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Turncoat is a mask that can switch sides at will, with the goal to do so strategically and win with either side.
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I'm gonna say I personally don't like the Turncoat knowing who the traitors are. I imagine the cases where the Turncoat sides crew are going to feel even worse as traitor than dealing with an Empath. They could be lying but it puts heavy scrutiny on them due to no fault of their own. |
EmoGarbage404
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I think the turncoats being able to see all traitors makes them extremely crew sided in a hard-to-counter way. Becoming a traitor, noting who all other traitors are, then reporting them to sec is pretty easy and near-impossible to counter. I'd rather they just have the objectives of traitors and be able to contribute to them but are otherwise not really able to collaborate with syndies.
| SubscribeLocalEvent<ESActionChangeMaskEvent>(Handler); | ||
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| private void Handler(ESActionChangeMaskEvent args) |
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calling this "handler" instead of OnX is a little bit crazy
| SubscribeLocalEvent<ESTargetMaskBlacklistComponent, ESValidateObjectiveTargetCandidates>(Handler); | ||
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| private void Handler(Entity<ESTargetMaskBlacklistComponent> ent, ref ESValidateObjectiveTargetCandidates args) |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Turncoat is a mask that can switch sides at will, with the goal to do so strategically and win with either side.
Turncoat starts with the crew in all current masquerades, forcing them to wait til everyone has long left the shuttle to start collecting information on their syndicate counterparts.
Turncoat has not been given a weapon of any kind, may be worth changing this down the line?
Balances them into Traitors and Red Carpet, but not showdown which has less breathing room for the mask and is generally more conflict heavy.
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