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greentext objectives encourages antags to do the objective even if it tells a shitty story #2166

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Lyndomen opened this issue Nov 10, 2024 · 3 comments
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@Lyndomen
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Description

Kill guy objective is best satisfied by wordlessly gibbing guy in maints.
Steal lucky dollar is best satisfied by emag locked and chill, nobody gives a shit

That's kinda mid, I want to build objectives that incentivize roleplay and can't be "completed", ala Synthesist Specialist, LPO, and to lesser extends Fugi & recruiter.

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Whiskey echo whatever, neuron activate, gib captain

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Additional context
I have a 70% complete WIP that adds in 2 new objectives for each job. Each objective is more of a round spanning goal, and can be rolled with the current objectives.

@github-actions github-actions bot added the S: Untriaged This issue or PR needs labelling label Nov 10, 2024
@Monotheonist
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My opinion on greentext objectives is turning the traitor code upside-down to make it like a concept that some SS13 servers were mentioned to have where you could select your objectives, but I don't have the necessary skill for that, so it's wholly a WYCI for me.
I would agree that the current greentext-redtext system is kinda shoddy though because it's just "let me just wordlessly blow up this dude in maints" and "i will steal THE DOLLAR by just blasting through the LO's wall and then emagging locker and wearing yellow insuls. case goes cold." (real strats I've done.)
I do like the more nuanced objectives we have with our custom antags, I'll give everyone who's made one of those credit for that. I feel like we could use more objectives for base syndicate agentss that aren't just kill, pilfer, and so on (and I guess we had this with raise glimmer and stuff, but that's a bigger issue with the psionics system that I have yet to unpack.)

@Lyndomen
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Lyndomen commented Dec 7, 2024

My syndicate job specific objectives next week surely

@Monotheonist
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😈 Surely >:333

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