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[PR] EMAG disables borg interface locks instead of freeing them
#1
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[SILICONS] [BALANCE] [FEEDBACK WANTED]
About the PR

This PR changes the emag behavior on cyborgs to pop their chest compartment open and break their interface lock instead of removing their laws. It also extends this behavior to the AI.

This PR is offered as an alternative to #22547

Why's this needed?

My reasons for creating the last PR on this topic still stand. The current EMAG effect encourages undesirable meta behavior as well as some uncomfortable narratives that probably can't be adequately handled within the confines of this game. The precedent for the EMAG breaking electronic locks already exists in multiple places. This allows it to keep its identity as a premium sabotage tool while giving it a new utility in quickly dispatching meddling silicons.

One of the most common complaints about #22547 was the difficulty of following its randomized corrupt lawsets. This change circumvents that issue, and as such should be much easier to play out as a cyborg.


Changelog



Code:
changelog
(u)RubberRats
(*)The EMAG no longer unlaws borgs, instead breaking their interface lock and forcing open their cover.


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#2
I still think it should affect laws in some way, perhaps it gives you a law 0 (also probably only while open with first emag act opening chest rather than head) and these can be checked with law linkers. Although this is still an improvement.
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#3
I know that the first criticism of this will likely be "but this isn't fun for the cyborgs," but honestly? Most traitor tools aren't "fun" for the people on the receiving end of them. This PR solves the issue of the "tap for Freedom" that the current behavior has, while avoiding the mess of "okay whose laws are what" that made the last PR more difficult for everyone.

Alternate laws still exist for borgs in the form of the lawrack, and subverting them still exists in the form of the conversion chamber, syndicate frame, and making another lawrack entirely. (And I'm not opposed to making it easier to make a second lawrack, but that would be a separate thing.)

I support this change.
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#4
That sounds like a good change. Getting hit with an emag is a good way for a one-two-kill. For an emag effect it's on the lower severity scale, since you could achieve the same with a command ID and a flash.
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#5
Yeah, definitely better than the alternatives. If someone wants to mess with laws, they should go through the (relative) trouble of changing the law rack instead of just clicking borgos with le funny hacking card. This is both debilitating enough and still fits the overall theme of the EMAG, so I'm all for this.
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#6
Can't say I'm a fan of another 'You get clicked twice and die' added to Cyborgs, either. I think there's more than enough of those already. (Edit: Why does the EMAG work as a Crowbar here, anyway? I would at least like three clicks...)
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#7
Emag has always been a wild card and a tool for chaos, I feel by narrowing its scope you take away some of the fun of being emagged as a borg as well as some of the chaos it can lead to whether that's beneficial or detrimental to the user, since its change I've used the EMAG far less, I imagine other people have done the same, while I'm sure its one of the most purchased/sought after antag items I think this change would further take away from the appeal the card.

Last time I used an emag on a borg, they dismantled my robotic fabricators (Which I deserved) and left changing my planned antagonist route.
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#8
I prefer the ion laws EMAG. This isn’t nearly as narratively compelling and I'd go so far to say maybe even downright boring.
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#9
(04-25-2025, 10:28 AM)Cropsey Wrote: I prefer the ion laws EMAG. This isn’t nearly as narratively compelling and I'd go so far to say maybe even downright boring.

The ion laws change resulted in too much confusion about who has what laws, unfortunately.

This is still less boring than my alternate suggestion, which was to make them do nothing to borgs.

The more time goes on with this, the more I realize that at its core, this is basically The Werewolf Problem: people don't want to consider it an antagonist, they want to have roleplay with it, and in pursuit of that roleplay they'll actively prevent other people from considering it an antagonist. I can appreciate where that impulse comes from, but the result for the game itself is not what I want to see from an antag using an antag item.
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#10
I think it should open the chest component (`src.opened`) instead of the head case for the following reasons:
* Prevents two-click, no tool round removal (emag -> swap hands -> grab brain)
* Emagger can remove the power cell to prevent radio callouts/immediate reprisals (borgs with no cell can still move, but can't use radio/tools)
* Emagger can immediately use a cyborg law linker to link them to a new rack (yay synergy)
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#11
(04-25-2025, 10:35 AM)glowbold Wrote: I think it should open the chest component (`src.opened`) instead of the head case for the following reasons:
* Prevents two-click, no tool round removal (emag -> swap hands -> grab brain)
* Emagger can remove the power cell to prevent radio callouts/immediate reprisals (borgs with no cell can still move, but can't use radio/tools)
* Emagger can immediately use a cyborg law linker to link them to a new rack (yay synergy)
I think this is a much more interesting solution. My biggest issue with this now is that removing a cyborgs brain gives 0 alert to anyone and its on the antagonist to say they've done this. Which in most cases why would they? I think having it open the chest is interesting, the law linker bit is actually super cool esp for a traitor CE for example, the ability to subvert cyborgs without being a roboticist or MDir and without directly touching the regular lawrack is an interesting play idea. It would take some talent to pull it off I dont think itd be particularly easy and that's interesting.

EDIT: Also potential to force an erebite or artifact cell on a borg with this
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#12
(04-25-2025, 10:35 AM)glowbold Wrote: I think it should open the chest component (`src.opened`) instead of the head case for the following reasons:
* Prevents two-click, no tool round removal (emag -> swap hands -> grab brain)
* Emagger can remove the power cell to prevent radio callouts/immediate reprisals (borgs with no cell can still move, but can't use radio/tools)
* Emagger can immediately use a cyborg law linker to link them to a new rack (yay synergy)

Giving it some thought, I like this. I'm a bit busy today, but I'll look into making this change sometime this evening or tomorrow.
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#13
Turning the Emag into a quick Borg Swatter was not what I thought the change would be, but yeah this is a pretty cool change. Being able to pull the brain out of a borg who's shoving a soldering iron in your eye after silently flipping at you, without needing AA is very cool
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#14
I think emagging borgs should make them do this
[Image: giphy.gif?cid=6c09b952j2m37czjw21b2c2s1r...y.gif&ct=g]
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#15
(04-25-2025, 10:35 AM)glowbold Wrote: I think it should open the chest component (`src.opened`) instead of the head case for the following reasons:
* Prevents two-click, no tool round removal (emag -> swap hands -> grab brain)
* Emagger can remove the power cell to prevent radio callouts/immediate reprisals (borgs with no cell can still move, but can't use radio/tools)
* Emagger can immediately use a cyborg law linker to link them to a new rack (yay synergy)

I feel that is far too weak. Getting your cell removed doesn't threaten you as a borg, because you can just move away.

Even worse, they can still bodyblock by moving. Bodyblocking is the most effective way a borg can disrupt an antag. And this does absolutely nothing to prevent that.

If cells would make borgs immobile, that would be a good idea. But with how borgs function currently, a two click kill is much more preferable. For the borg as a threat as well as for the antag as a tool.
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