[MIRROR] Syndicate Assault domain (relatively minor) rework #5300
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Original PR: NovaSector/NovaSector#4750
About The Pull Request
We're now using a modular variation of the Syndicate Assault domain, with the following changes:
Domain has been reflavored into whatever the hell this'd be in-lore idk. Sounds real cool though.
Numerous 'movement buoys', as I've decided to call them, have been spread around the map to make it easier to maneuver.
Most importantly, the zone between the Bitrunners and Counter-Bitrunners has been separated with a fog of war. Works like MilSim's - by deleting itself whenever a button's pushed.
On the Bitrunners' side, their shuttle's tube has become indestructible, and additional protective side walls have been added to prevent spawn camping and malicious soft locking.
To prevent getting sniped right off the bat, a barricade has been provided near the Bitrunners' entrance.
On the Counter-Bitrunners' side, their ship has become bigger in general, to facilitate easier maneuvering; they, also, have been provided with a room each, because I felt that'd be cute honestly. Also some tools and premapped synthetic medical supplies have been added to either side.
Counter-Bitrunners can brew coffee and heat up Donk Pockets now. (big change)
Among several minuscule other changes, like 9mm pistols now coming in gun cases; and additional recharger construction kits being provided to Counter-Bitrunners, a flavor thingy of singular quantity has been added:
How This Contributes To The Nova Sector Roleplay Experience
Previous Syndicate Assault iteration, frankly, kinda sucked. I mean- It's like, literally just a carbon copy of the now-gone Cybersun ghost role. That's all there's to it. It wasn't adapted to bitrunning, resulting in a steamroll for either side, even on the /tg/'s unmodified version, thanks to really terrible chokepointing and lack of spawn protection; among some other, non-/tg/ issues that have cropped up from us (me frankly) allowing both runners and ghost roles to spawn in as their characters, specifically synths. All of those changes should in theory make it at least more bearable for completion, and hopefully more fun for either side; or at least the one I have been mainly doing this for.
Proof of Testing
Screenshots/Videos
Genuinely, screenshots above are all there is to it. That's literally me loading it in and testing the thing.Changelog
🆑 Stalkeros
qol: Syndicate Assault bitrunning domain has been reflavored into a 'Cybersun' Resource Acquisition domain.
map: Syndicate Assault map has received a rather major touch-up, fixing up some of the more glaring game design issues. Like the lack of caffeine.
/:cl: