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Cogmind => Ideas => Topic started by: Kyzrati on June 27, 2017, 08:06:10 PM

Title: Consequences for attacking allies
Post by: Kyzrati on June 27, 2017, 08:06:10 PM
Technically in some situations you can attack allies, even powerful ones, and they won't fight back. This won't do much for Cogmind in the number of situations where there are many allies around, as they'll turn on you en mass, but a lot of individual encounters and random allies are susceptible to murder.

While this is not something a lot of players do, either for immersion/roleplaying reasons or because they'd rather have the ally/allies alive and don't really need to salvage whatever their buddies happen to be using, a minority of players looking to gain every possible advantage they can have turned to allycide :P.

I don't really mind it in general, though it feels a little wrong that doing so has no consequences. I've been thinking of doing something about it for a while, but none of the best solutions are likely worth it (costly implementation!), so I've been coming up with a longer list of ways to address it and getting closer to a response.

Here's a list of some of the approaches I've been thinking of:
Title: Re: Consequences for attacking allies
Post by: DDarkray on June 28, 2017, 10:28:14 AM
I am also leaning on implementing simple changes if it only affect a small number of players. I don't think the problem is as big as the hacking snowballing issue, so there's no need for a big overhaul yet.

However, if the friendly fire score adjustment is implemented, things can get complicated if a player specifically fire at the space behind the intended target (which would avoid direct attacking). Would that be considered friendly fire? And if a stray shot accidentally hit the ally (especially melee robot) during combat, would that be considered friendly fire? Giving a large point reduction would hurt the innocent players, but giving too little point reduction wouldn't detract the murderous ones if the benefit of the parts gained would compensate in the long run.

Another idea that I have is to adjust the salvage potential from friendly fire. If the malevolent player attacks his allies specifically for their parts, reducing their salvage would make it harder to get the certain items.
Title: Re: Consequences for attacking allies
Post by: Kyzrati on June 28, 2017, 08:55:30 PM
However, if the friendly fire score adjustment is implemented, things can get complicated if a player specifically fire at the space behind the intended target (which would avoid direct attacking). Would that be considered friendly fire? And if a stray shot accidentally hit the ally (especially melee robot) during combat, would that be considered friendly fire? Giving a large point reduction would hurt the innocent players, but giving too little point reduction wouldn't detract the murderous ones if the benefit of the parts gained would compensate in the long run.
You don't have to worry about the details. I can take care of the details and make sure it's fair :)

Another idea that I have is to adjust the salvage potential from friendly fire. If the malevolent player attacks his allies specifically for their parts, reducing their salvage would make it harder to get the certain items.
Oh right, that's one of the others I was thinking of (when I went to make the list I'd forgotten some of them :P). I'll add it to OP with comments, thanks.

I don't think the problem is as big as the hacking snowballing issue, so there's no need for a big overhaul yet.
In the end there's pretty much no chance I'd do that stuff anyway. It's definitely not worth it at this point.
Title: Re: Consequences for attacking allies
Post by: DDarkray on July 07, 2017, 10:29:48 AM
Another idea is to have the attacked allies disappear from the scene due to Cogmind's shocking action. This feature was already implemented in several occasions, so hopefully it won't be too difficult to do.

Ally: Why are you attacking me? I will not fight with you anymore.
Ally disappears into the darkness.

Other nearby allies that are witnessing the scene will have a steep morale drop, triggering the chance for additional robots to leave the scene.

Ally2: Why did you do this to my friend? I'll be leaving too.
Ally2 disappears into the darkness.

I think it's a pretty clean solution. Ally disappearing will prevent Cogmind players from obtaining its parts, while keeping it thematic and realistic, and avoids the need to make complicated adjustment (which is what I'm hoping for).

Unfortunately, that doesn't work well for drones and blue allies since they aren't programmed to have consciousness, but their parts aren't that valuable anyway.

====================

Here's another idea. Just like the way you made the leaderboard for those with the most points, make a "Wall of Shame" board for those who had the most friendly fire.  :P
Title: Re: Consequences for attacking allies
Post by: zxc on July 07, 2017, 12:18:11 PM
I'm not the biggest fan of the score penalty solution, as the importance of score varies based on what you're aiming to do and the individual. I am pretty sure it's not gonna affect GJ's behaviour, for instance, except if he goes for a score maximising run.

I'd prefer a gameplay penalty. The zion betrayal thing is the right direction I think.

Don't have many ideas though. Possibly... prevent items from dropping when z-allies die.
Title: Re: Consequences for attacking allies
Post by: Kyzrati on July 07, 2017, 07:17:56 PM
Another idea is to have the attacked allies disappear from the scene due to Cogmind's shocking action. This feature was already implemented in several occasions, so hopefully it won't be too difficult to do.

Ally: Why are you attacking me? I will not fight with you anymore.
Ally disappears into the darkness.

Other nearby allies that are witnessing the scene will have a steep morale drop, triggering the chance for additional robots to leave the scene.

Ally2: Why did you do this to my friend? I'll be leaving too.
Ally2 disappears into the darkness.

I think it's a pretty clean solution. Ally disappearing will prevent Cogmind players from obtaining its parts, while keeping it thematic and realistic, and avoids the need to make complicated adjustment (which is what I'm hoping for).
Oh that's a pretty good idea, I hadn't thought of that one... possibly because I've always disliked that mechanic. I currently only use it in derelict areas (or immediately after exiting such areas where sometimes allies might leave you for whatever reason),  and I never really wanted to use it extensively, if only because it doesn't seem realistic. But it enables a lot more interesting scripted event possibilities without messing things up to much, so I started doing it a bit anyway :P

As described it would both solve the issue and be a lot easier to implement than having them turn hostile. Still a fair bit of work and testing, though...

Unfortunately, that doesn't work well for drones and blue allies since they aren't programmed to have consciousness, but their parts aren't that valuable anyway.
Well, the latter bit about parts not being valuable isn't quite true, since there are a number of better drones out there! But it's a point that no longer matters because drones no longer drop parts as of Beta 2.

Here's another idea. Just like the way you made the leaderboard for those with the most points, make a "Wall of Shame" board for those who had the most friendly fire.  :P
Haha, I definitely don't want to do anything like that :P

I'm not the biggest fan of the score penalty solution, as the importance of score varies based on what you're aiming to do and the individual. I am pretty sure it's not gonna affect GJ's behaviour, for instance, except if he goes for a score maximising run.
Right, as mentioned in the latest release notes the point is not to prevent players from doing it, but simply attach a cost that somewhat retains comparability of scores across the leaderboard, or within a player's own score history. I don't mind at all if GJ continues doing it! Some players may want to murder allies in order to ensure access to some unique parts and that's fine.

The zion betrayal thing is the right direction I think.
That was fairly easy to implement because it's an isolated system, as are the major scripted events.