mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-19 05:26:28 +00:00
# About The Pull Request This removes the suicide check from positronic brains. # Why It's Good For The Game There seems to be 2 arguments for why suicide should forbid ghost roles: 1. "If they suicided they didn't want to play" 2. "antag rolling" So let's look at each. And an addendum on scope: This is meant only to apply to ghost roles (and new characters from said roles); I do not wish to change that people are not allowed back onto the same character they suicided on. ## "Suiciders left the round of their own choice and shouldn't be allowed back in" There are many, many ways in this game to end up with a character in a state that's nearly/effectively unplayable, even if the controlling player doesn't truly wish to completely leave. Some things can be resolved with competent medical or science staff, but competent staff are not always available in a round or might be beleaguered by round events. Then there are a number of conditions/states which the game provides no path to resolve (save drastic measures like abandoning the character/body, of course). Or one might have simply become stuck in a place where rescue is unlikely. ## Antag rolling The problem here is this code does not particularly target antag rollers. It paints such a broad brush that it simply catches everyone whom might not know "No no, you have to **ghost** here, not suicide". Even if an antag roller is stopped once, they'll easily bypass it next time through the many, many means open to them - and if 'ghost' is made effectively the same as 'suicide', it simply punishes people who got stuck or similar even more. Because of the wide range of means to kill oneself on a normal character, to effectively stop antag rolling requires discerning intent through context and patterns of one's actions. This might not be possible in code until General Intelligence is a solved problem, and if it is possible, this doesn't do it. It's a shotgun that kills everyone in the room and if there happened to be an antag roller there, well, even a stopped clock is right twice a day. And then, of course, that the code was broken for so long would seem to indicate it's not done that much. ## Practical Impact and Design Philosophy Just from my personal observations, even wanting into a posibrain is a niche thing usually only taken by a small number of the same players round-to-round. In practice, whether this PR is merged or not likely won't have a great impact on the game. But that could change if the philosophy behind this check is applied to a wider number of things. If someone wants to die, it's not hard. Walk out an airlock. Into the supermatter. Blob, Xenos, or some other hazard present? Walk towards them. Step in front of a shuttle. Turn on internals and wait a bit. Countless other ways. Except, perhaps, if a character is disabled or crippled or stuck, in which case use of a verb may be necessary. In other games with much narrower sets of mechanics, it may be possible to close certain paths on the assumption it would mostly be used for bad faith reasons. In SS13, the sheer number of ways in which a good faith character be "screwed" but not quite killed off, and which a bad faith actor can find to kill themselves while bypassing restrictions placed on verbs, means that I think this code's design philosophy is harmful to the game and its good faith players. # Changelog 🆑 del: Positronic brains no longer check for suicide verb use. /🆑