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Reworks infiltrators and converts them into a midround antagonist #22802
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Nov 10, 2024
This reverts commit 5d2d248.
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Fixes #22462
Fixes #19057
Marking this PR as a draft since this is still work in progress, but mainly making it now to gather any criticism, suggestions, or feedback anyone has.
Document the changes in your pull request
Will be updated whenever possible, but the current list of changes:
Why is this good for the game?
Why make them a midround?
Infiltrators were a good gamemode in theory, but in practice were not a good gamemode. That is why I think making them into a midround antag will improve most of the issues which I know they have, which are:
Infiltrators dying or completing all of their objectives roundstart is mitigated with making them a midround antagonist instead. This means they have usually 30-45 mins to attempt their objectives, at maximum nearly 1 hour. This also is paired with the fact that it's more likely to be with other antagonists present doing stuff, instead of the infiltrators being the sole antagonists in the round.
Infiltrators being only fun for infiltrators, security, and the infiltrators' targets is a hard challenge to resolve. While there would be other antagonists working within the round, it's difficult to make them interesting for everyone, as their main objective above all is to be stealthy and infiltrate the station, not to kill everyone or cause widespread chaos. This is mostly why I'm making this a draft currently, since it's hard to balance interesting for station with interesting for the antags, and would like opinions on how to resolve this.
Infiltrators being excessively cautious and not doing anything is another challenge, since it's also a problem with antagonists in general. It's not uncommon to see antagonists either doing all of their objectives roundstart and then calling the shuttle, or waiting for the shuttle to be called then rushing to complete every objective. This doesn't mean it shouldn't be ignored as an issue, since infiltrators have their own ship and base available to them, as well as having their own hardsuits that they don't need to steal from the station. This is why I am giving them a new objective to have them escape while impersonating a crewmember, although this doesn't solve the root of the issue.
Why the TC reduction?
In my opinion, infiltrators having 60-80TC total (the gamemode had a limit of 5 infiltrators, so they could have 100TC total potentially) is unbalanced. Infiltrators are already provided with multiple weapons, chameleon kits and hardsuits, an entire ship and base, radio and uplink implants, along with rechargers and spare pistol magazines.
With 30-40TC, or 10TC per infiltrator, it's more reasonable as they can still buy things from their uplink which they want, while accounting for their pre-existing items they have available to them. They can also use their TC combined to buy something which is over 10TC total.
Testing
Chameleon kit and hardsuit
Uplink and new TC amount
Wiki Documentation
Ah yes, the fun part.
Infiltrators don't seem to have ever had a wiki page, whatsoever.
Syndicate items:
Changelog
🆑
rscadd: Enabled the infiltrators event to spawn syndicate infiltrators.
tweak: Syndicate infiltrators now have 10TC per infiltrator instead of 20TC.
bugfix: Fixed issues with the chameleon hardsuit not working.
bugfix: Syndicate PDAs can now download apps from both the infiltrator and nuclear operative bases.
rscadd: Chameleon kits can now copy other people.
mapping: Adds a surgery dufflebag in the infiltrator cutter.
/:cl: