Readd secborgs

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InsaneHyena
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Readd secborgs

Post by InsaneHyena » #261884

Wait, wait, wait\. Hear me out.
Traitor chaplain has His Grace. Clown has a trick revolver\. I'm not really sure if librarian's tome was merged, but that's not the point. Roboticist so far has nothing - but I've got an idea. It's a limited use upgrade board that A) immediately emags the cyborg B) changes his module to security. Cyborgs hacked in such a way can't be locked down or blown from the console - they need to be directly confronted.
However.
A) NanoTrasen has long banned security module from civilian use due to captains regularly re-enacting the plot of Robocop 2. Thus sightings of security cyborg should immediately cause a panic.
B) Also, since only roboticists know how to unlock the forbidden module, the traitor will be immediately obvious.
C) This board only works a few times - so you can't build a self-sustaining army of cyborgs.
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Re: Readd secborgs

Post by Screemonster » #261897

Adding them as a module that isn't available to traitor AIs to murder the entire station with an unstoppable army of laserbots might solve some of the original problems, but you might as well just make them their own thing if you're going for a "unique module that only traitor robos can make" rather than secborgs.
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Re: Readd secborgs

Post by Jacough » #261911

Could just bring them back with just the security batons.
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Re: Readd secborgs

Post by InsaneHyena » #261913

Screemonster wrote:Adding them as a module that isn't available to traitor AIs to murder the entire station with an unstoppable army of laserbots might solve some of the original problems, but you might as well just make them their own thing if you're going for a "unique module that only traitor robos can make" rather than secborgs.
Come to think about it, what's syndicate equivalent to laser rifle? Bulldog?
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Re: Readd secborgs

Post by confused rock » #261949

I bet i could do this
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Re: Readd secborgs

Post by InsaneHyena » #261966

Do this
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Re: Readd secborgs

Post by oranges » #261969

This is a server policy question
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Re: Readd secborgs

Post by confused rock » #261972

No its a fucking traitor item suggestion learn to FUCKING READ
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Re: Readd secborgs

Post by Haevacht » #261973

Then it goes in the shitty ideas thread.
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Re: Readd secborgs

Post by oranges » #261975

I didn't read i Just moved it lol
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Re: Readd secborgs

Post by Screemonster » #261977

rename thread title to "give traitor-robos syndieborgs that are totally not identical to secborgs honest"
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Re: Readd secborgs

Post by lollerderby » #261982

this isn't policy discussion Oranges take your trash back
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Re: Readd secborgs

Post by PKPenguin321 » #261984

Awful idea, I traitored with secborgs before and they allow you to basically murderbone and hijack the shuttle every time if they're even half competent, I know this because I would murderbone and hijack the shuttle every time I rolled traitor roboticist
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Re: Readd secborgs

Post by leibniz » #262050

I've put forward a similar suggestion before, emagging should just give the borg a verb to repick modules once and they would get to be secborgs too.
But this is fun too.
PKPenguin321 wrote:Awful idea, I traitored with secborgs before and they allow you to basically murderbone and hijack the shuttle every time if they're even half competent, I know this because I would murderbone and hijack the shuttle every time I rolled traitor roboticist
It would not be like that in this case, now seeing a secborg would be the same as seeing an esword or a dark mauler.
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Re: Readd secborgs

Post by Remie Richards » #262052

leibniz wrote:I've put forward a similar suggestion before, emagging should just give the borg a verb to repick modules once and they would get to be secborgs too.
But this is fun too.
PKPenguin321 wrote:Awful idea, I traitored with secborgs before and they allow you to basically murderbone and hijack the shuttle every time if they're even half competent, I know this because I would murderbone and hijack the shuttle every time I rolled traitor roboticist
It would not be like that in this case, now seeing a secborg would be the same as seeing an esword or a dark mauler.
except for migrants from other servers, who won't know redborg is dedborg.
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Re: Readd secborgs

Post by confused rock » #262059

until they see somebody turn the redborg into a dedborg and explain
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Re: Readd secborgs

Post by Deitus » #262100

i have always and will always be of the opinion that secborg removal was a bad move based solely off the incessant and loud shitposting of a few tators who got dunked and whined about it for long enough and across enough threads that eventually it happened. remember they tried to get rid of the AI too because "hbloobloobloo ai why did you stop my murderbone NERF NOW." thats LITERALLY all it was, and the whole fiasco left me disgusted enough to leave for about half a year or more. especially on sybil, where sec force is often low or nonexistent, having borgs able to give at least token resistance to antags is entirely necessary.

"b-b-but Deitus they're not following asiimo--" yeah shut the fuck up. thats a PLAYER issue that needs to be solved on a PLAYER basis, not a change across the server. if there was a golem that didnt follow its master's orders that would be a bwoink to the player, not a removal of golems from the game. the whole meme with peacekeeper borgs only rubs salt in the would of both sides, though the idea that they turn to secborgs when on red alert was a great idea that should have been implemented.

secborgs should be brought back, but at this point they're such a meme that they never will be, which is always something i will be salty about.
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Re: Readd secborgs

Post by InsaneHyena » #262102

Thread is about adding secborgs as a traitor item, please read the OP before posting.
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Re: Readd secborgs

Post by PKPenguin321 » #262103

leibniz wrote:I've put forward a similar suggestion before, emagging should just give the borg a verb to repick modules once and they would get to be secborgs too.
But this is fun too.
PKPenguin321 wrote:Awful idea, I traitored with secborgs before and they allow you to basically murderbone and hijack the shuttle every time if they're even half competent, I know this because I would murderbone and hijack the shuttle every time I rolled traitor roboticist
It would not be like that in this case, now seeing a secborg would be the same as seeing an esword or a dark mauler.
My roboticist murderbones were not subtle, they were extremely loud. People would casually mention on the radio that my borgs and I were killing everybody and not to go to robotics. I had the HoS, captain, and two officers try to gank us through mech bay maint, but the borgs just stunlocked them all, cuffed them, and beat them to death with fire extinguishers. I didn't even have to close robotics shutters because there was just nothing anybody could do about my rampage.

Tldr you underestimate how good secborgs are, they will still be busted even if they're a meta tell that you're a traitor
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Re: Readd secborgs

Post by Armhulen » #262117

InsaneHyena wrote:Thread is about adding secborgs as a traitor item, please read the OP before posting.
They closed our containment thread.
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Re: Readd secborgs

Post by InsaneHyena » #262468

I'm tempted to code this myself. The problem is, I know nothing about coding beyond "Hello world". How fucked am I?
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Re: Readd secborgs

Post by PKPenguin321 » #262470

InsaneHyena wrote:I'm tempted to code this myself. The problem is, I know nothing about coding beyond "Hello world". How fucked am I?
While I disagree with the idea I still encourage you to learn to code, byond isn't especially difficult so it's a good place to learn. Try reading others code and learning from that and asking around in #coderbus
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Re: Readd secborgs

Post by InsaneHyena » #262753

Okay, so I actually read the wiki, begged for help from coderbus and wrote the code that I think may work. Maybe. At least Gun Hog thinks so.

Code: Select all

/obj/item/borg/upgrade/traitorsec
	name = "Despot upgrade module"
	desc = "Ilegal upgrade board that unlocks the banned security module"
	icon_state = "cyborg_upgrade3"
	require_module = 1
	origin_tech = "data=4;combat=4;syndicate=3"
	
/obj/item/borg/upgrade/traitorsec/attack()
	return

/obj/item/borg/upgrade/afterattack(atom/target, mob/user, proximity)
	var/atom/A = target
	if(!proximity && prox_check)
		return
	if(!isrobot(target))
		return
	A.emag_act(user)
	A.transform to(/obj/item/weapon/robot_module/security)
I'm currently too dumb to understand how to open pull requests, though.
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Re: Readd secborgs

Post by Cik » #262789

Deitus wrote:i have always and will always be of the opinion that secborg removal was a bad move based solely off the incessant and loud shitposting of a few tators who got dunked and whined about it for long enough and across enough threads that eventually it happened. remember they tried to get rid of the AI too because "hbloobloobloo ai why did you stop my murderbone NERF NOW." thats LITERALLY all it was, and the whole fiasco left me disgusted enough to leave for about half a year or more. especially on sybil, where sec force is often low or nonexistent, having borgs able to give at least token resistance to antags is entirely necessary.

"b-b-but Deitus they're not following asiimo--" yeah shut the fuck up. thats a PLAYER issue that needs to be solved on a PLAYER basis, not a change across the server. if there was a golem that didnt follow its master's orders that would be a bwoink to the player, not a removal of golems from the game. the whole meme with peacekeeper borgs only rubs salt in the would of both sides, though the idea that they turn to secborgs when on red alert was a great idea that should have been implemented.

secborgs should be brought back, but at this point they're such a meme that they never will be, which is always something i will be salty about.
yes
sybil is suffering esp. on off hours
low effort desword/gun/martialarts murderbones errywhere

though at least flashes achieve something now sometimes if they are very stupid.
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Re: Readd secborgs

Post by InsaneHyena » #262889

After what seemed like forever, the code was written. Hope it gets merged.
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Re: Readd secborgs

Post by Gun Hog » #263163

It will be good to go once you make the suggested code changes.
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Re: Readd secborgs

Post by Anonmare » #263371

tbh I think secborgs should be re-added as a properm odule but only be available via late-game R&D where everyone is rolling around in gear by then.
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Re: Readd secborgs

Post by Gun Hog » #263502

Anonmare wrote:tbh I think secborgs should be re-added as a properm odule but only be available via late-game R&D where everyone is rolling around in gear by then.
I second this, and have the TraitorSec item create a Syndieborg (Medical or Assault). That could possibly be a little TOO much muderbone though...
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Re: Readd secborgs

Post by ShadowDimentio » #263503

The ass borg has the strength of a nuke op, one of those faggots could slaughter the entire crew.
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Re: Readd secborgs

Post by Gun Hog » #263506

I retract that portion of my comment then. They would be better than even a double e-sword. I would interested in the medical borg though. You could have a Medic/Heavy relationship going there.
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Re: Readd secborgs

Post by PKPenguin321 » #263588

So to everybody who still wants traitor only sec borgs: Why?
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Re: Readd secborgs

Post by John_Oxford » #263621

because you don't and it makes you upset
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Re: Readd secborgs

Post by Gun Hog » #263708

I would rather have them back in full capacity, but the Silicon Hate Brigade will prevent that, so this is the best I could ever get.
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Re: Readd secborgs

Post by Xhuis » #263714

I'm an ex-coder for /tg/. I made the original versions of clockcult, shadowlings, revenants, His Grace, and other stuff.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
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Re: Readd secborgs

Post by InsaneHyena » #263727

Yeah, I need help. It's been requested that syndicate secborgs (TM) have an obvious syndicate paintjob. Since syndicate assault cyborgs are essentially secborg reskins, I'll use their sprites. Now, there are two options of how to handle this.
1) I could make up an entirely new module largely identical to secborgs, but with syndicate assault cyborg sprite. They could also have a ballistic weapon instead of a laser gun.
However, I'm not sure coderbus will like it. Even to me it seems like a bad solution.
2) Somehow retain the secborg module, but adopt the syndicate sprite.
I don't know how to do that. In fact, I don't know how to code, period, I'm just stealing code that already exists and beg coderbus for help with things I don't udnerstand. I've thought that Ripley should have sprite change code, since they change after being upgraded with goliath plates, but I can't find it.

Any help?
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Re: Readd secborgs

Post by PKPenguin321 » #263790

Gun Hog wrote:I would rather have them back in full capacity, but the Silicon Hate Brigade will prevent that, so this is the best I could ever get.
So you just want them for the sake of wanting them? You've expressed that you hate dual esword murderbones before, and this iteration of secborgs would only be worse.

Is there any reason to want these aside from mindless fanaticism or spite?
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Readd secborgs

Post by InsaneHyena » #263964

So, now PR finished and ready. Thanks to all who helped me make this a reality.
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