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Copy file name to clipboardExpand all lines: src/en/space-station-14/round-flow/antagonists/Xenoborgs.md
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| Designers | Implemented | GitHub Links |
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| Samuka |:x: No | TBD|
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| Samuka |✔️ Yes |[Xenoborgs Part 1](https://github.com/space-wizards/space-station-14/pull/36830), [Xenoborgs Part 2](https://github.com/space-wizards/space-station-14/pull/36844), [Xenoborgs Part 3](https://github.com/space-wizards/space-station-14/pull/36867), [Xenoborgs Part 4](https://github.com/space-wizards/space-station-14/pull/36935). [Xenoborgs Part 5](https://github.com/space-wizards/space-station-14/pull/37068), [Xenoborgs Part 6](https://github.com/space-wizards/space-station-14/pull/39595), [Xenoborgs Part 7](https://github.com/space-wizards/space-station-14/pull/40042/)|
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`Designers` should be the names that you use on GitHub and/or Discord. This is optional but strongly recommended, since:
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## Overview
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New silicon based conversion team antag based on xenomorphs from Alien 2.
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New silicon based conversion team antag based on xenomorphs from Alien 2 and also the borg from star trek.
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<!-- A very short, maybe three sentence summary of what this proposal is about. A high level "overview" or "what this adds". -->
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- You must protect your own existence
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- You must protect the existence of all other xenoborgs
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- You must create more xenoborgs
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- Bring steel for the core of the mothership to make xenoborg shells
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- Bring brains of sentient beings to fill the xenoborg shells to complete them
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- Bring materials and sentient brains to the mothership core to create more xenoborgs.
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Xenoborgs come in three different castes
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- engi xenoborg: support role
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- heavy xenoborg: defensive role, slow, more HP, equipped with lasers
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- scout xenoborg: combat role, fast, equipped with a melee weapon
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- stealth xenoborg: support role, can go invisible, disguise as objects and has a injection with nocturine
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Xenoborgs come in four different castes
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- engi xenoborg: normal speed, normal hp, capable of low-to-no harm, high max module count, modules should focus more in support and helping other xenoborgs
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- heavy xenoborg: slow speed, double hp, capable of moderate harm, low max module count, aside from the jammer module they start with, modules should focus more in area denial and long range energy based weapons
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- scout xenoborg: fast speed, normal hp, capable of moderate harm, low max module count, modules should focus on mobility and melee weapons
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- stealth xenoborg: normal speed, normal hp, capable of low-to-no harm (either damage that is very slow acting or non-lethal options), modules should focus more stealth and ambush
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All xenoborgs have a unique radio frequency which they can all use to communicate with each other.
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All doors and access locked machines in the mothership are locked with xenoborg access
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There is a xenoborg console in the mothership that can be used to check the status of all xenoborgs. It can also be used to explode or disable xenoborgs, but it is locked behind xenoborg access. Neither the xenoborgs or the core can unlock it.
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There is a xenoborg console in the mothership that can be used to check the status of all xenoborgs.
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### Mothership core
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Is a sentient lathe with hands can make xenoborgs for steel.
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- You must protect your own existance at all costs
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- You must protect the existence of all xenoborgs
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- You must create more xenoborgs
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- Get your xenoborgs to deliver you steel to make xenoborg shells
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- Get your xenoborgs to deliver you brains of sentient beings to fill the xenoborg shells to complete them
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- Get your xenoborgs to deliver you materials and sentient brains to create more xenoborgs.
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They are also able to produce better versions of some xenoborg specific modules in exchange for glass, to upgrade the xenoborgs.
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They are also able to produce upgrade modules for specific types of xenoborgs. see [Xenoborg modules](#Xenoborg-modules)
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They see with cameras and act like some sort of AI of the mothership.
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They see with cameras and act like some sort of AI of the mothership. (vision still gonna be fixed)
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The mothership core has the same access as all the xenoborgs
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Besides the normal xenoborg radio, the mothership has a special radio frequency that only they can speak on but all xenoborgs can hear, this is so they can send more direct instructions and to coordinate the xenoborgs better.
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### Xenoborg modules
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All xenoborgs start with a basic xenoborg module that allows them to locate the core and recover materials from the ground
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All (aside from engi xenoborg that has better tools) xenoborgs start with a tool xenoborg module with basic tools and a crappy self-recharging welder
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**Engi xenoborgs** start with enginnering modules and a access breaker module
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**Heavy xenoborgs** start with jammer module and a laser gun module
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**Scout xenoborgs** start with space movement module and a knife module
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**Stealth xenoborgs** start with cloaking module, chameleon projector module and some way to knock down players (non-lethal option)
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Aside from the starting modules, there are more upgrade modules that the core can produce
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All upgrade modules should be for one specific class and not for all xenoborgs or a combination of two or more class
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Upgrade modules should also fit the role each class has.
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Cost of upgrade modules
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- the general cost of a module should be 25-30 total materials.
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- if the module is expendable (that is, it can be wasted, or has a limited number of uses) it should be cheaper to produce, between 10-20 total materials.
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- some modules that have very powerfull equipament should either be more expensive (30-40 total materials) or use rare materials.
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- most module cost should be a combination of plastic, plasteel, glass and steel (cloth can also be used if it fits the idea of the module). but some very expensive modules could also use more rare materials like plasma, uranium, gold or silver.
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<!-- Give a description of what game mechanics you would like to add or change. This should be a general overview, with enough details on critical design points that someone can directly implement the feature from this design document. Exact numbers for game balance however are not necessary, as these can be adjusted later either during development or after it has been implemented, but mention *what* will have to be balanced and what needs to be considered when doing so. -->
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## Round resolution
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- If all the xenoborgs die or are in a crit state, then the mothership core explodes (big explosion, destroys the mothership).
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- If the mothership core is destroyed (it explodes, but not a big explosion) and all the xenoborgs explode (not a big explosion).
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- Major xenoborg win is to complete the objective to borg X% of the crew.
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- Minor xenoborg win is to survive with at least a certain numbers of xenoborgs.
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- Minor crew win is to escape and leave less than a certain ammount of xenoborgs alive.
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- Major crew win is to destroy the mothership (either killing all the xenoborgs or destroying the core).
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- Major xenoborg win is to have more xenoborgs than crew alive by the end of the round.
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- Minor xenoborg win is to have the number of xenoborgs between 66% and 100% the number of crew alive by the end of the round.
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- Neutral is to have the number of xenoborgs between 50% and 66% of the number of crew alive by the end of the round.
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- Minor crew win is to have the number of xenoborgs between 25% and 50% of the number of crew alive by the end of the round.
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- There are multiple ways to have a major crew win:
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-- The mothership is destroyed and so all xenoborgs are destroyed.
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-- All xenoborgs are destroyed.
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-- There are less than 5 xenoborgs.
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-- The number of xenoborgs is less than 25% of the number of crew alive by the end of the round.
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The end summary will also tell how much of the crew were borged, and how many xenoborgs were there in the end.
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The end summary will also tell how many xenoborgs were there in the end. And who were the initial xenoborgs.
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In the future the Xenoborgs could have custom objectives, such as create another core in the station or mess with the Station AI somehow.
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It will probably not cause performance issues as it does not require large amounts of entities. however it is possible the crew and the xenoborgs reach a stalemate while fighting and that can cause a large amount of bullet casings in the floor, which can increase entity count.
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It does not need any new system or UI elements and can be done entirely with YAML and custom sprites (as I am doing). However changes to certain systems could make this better, e.g. Adding a tag system to the announcement system so the mothership could make announcements only the xenoborgs can hear.
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It was mostly done via yml, custom sprites and custom sounds. but some C# was needed for some fixes and to tie everything together.
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