before turning) are not. I think we should keep them that way while addressing the mode's shortcomings.

Let's not make the mistake of making every game mode too similar to each other.

tl;dr:
Assist IIs OOC (i.e. with a greeting message or zombie 6th sense informing them when others turn) - yea.
Make IIs into full-blown bioterrorist - pls no.

@Krunklehorn
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Seems like a good buff considering the recent removal of Command and Security II.

@deltanedas
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But do they really? The players controlling them do, but the characters presumably don't. It's one of the cases where for gameplay reasons "it couldn't have been implemented any other way". Characters being II without player knowledge or turning without player input just doesn't make sense. Players knowing their character is II doesn't mean the characters themselves know about their condition.

they do know, since they are expected to act as antagonists before turning

@LordCarve
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TIL: IIs are given literal free pass before turning. Missed potential if you ask me, but I won't question it.

@potato1234x
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the amount of times i have chosen another initial infected as a first target is insane

@Killerqu00
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implemented in #25934

@UbaserB UbaserB closed this as completed Mar 20, 2024
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