Update to the Maroon Objective

Traitor maroon (formerly kill) objectives can no longer completed if the target is on the evac shuttle, regardless of if they’re dead or alive. As of now this affects Vulture but will shortly affect all of our servers when the update happens.

The goal with this change is to discourage evac bombing, as it’s much harder to maroon someone once they’re already on the evacuation shuttle.

If you want an in universe explanation, remember CentComm has cloning facilities, so if your target’s dead body arrives there, they’d be able to clone them with ease.

GitHub Pull Requests

Require traitors to maroon their objective no matter what by notquitehadouken · Pull Request #35825 · space-wizards/space-station-14 · GitHub
[HOTFIX] Fix maroon objective, change the text by ScarKy0 · Pull Request #36990 · space-wizards/space-station-14 · GitHub

4 Likes

Head kill objectives also now explicitly require both kill and maroon, meaning you cannot let their dead body reach CentComm either.

1 Like

Doesn’t this just encourage evac bombing? If you cant kill your target on station without being caught and they’re on evac it just encourages you to bomb the room they’re in

I would imagine everyone just tries to gib with minibomb now.

I always shuttle bomb to fill the antag qouta

yes but minibombs have piss poor range. so their entire blast radius could be easily fixed. and minibombs are ALOT easier to run from compared to … other evac bombing methods (how did you even get a whole syndicate bomb on evac)

how did you get a whole syndicate bomb? i mean… how do you get any syndicate items ever? I just assumed the syndicate bluespaced in equipment on your coords

no i mean how do you go the whole shift and then deciding that a whole ass syndicate bomb on evac is the best way to do your objective.

3 Likes

I’ll just bonk for role abandonment and 2.9 if you choose to just buy a hardbomb on evac after doing nothing for an hour and a half.

It usually won’t even get you your greentext.

I’ve been bwoinked for bombing evac even though I roll syndicate as evac docks with the station. This is a very situational thing and most of the time if someone didn’t complete an objective until evac it’s because the person they need to kill is either a chemist who sits inside chemlab all shift or someone who’s in command/security all shift.

Fair on the rolling syndi before shuttle, part of the admins job it to determine whats situational i guess.
The chemist/command who is behind glass is a poor excuse for shuttle bombing tho, just get creative and if you fail its not a big deal. You get so many tools to sandbox your way to greentext, and using them to overcome challenges like a difficult kill target is where so much of the fun from being an antag is.

This looks like a good change in the right direction, but I still think there is room for further game mechanics to solve the problem.

Some of shuttle bombs that I see on mander come with ooc plausable deniability, or can even be part of ‘low choice’ explosions like with macrobombs or syndicats.

Why doesnt the evac shuttle have further ‘unique components’ to make the actual effect of explosions/spacing/firespread less impactful? Right now their walls are made of a very hard material which somewhat reduces impact, but this could be taken way-way further. Make evac shuttle walls and windows even more robust, make the floor tiles blast resistant, have more firelocks breaking up the shuttle, have a more robust air supply, have emergency eva wall lockers, have a backup air tank in the cockpit, have some sort of fire supressant like rimworld firefoam poppers or a sprinkler system. After all this is a NT state of the art emergency evacuation shuttle, these things are expected to go through hell and back to recover people from changeling attacks, revolutions, nukies, syndicate takeovers, space dragons, artifacts, bluespace fuckups, teslooses, singulooses, zombie apocalypes, plasmafloods, ect ect ect.

2 Likes

okay, so why does a borg with their brain count?

I had a round a couple of nights ago, where my kill target was gibbed on the nukie lone op shuttle by 4 meteors and they took a PAI ghost role. The PAI made it to CC and the kill objective wasn’t complete.

Yeah why has no one thought of explosive resistant floor tiles until now? Would that not fix EVAC bombing basically permanantly?

1 Like

I know that the idea is to enforce more rules mechanically, but that kind crosses the line of TOO sanitized.

So now because people MIGHT bomb the shuttle too much, it must be made completely indestructible?

It should still be possible to cause chaos aboard evac. But what could be done is to make specific tiles indestructible (like a line trough the center) as to make sure the shuttle cannot be broken in half to the point where you can’t stand anywhere.
If the issue is surviving the ride home, then at that point PEOPLE should be made immortal, which is just… no.

Honestly. I just think if shuttle bombing on LRP is that bad they should of just made the MRP amendment global (only DAGD can shuttle bomb) I dont really like how the kill and maroon thing works… sure you’ll green text but you do so at the cost of entirely round removing someone who now has to find a ghost role they like or wait till the next round…

Personally It was more fun when folks was just killing me as command than gibbing me and tossing my brain away…

I realise it was probably unclear. I wasnt endorsing the shuttle being shuttle bomb proof, it was more a list of potential ways in which crew survival could be improved.

Then end goal should be like, a single c4 or minibomb shouldnt have a chance at spacing the entire shuttle. A macrobomb or syndicat should cause serious damage, but again not enough to kill everyone and anyone without space protection. One person with a fire extinguisher flamethrower shouldnt be able to kill 80% of the people onboard.

MRP ammendment was a step in the right direction, but was less impactful than you would expect.

I mean… Even before the change, “Kill or maroon” almost always ended up with people getting round removed. That’s the most surefire way to complete the objective. The big difference this makes is no last-second assassinations on evac, although it has the side effect of preventing revival with radiation or poison now being insufficient.