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Expand profession options for scenarios a bit #2540

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chaosvolt
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Summary

SUMMARY: Balance "Add more existing professions to scenarios with a low variety of available professions"

Purpose of change

This aims to add a few more profession options to some of the scenarios that lack variety, as once more failing to go the fuck to sleep proves to be the best time to work on an idea.

Describe the solution

  1. Added crackhead, naked and afraid, rat prince, and prototype cyborg to Really Bad Day scenario. The first since tweaker is already allowed, the second because it's even worse off than shower victim, rat prince mostly because it'd be humorous trying to wrangle a baker's dozen of pet rats in what is already the quintessential meme scenario. And finally, broken cyborg is the most infamous and challenging profession I ever added, so it'd allow players to opt into just a bit more masochism if they so desired.
  2. Added political prisoner to the Lab Patient scenario. Of the prisoner professions it's the most directly fitting, referencing the labs and not making as much direct mention of being in prison instead of being an experiment. Also added failed cyborg and bionic monster for consistency with experiment scenario.
  3. Added augmentation associate and bionic surgeon to Lab Staff challenge, being fitting technical professions that might mesh well with an autodoc if one gets lucky.
  4. Added senior citizen to Abandoned challenge, and reworded description slightly to allow for professions that imply having been in good condition in the past. Still not many of professions that seem an good fit for an inpatient, but it's an extra option at least.
  5. Added farmer, rancher, lumberjack, jr. survivalist, career politician, and lawyer to the sheltered scenario. This adds some variety with professions ready to go out and live off the land but not highly experienced in combat, another survivalist profession as a foil to the bionic prepper (who'd have reason to hunker down due to youth, unlike other survivalist professions), and two professions woefully unprepared for post-cataclysm reality for RP value.
  6. Added fast food cook and chef to The Mascot Rises, on the basis that it allows normal survivors and not just True Foodpeople. Allowing a few more fast-food-related options seems fitting.
  7. Added musician, roadie, punk rocker, ska person, and scoundrel to Crazy Party scenario. The first two to imply having been involved in DJing for the party, the others as additional party-goers.
  8. Added demolition expert to mine scenario. Never gets old when something blows up.
  9. Added political prisoner and lab technician to Experiment, for consistency with lab patient challenge.
  10. Added pizza delivery profession to The Last Delivery to add a slight hint more variety to it.
  11. Added prototype cyborg, bionic thief, bionic gangster, commercial cyborg, industrial cyborg, bionic athlete, bionic runner, and bionic prepper to High Tech, Low Life. Basically more illegal/failed cyborgs plus a couple civilian options that may have gotten their augs by shady means due to not mentioning being wealthy or having their augs provided by a corporation/government agency.

Describe alternatives you've considered

  1. Adding psychosis trait to rat prince to balance them starting with Animal Empathy. Plus being the giant rat that makes all the rules.
  2. Adding standard convicts to lab patient scenario.
  3. Adding all other professions that start with an addiction to RBD.
  4. Adding True Foodperson to RBD because discount Burger King/Queen being drunk off his/her ass in a burning building would be an amusing compliment to RBD.
  5. Reflavoring crazy party in some way to allow mansions, private parks, music venues, bars, and/or strip clubs as starting locations.
  6. Changing the name of prototype cyborg back to broken cyborg like I originally had it, "bionic catastrophe" or something else that better conveys what a glorious clusterfuck it is to play.

Testing

Checked affected file for syntax and lint errors.

Additional context

If we keep medieval peasant challenge, it might be feasible to rework it to be a general "temporally displaced survivor" scenario. If we keep it to the English theme then additional professions to add to it could be a few basic things like a village smith, Yeoman archer as a more combat-capable profession, outlaw, etc. Otherwise dropping the specific choice of flavor language would allow making it a more general "anachronistic professions go here" scenario.

We'd probably want to shift forced illiteracy to the profession level instead of scenario level either way though, since that allows adding historical professions from backgrounds with a higher literacy rate.

Additionally, the mi-go captive scenario is a bit lacking in good profession options and I wasn't sure what else exists that'd be fitting. Conversely, the rescuer profession would be good to adapt by changing its description to not refer to the scenario, for use in the other post-cata scenarios since its gear is a bit more distinct.

Also, we could probably merge Ride of The Valkyries and Last Flight scenarios, both of them start you in a field with the "go find fuel" mission. The only practical difference is Ride of The Valkyries has its vehicle at the profession level, while Last Flight has it at the scenario level. Merging them would necessitate using the former.

@github-actions github-actions bot added the JSON related to game datas in JSON format. label Apr 2, 2023
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I think as a followup I might also bring back the professions removed in CleverRaven/Cataclysm-DDA#35844, probably with the following changes:

  1. Go ahead and keep the fur armor for rescuer since I feel it makes the profession a bit different from standard post-cata tactical survivors.
  2. Fix up the road warrior's shotgun to also have the new sawed-off stock so it'll fit in an XL holster, give them a shotshell press (maybe pliers too?) so they have some basic means to make reloaded 00 shot, and because it says ROAD warrior start them with a vehicle since we can do that. Can adjust points if that becomes needed to balance having a vehicle.
  3. May or may not bring the veteran bandit back as-is. Main thing is it should come with some way to reduce how much other NPCs trust you, and if we ever add a way to join Hell's Raiders they could get a leg up on doing so. An alternative would be renaming the profession to make them less strongly associated with generic Fallout raiders so the player won't immediately assume they'll be neutral towards Hell's Raiders, which would probably be a newbie trap.

No Survivor Armor mod has long been obsoleted so we don't have as much worry about the issues that prompted that PR, at least...

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chaosvolt commented Apr 2, 2023

Duplicate entries in the professions array.

I'm having trouble finding which scenario is causing that error, and can't reproduce it when I port over my file change to a test build.

EDIT: Looks like one of the mods, possibly the obsolete More Classies/Scenarios mod since it also adds some of the involved professions to HTLL.

@github-actions github-actions bot added the mods PR changes related to mods. label Apr 2, 2023
@chaosvolt chaosvolt merged commit d1acc31 into cataclysmbnteam:upload Apr 15, 2023
@chaosvolt chaosvolt deleted the more-professions-for-scenarios branch April 15, 2023 13:09
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