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hide syndicate channel from examine #19848
Conversation
Since you've started splitting up your refactoring/content commits, your PRs have been much easier to understand and review. I've looked through the code and it looks good. I'll give this a test in-game soon. |
this seems really confusing? How would new players know what key corresponds to the syndie channel? If someone has their hands on your headset they should be more than able to determine if there's a syndie channel in it. |
they can determine it by examining the key, which is explicitly left in for new players |
Probably should be made into a TraitorKnowledge component, since there are other stealth items which need their status hidden from non-traitors (ex. Hypopen and its contents) |
can have the key memorise who inserted it and allow that person to see the channel |
I'd say that traitors should know and spot traitor stealth items to see then for what they are to recognize each other. |
Traitor mobs shouldn't have innate skills. |
Crew shouldn't know that a pen actually also has a chemical container in it and that you can stab with it either. Limiting knowledge of traitor gear to only traitors (and maybe hos/captain, but that's another topic) seems reasonable and logical. A security officer going "this guy had a hypopen/voicemask/thieving gloves" sounds and looks ridiculous. |
why do syndicate technologies should be new players-friendly? |
where would new players get the knowledge on how to use them? |
Shift-click on key Or shove it into uplink desc |
instead of selling 2 keys in uplink, put 2 keys and paper with instructions in box, and selling box |
real question is why would you want to hide :t for Syndicate channel on the... blood-red encryption key |
people may just not read it, and an entire note seems excessive |
yeah of course the key itself should definitely show channel |
Noob syndies try to plant c4 on fuel tanks, theres a bigger issue as to why they're a laughing stock than the :t hidden from headset inspect.
If a secoff is armed with a screwdriver without probable cause and uses it to check headsets that's an administrative issue. |
I don’t really see the problem this is trying to solve. If they can shift click on your radio they can spend literally one second pulling out the keys. This also makes it inconsistent from every other key (ie. a traitor stealing command keys), I agree with emo that someone who has your radio should be able to tell what channels it can access. |
shiftclicking radio in examine screen |
I know that, I mean this doesn’t change the fact that you can unscrew the keys from it in about a second, making this change pointless |
you would need to actually take and inspect the headset as opposed to simply examining it in-inventory |
If the issue is people examining from the stripping menu, then fix that. Otherwise, you're just introducing inconsistent behavior. This is just further compounded by the fact that examining it is the sole way of determining what keys are inserted. I could see a lot of people being confused if inserting the key into the headset has no immediate feedback. Also, calling new players bad at the game isn't a justification for making things harder for them. Consider having some perspective for those who aren't as experienced. |
i am not aware of stripping thing this is for people strip searching and just by chance examining a headset this shouldnt make anything harder since the key itself still shows that its :t for syndicate channel |
If you're getting your belongings searched, they should be able to see what channels you have access to? This feels dumb. |
may as well label chameleon clothing chameleon at that point |
It’s pretty widely agreed that if you have something like chameleon clothes or agent IDs in your hands you should be able to tell they’re different than normal- this shouldn’t be any different. You still need to get it in your hand, and it’s hardly any more effort than unscrewing it. |
ok fake gamers |
shoe checkers keep on winning |
About the PR
syndicate radio channel is hidden from examine of most headsets
still visible when examining blood-red headset and encryption key
also fix grammar of blood-red key
Why / Balance
makes it harder for trollers doing random cavity searches to put someone in perma for having valid radio channel, now they really need to bust their ass and get a screwdriver
Technical details
adds
hidden
field to the radio channel prototype, which is true for syndicate channeladds
showHidden
field to encryption key holder so when it makes sense it can be shown (blood-red headset is already valid so no use hiding it)i think due to how radio works a malf client could just show it anyway since im pretty sure the examine is done clientside
Media
cant see sus channel in examine:

blood-red headset is valid so dont bother hiding:

new players need to see :t so dont hide it:

Breaking changes
no
Changelog
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