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"set up an accident" traitor goal

Posted: Fri Jun 21, 2019 7:36 am
by Whoisthere
it is an assassinate objective with a twist.
traitor cannot interact with assassination target in any manner that leaves traces of interaction between these two persons in logs in the time span of 2 minutes preceding the target's death.
so if traitor pulls/hits/hugs the target (or shoots them directly), and the target dies in two minutes, the objective is failed unless the target is revived and dies in another way.
the idea is to make traitors create "accidents" to off their targets, such as killing them in a fire, with poisoned food, or whatever. or just kidnapping the target and setting up a means of killing the target that will occur in 2 minutes and without traitor's direct intervention.
Bombs/toxin/suffocation damage would make this relatively easy to do. Just shoot a dude with a toxin syringe, or bucklecuff to a chair somewhere in space, or flamethrower them without directly clicking the sprite.
Ideally this should take into account the situation not looking like a murder in the end, e.g. if target had cuffs on on death, objective fails.
Overall might be a fun change from simple assassination objectives. Or maybe it was discussed before and it was decided that it sucked.

Re: "set up an accident" traitor goal

Posted: Fri Jun 21, 2019 9:43 am
by Shadowflame909
;Sec this assistant is tresspassing into the captains office

or

;Borg law two murder that lizard

These should do it.

Re: "set up an accident" traitor goal

Posted: Fri Jun 21, 2019 10:28 am
by terranaut
Shadowflame909 wrote: ;Borg law two murder that lizard
you'd think silicons would jump at the chance to get away with murder and at absolute worst when bwoinked just say "i got a law 2 order from a human go bwoink him" and be let off but its surprising how many even validhunters will be wary of that one, instantly assuming you are the bigger valid and they'll try to find a way to fuck you instead

Re: "set up an accident" traitor goal

Posted: Fri Jun 21, 2019 12:56 pm
by confused rock
if I had this I'd just wire a remote signaller to a door they're likely to be under and when they are hit the button over and over to crush them to fart

Re: "set up an accident" traitor goal

Posted: Fri Jun 21, 2019 3:17 pm
by Nabski
terranaut wrote:
Shadowflame909 wrote: ;Borg law two murder that lizard
you'd think silicons would jump at the chance to get away with murder and at absolute worst when bwoinked just say "i got a law 2 order from a human go bwoink him" and be let off but its surprising how many even validhunters will be wary of that one, instantly assuming you are the bigger valid and they'll try to find a way to fuck you instead
That shit is so frustrating. By the time you manage to ahelp it whatever important situation is often long gone.

Re: "set up an accident" traitor goal

Posted: Mon Jun 24, 2019 5:44 am
by cedarbridge
I have literally no idea how you'd police this with code.

Re: "set up an accident" traitor goal

Posted: Mon Jun 24, 2019 11:53 am
by terranaut
cedarbridge wrote:I have literally no idea how you'd police this with code.
Whoisthere wrote: traitor cannot interact with assassination target in any manner that leaves traces of interaction between these two persons in logs in the time span of 2 minutes preceding the target's death.
so if traitor pulls/hits/hugs the target (or shoots them directly), and the target dies in two minutes, the objective is failed unless the target is revived and dies in another way.


sometimes i wonder if people even read the posts they reply to

Re: "set up an accident" traitor goal

Posted: Tue Jun 25, 2019 2:30 am
by PKPenguin321
terranaut wrote:
cedarbridge wrote:I have literally no idea how you'd police this with code.
Whoisthere wrote: traitor cannot interact with assassination target in any manner that leaves traces of interaction between these two persons in logs in the time span of 2 minutes preceding the target's death.
so if traitor pulls/hits/hugs the target (or shoots them directly), and the target dies in two minutes, the objective is failed unless the target is revived and dies in another way.


sometimes i wonder if people even read the posts they reply to
i kinda hate that implementation because like what if you want to act friendly with this guy and strike up some conversation and then invite him to meet you in the bar and then boom he's dead the bar had a fire in it
or maybe you're a doctor and you offer him surgery for his ""appendicitis"" and then whoops i accidentally a heart removal
absolutely 0 interaction with somebody is a shit way of setting up an accident, people accidentally kill people they directly interact with all the time in this game

Re: "set up an accident" traitor goal

Posted: Tue Jun 25, 2019 8:38 am
by CPTANT
I think it is very hard to make a code solution that properly captures the spirit of the objective.

I think people would just lock other up for a long time before killing them with exposure or something.

And friendly interaction with the target shouldn't be punished.

Re: "set up an accident" traitor goal

Posted: Wed Jun 26, 2019 1:44 am
by oranges
terranaut wrote:
cedarbridge wrote:I have literally no idea how you'd police this with code.
Whoisthere wrote: traitor cannot interact with assassination target in any manner that leaves traces of interaction between these two persons in logs in the time span of 2 minutes preceding the target's death.
so if traitor pulls/hits/hugs the target (or shoots them directly), and the target dies in two minutes, the objective is failed unless the target is revived and dies in another way.


sometimes i wonder if people even read the posts they reply to
bitch you don't even know if it's possible

Re: "set up an accident" traitor goal

Posted: Wed Jun 26, 2019 2:14 am
by Cobby
Nabski wrote:
terranaut wrote:
Shadowflame909 wrote: ;Borg law two murder that lizard
you'd think silicons would jump at the chance to get away with murder and at absolute worst when bwoinked just say "i got a law 2 order from a human go bwoink him" and be let off but its surprising how many even validhunters will be wary of that one, instantly assuming you are the bigger valid and they'll try to find a way to fuck you instead
That shit is so frustrating. By the time you manage to ahelp it whatever important situation is often long gone.
This is why borgs should do the order then ahelp for forgiveness rather than permission.

Admins can fix a bad order, they can't fix a order you didn't complete.

Re: "set up an accident" traitor goal

Posted: Thu Jun 27, 2019 1:52 pm
by Whoisthere
Friendly interaction with target can probably be filtered out. IMO all the examples here (doorcrushing, framing, bar fire, dying of exposure, heart removal) are good and follow the spirit of the objective. I could try to develop this idea further if anyone thinks it's decent.
cedarbridge wrote:I have literally no idea how you'd police this with code.
I have 0 experience with byond or tgcode but in the worst case logs can be parsed at roundend if they are accessible at that moment. I doubt having to do that for like 5 traitors and if their targets are dead at roundend would take a lot of resources.

Re: "set up an accident" traitor goal

Posted: Thu Jun 27, 2019 3:30 pm
by Tlaltecuhtli
i dont see whats the point, you can rp it already as a standard antag by eswording someone to death and place a banana peel under his feet

Re: "set up an accident" traitor goal

Posted: Thu Jun 27, 2019 4:04 pm
by cedarbridge
Whoisthere wrote:Friendly interaction with target can probably be filtered out. IMO all the examples here (doorcrushing, framing, bar fire, dying of exposure, heart removal) are good and follow the spirit of the objective. I could try to develop this idea further if anyone thinks it's decent.
cedarbridge wrote:I have literally no idea how you'd police this with code.
I have 0 experience with byond or tgcode but in the worst case logs can be parsed at roundend if they are accessible at that moment. I doubt having to do that for like 5 traitors and if their targets are dead at roundend would take a lot of resources.
I don't think we want objectives to have to go log diving at round end to verify if somebody greentexted or not.

Re: "set up an accident" traitor goal

Posted: Thu Jun 27, 2019 10:41 pm
by PKPenguin321
cedarbridge wrote:
Whoisthere wrote:Friendly interaction with target can probably be filtered out. IMO all the examples here (doorcrushing, framing, bar fire, dying of exposure, heart removal) are good and follow the spirit of the objective. I could try to develop this idea further if anyone thinks it's decent.
cedarbridge wrote:I have literally no idea how you'd police this with code.
I have 0 experience with byond or tgcode but in the worst case logs can be parsed at roundend if they are accessible at that moment. I doubt having to do that for like 5 traitors and if their targets are dead at roundend would take a lot of resources.
I don't think we want objectives to have to go log diving at round end to verify if somebody greentexted or not.
Automatically parsing basic logs is actually really easy since they were refactored, they're all stored as plain lists and cost very little to parse. Shouldn't be any code concerns in that aspect. The question is more of HOW they should be parsed