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Contraband Updates #33975
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Contraband Updates #33975
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Leaving the others be for now
On second thought, it's more funny for someone to figure out the hard way it doesn't work for non-chaplains.
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I guess dealing with the ERT departments is going to be more difficult than I thought. I really didn't want to add CentComm as an allowed department to a bunch of items, but I'm not sure if there is a better way to get around the 1 primary department per role rule. |
Changed it so that CentComm is no longer a primary department, but I am not familiar enough with what @deltanedas wanted to do with those to say that I did not just break something for him. |
theres no centcomm roles roundstart and they probably wouldnt be turf taggers anyway |
Should department-specific survival boxes be marked as contraband? The boxes often get thrown around and picked up by whoever, and unless you want to enforce people disposing of them properly, this will only give some officers stupid reasons to arrest somebody. Is nukie survival box even outwardly marked as belonging to the Syndicate? The gas mask inside it is contraband, yes, but otherwise I'm not sure how a person would distinguish those. Another thing, should you be arrested for carrying a wrong backpack? Should the officer be obligated by Space Law to take away your backpack if it doesn't match? Similarly with boxes, backpacks and duffels are often discarded with little care, or often even shared (e.g. engi bringing a duffel full of materials). |
You're right, I'll unmark those.
The distinction is small enough that I also in hindsight think you are right. I will unmark their survivial box.
I've personally only ever seen the botany plant bags shared, and that is with cargo, who handles large amounts of contraband anyway. My thought when restricting the bags was that a wrong backpack might indicate that it was stolen instead of borrowed with consent; think a Syndie with a steal objective that needed to make a quick getaway, so they just carry the bag with them instead of searching through it. Maybe an in the middle tier of contraband is needed, where having something makes you suspicious but is not criminal? Another possible compromise is restricting the command bags, which can contain high value targets, and leaving the other ones be, which are more likely to get shared around. |
I like the idea that only command bags are contraband (maybe security?), because that reflects how security would generally behave without those markers. Most officers won't shake you down because you've got the wrong bag, but the captain's bag? That's super suspicious and is definitely getting you questioned or arrested. |
I agree about command and security bags being restricted. As for the "suspicious" contraband tier I think sec should decide by themselves whether something is only suspicious but not illegal. |
@@ -113,7 +113,7 @@ | |||
- WhitelistChameleon | |||
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- type: entity | |||
parent: ClothingEyesBase | |||
parent: [ClothingEyesBase, BaseSyndicateContraband] |
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The outlaw glasses are the ones with fake brows and nose. I am not sure if making them contraband is a good idea. They are a joke item, and this only makes them "bad" to ever buy. Technically, stuff like syndie pyjamas is considered contraband, so there's a precedent, but still.
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My thought with this was to mirror the change to cat ears that was made in #30930 and merged in. Those are also a joke item.
Another thing I might want to criticize this on is the sheer amount of contraband markers an officer will see on extremely mundane items. Like, the entirety of someone's outfit will be marked as contraband, making it harder to notice when it's actually something you should pay attention to. I fear this will just be a lot of visual noise, but let's see what maintainers will say. Oh, and they might ask you to split the PR into several parts because of how many files it touches. |
I am going to drop the changes to most of the non-mindshield role clothing and come back to those in a different PR. |
I have seen 2 rounds now where a traitor successfully lawyers their way out of getting their syndicats killed, which then unsurprisingly kill someone later.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Numerous items have had contraband status added to them, or modified to reflect who actually uses them.
Why / Balance
Technical details
New base contraband entities were added to accommodate restriction patterns that did not yet exist. Contraband statuses are applied by inheriting from the contraband bases, as has been the case. Death squad variants of 5 syndicate items were added to solve their contraband issues without marking certain standard Syndicate items (energy swords, nukie agent vest, …) as ok for CentComm. 2 new classes of contraband were added related to the Ninja - one for their equipment and one for their targets (currently just the R&D server, undecided on marking the criminal records computers). The CentComm roles (ERT, CBURN, Death Squad) have been added to their relevant departments to solve their contraband issues.
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Breaking changes
Changelog
🆑 WarPigeon