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Replace roundstart cyborg with positronic brains on join menu #9133

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PowerfulBacon opened this issue May 31, 2023 · 5 comments
Open

Replace roundstart cyborg with positronic brains on join menu #9133

PowerfulBacon opened this issue May 31, 2023 · 5 comments
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Feature Request 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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The late-join menu should show positronic brains.
This should replace being able to late join as a cyborg.

@PowerfulBacon PowerfulBacon added Feature Request Triaged Issues that are exempt from the stale action labels May 31, 2023
@PowerfulBacon PowerfulBacon pinned this issue May 31, 2023
@JixS4v
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JixS4v commented Jun 1, 2023

Not a bad idea actually, but it relies too much on there being a roboticist

@Crossedfall
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Not a bad idea actually, but it relies too much on there being a roboticist

I find that to be a non-issue.

@MarkusLarsson421
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Not a bad idea actually, but it relies too much on there being a roboticist

If there is no roboticists there would be no positronic brains.

@PowerfulBacon PowerfulBacon added the Strategic Milestone A long-term strategic development. PRs completed for issues with this tag will be high-priority. label Mar 14, 2024
@Programs-The-Station
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Implementation Question / Theory: Would we put one button on the join menu labeled "Positronic Brains"?

I see a slight potential issue.

There is at least one Exploration ruin that spawns with a positronic brain. Additionally, free golems can also create positronics. If we have one button, would it be random in which positronic you enter? Getting stuck in a positronic brain in an explorer room sounds like hell, unless you absolutely know that the explorers are nearby.

Or, we could limit it to only on-station positronics.

What if we added a "ghost roles" section, which showed all positronics available as a count? Clicking the button would prompt you to observe to select a positronic.

Rambling/spitballing below:

Theoretically, you could expand it to show ghost roles above the normal amount of spawns (I.E. Number of Ashwalker Eggs - 3 starting ones or Number of Free Golem Shells - 4 starting shells), as that would keep the normal spawns hidden unless they are active, allowing for in-game ghosts to get higher priority. If there are more than the starting, then obviously they are active, so there will be enough spawns to go around.

This would cause a metagaming issue though, in seeing what potential antags are active (IE, Ashwalkers, Swarmers, Man-eaters)... Hmmm...

I guess leaving off the other ghost spawns would still work though, and leaving that framework in place would allow for other crew-aligned ghost spawns...

@MarkusLarsson421
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MarkusLarsson421 commented Jun 23, 2024

Limiting it to station Z-level positronics would probably be the simplest and best solution as Golems and Explorers are both on different Z-levels.

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Feature Request 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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