Centcom Expansion & Private Sec

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Steelpoint
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Centcom Expansion & Private Sec

Post by Steelpoint » #256302

In keeping with my desire to be open with my proposed game changes, here is a proposal I have put up.

Link to PR: https://github.com/tgstation/tgstation/pull/24161

What will this change do: It expands areas of Centcom to make it look bigger than it is, and it spawns some Centcom Private Security at the docking area for escape ships, these officers are akin to Clowns from a clown bomb, meaning they are neutral until someone attacks them.

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Your thoughts? Any additional changes I should make, should I scale something back or is it a bad idea?
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Re: Centcom Expansion & Private Sec

Post by Reece » #256305

Do it. Faceless sec officers passively watching the reavers from firefly burst out of the shuttle amuses me.
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256308

Unfortunately I'm not proficient enough to code them to automatically attack people like Cultists, Clock Cults or Aliens. They'll only attack if attacked so even if a Alien hive jumps off the Officers won't move until attacked. Which may be amusing to think that even cultist horrors get a pass so long as they follow the rules.

I may also throw a few onto the recovery shuttle.
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Re: Centcom Expansion & Private Sec

Post by Wyzack » #256311

Looks cool. Metastation used to have a really cool and unique centcom level until it got axed to conform with boxstation and all the others. I would love to see centcomm made a bit cooler for all maps
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256314

I'm pretty sure this centcom applies for all map variants and has for some time
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Re: Centcom Expansion & Private Sec

Post by Armhulen » #256315

I love it, a little bit more population in centcom is great
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256369

I've pushed a update that puts the new NT Sec as a part of the ingame NT faction, meaning they are allied with the other, aggressive, NT Security Officers. Also I added a spawner (like lavaland ghost spawns) that lets a ghost play as a NT Sec Officer, with them also being a part of the NT faction, though its currently not in game.
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Re: Centcom Expansion & Private Sec

Post by kevinz000 » #256428

Steelpoint wrote:Unfortunately I'm not proficient enough to code them to automatically attack people like Cultists, Clock Cults or Aliens. They'll only attack if attacked so even if a Alien hive jumps off the Officers won't move until attacked. Which may be amusing to think that even cultist horrors get a pass so long as they follow the rules.

I may also throw a few onto the recovery shuttle.
I can do that after this is merged.
If this is merged.
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256431

Would be a nice thing to add.

I'm also tempted to investigate the ability for admins to trigger a 'Security Response' akin to sending a ERT or Deathsquad. Meaning the admins can summon a team of player controlled NT Officers who will spawn near the landing bay, likely near the lockers you can see in between the two hanger bays.

I would restrict their access so they can't move out of the hanger area, or better set the access so they can't get to the command controls that open up Centcom.
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Re: Centcom Expansion & Private Sec

Post by John_Oxford » #256457

LLA had something called perseus, which was more or less a private security company with loads of grossly overpowered gear, but they we're heavily whitelisted and regulated, and ran by a head admin.

Nuke ops? Call perseus.
Cult? Call Perseus.
Stubbed your toe? Call perseus.

That but not as bad would be pretty cool, i like the idea of NT private security, maybe some arma-esque pathfinding and squad movement shit with higher ranking security members being in charge. Maybe make central a sort of mini-station with one department as the command department and have NTPS patrol the hallways. Maybe extend the round restart time to like 300 seconds to give people the chance for extra fun. Have things like security bots and turrets and shit. Maybe a fancy "you did a good" coin at the end that lets you get a shinny hat at the start of the next round that vanishes if you take it off.

EDIT:

I'll sprite you some custom body armor and darker red uniforms with more "IM A EDGY COP" helmets if you want.
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Re: Centcom Expansion & Private Sec

Post by oranges » #256498

Steelpoint wrote:Would be a nice thing to add.

I'm also tempted to investigate the ability for admins to trigger a 'Security Response' akin to sending a ERT or Deathsquad. Meaning the admins can summon a team of player controlled NT Officers who will spawn near the landing bay, likely near the lockers you can see in between the two hanger bays.

I would restrict their access so they can't move out of the hanger area, or better set the access so they can't get to the command controls that open up Centcom.
Why would we add even more reskins of the ERT? that's just silly, at some point admins can just take the existing ERT and refit their outfits in game to have a snowflake response team.
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Re: Centcom Expansion & Private Sec

Post by Lumbermancer » #256521

But Security is Private Security.
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256681

I was thinking about a spawn that literally just plops four or five guys in the hanger area to shoot at all the people coming in from the emergency shuttle.

As I said, I was musing with the idea, but its too much effort for something that'll only last for 60 seconds on average at the end of a round. Admins can always just plop more NPC Sec Officers down if they want.
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Re: Centcom Expansion & Private Sec

Post by Armhulen » #256683

i wish we had more centcom and syndicate sleepers, they provide interesting interactions
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Re: Centcom Expansion & Private Sec

Post by Haevacht » #256739

Stop poking anything security related.
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256741

I pushed a update to fix the officer ID cards to have access to most of Centcom, this will only affect people who nab a ID card off of a dead officer or someone who spawns in as a NT Officer via a admin placed sleeper.
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256742

Haevacht wrote:Stop poking anything security related.
My secret plan is to put a button in the HoS's office that will summon a 20 man squad of NT Officers set to shoot anyone who is not part of Security. Just working my way up to it.
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Re: Centcom Expansion & Private Sec

Post by oranges » #256791

I knew it!
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Re: Centcom Expansion & Private Sec

Post by confused rock » #256818

John_Oxford wrote:LLA had something called perseus, which was more or less a private security company with loads of grossly overpowered gear, but they we're heavily whitelisted and regulated, and ran by a head admin.

Nuke ops? Call perseus.
Cult? Call Perseus.
Stubbed your toe? Call perseus.

That but not as bad would be pretty cool, i like the idea of NT private security, maybe some arma-esque pathfinding and squad movement shit with higher ranking security members being in charge. Maybe make central a sort of mini-station with one department as the command department and have NTPS patrol the hallways. Maybe extend the round restart time to like 300 seconds to give people the chance for extra fun. Have things like security bots and turrets and shit. Maybe a fancy "you did a good" coin at the end that lets you get a shinny hat at the start of the next round that vanishes if you take it off.

EDIT:

I'll sprite you some custom body armor and darker red uniforms with more "IM A EDGY COP" helmets if you want.
I remember seeing a vid of perseus countering anything the malf ai could throw at it and when the ai complained admina said "you couldve killed them if you tried hard enough" no thanks we have erts
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Re: Centcom Expansion & Private Sec

Post by XDTM » #256841

Mercenary ERT for huge amounts of cash could be fun. Maybe even rent-a-changeling.
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Re: Centcom Expansion & Private Sec

Post by onleavedontatme » #256871

Any round in which you have enough money to be able to afford an ert would be a round you don't need one in
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Re: Centcom Expansion & Private Sec

Post by Steelpoint » #256872

You'll get a better result from a nicely and professionally worded request to Centcom(admins) for ERT reinforcements.

Buyable PMC Mercs introduces way too many administration and game balance headaches, and is beyond the scope of my PR and coding abilities.
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Re: Centcom Expansion & Private Sec

Post by Screemonster » #256880

Emag the comms console to buy "reinforcements" out of the station's funds.

:newcop: :newcop: :newcop: :newcop:
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Re: Centcom Expansion & Private Sec

Post by John_Oxford » #256941

750,000 credits - :@%}CUSTOMERSUPPORT}%@: titled order.

Turns the cargo shuttle into a syndicate version and spawns four player controlled nuclear operatives on it, three have elite hardsuits and one has a shielded hardsuit, 10% chance for a dark mauler to be included on the ship. Operatives get a random bundle, from bio terror and spetsnaz pyro to agent and stupid shit

1% chance for clown ops
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
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I don't even know what the fuck tg is.

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