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[Design Goals]: Anything that allows for more consistent ways for ghosts to get back into the round. #10423

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PowerfulBacon opened this issue Jan 5, 2024 · 5 comments
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Feature Request Priority: High Strategic Milestone A long-term strategic development. PRs completed for issues with this tag will be high-priority. Triaged Issues that are exempt from the stale action

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@PowerfulBacon
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Describe the feature request

Ghost events are too inconsistent to be considered proper respawns, and when there are like 8 people dead it will still only respawn 1 for the entire round.
We need more ways for players to spawn as brand new characters when they die and get back into the game so that we don't have to have rules and mechanics that push players away from doing anything that might result in death. Death also just feels bad, since if you wan't to play the game you are now forced to do something else.

I am open to any proposals for this, including super simple changes.

My initial proposal is a consistently timed event system that will fire off every [X] minutes defined in the config (defaults to 20). Ghosts can see the timer on their HUD and when it reaches 0, all ghosts who have asked to respawn will be respawned in some kind of event.
I was thinking events like a shuttle crash that puts survivors on the station, or mercineries spawning, or even soft-antag roles spawning like the mafia if there isn't a lot happening although these will all be up for debate.

It should avoid:

  • The same character shouldn't appear multiple times in 1 round. Respawned characters can use pref chosen characters, but should be mandatorilly different from what has already spawned in.
  • We should try and avoid encouraging going after your kill as much as possible. This isn't really super important, but if the respawned roles have a clear difference in goals from the original character or have different IC motivations that are communicated, then it should give the player something else to focus on other than their vengance arc.
  • Inconsistency, the timer may pause if there is too much chaos on the station, however it shouldn't only spawn some of the players back in and there shouldn't be a random amount of time between respawn waves.
@PowerfulBacon PowerfulBacon added Feature Request Triaged Issues that are exempt from the stale action Priority: High labels Jan 5, 2024
@PowerfulBacon PowerfulBacon pinned this issue Jan 5, 2024
@Haliris
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Haliris commented Jan 19, 2024

I've started taking a shot at this and got something going in a branch. I'll make a PR once I find the proper roadmap.

@Haliris
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Haliris commented Jan 19, 2024

Actually I just made a draft now so hopefully ideas start popping around for respawn events

#10506

@PowerfulBacon PowerfulBacon added the Strategic Milestone A long-term strategic development. PRs completed for issues with this tag will be high-priority. label Mar 3, 2024
@PowerfulBacon
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I am fine with the respawns essentially just being more jobs on the station, or in specific circumstances some form of response team that isn't too powerful

@EveLed
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EveLed commented Mar 25, 2024

https://forums.beestation13.com/t/adaptive-events/25167/5

you might've already seen this, but here's some ideas for stuff like this that people had on the forum.

@PowerfulBacon
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PowerfulBacon commented Apr 19, 2024

This could be implemented through a faction system that provides:

  • Raids (System controlled)
  • Envoys/Slave gifts (System controlled)
  • Visitors/Work swaps (System controlled)
  • Emergency Requests from the comms console (On-use, may result in enemies)

And then have some bases either on lavaland or on the supercruise map, thus finally ending the supercruise dream.

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Labels
Feature Request Priority: High Strategic Milestone A long-term strategic development. PRs completed for issues with this tag will be high-priority. Triaged Issues that are exempt from the stale action
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