Another idea is to have the attacked allies disappear from the scene due to Cogmind's shocking action. This feature was already implemented in several occasions, so hopefully it won't be too difficult to do.
Ally: Why are you attacking me? I will not fight with you anymore.
Ally disappears into the darkness.
Other nearby allies that are witnessing the scene will have a steep morale drop, triggering the chance for additional robots to leave the scene.
Ally2: Why did you do this to my friend? I'll be leaving too.
Ally2 disappears into the darkness.
I think it's a pretty clean solution. Ally disappearing will prevent Cogmind players from obtaining its parts, while keeping it thematic and realistic, and avoids the need to make complicated adjustment (which is what I'm hoping for).
Oh that's a pretty good idea, I hadn't thought of that one... possibly because I've always disliked that mechanic. I currently only use it in derelict areas (or immediately after exiting such areas where sometimes allies might leave you for whatever reason), and I never really wanted to use it extensively, if only because it doesn't seem realistic. But it enables a lot more interesting scripted event possibilities without messing things up to much, so I started doing it a bit anyway
As described it would both solve the issue and be a lot easier to implement than having them turn hostile. Still a fair bit of work and testing, though...
Unfortunately, that doesn't work well for drones and blue allies since they aren't programmed to have consciousness, but their parts aren't that valuable anyway.
Well, the latter bit about parts not being valuable isn't quite true, since there are a number of better drones out there! But it's a point that no longer matters because drones no longer drop parts as of Beta 2.
Here's another idea. Just like the way you made the leaderboard for those with the most points, make a "Wall of Shame" board for those who had the most friendly fire.
Haha, I definitely don't want to do anything like that
I'm not the biggest fan of the score penalty solution, as the importance of score varies based on what you're aiming to do and the individual. I am pretty sure it's not gonna affect GJ's behaviour, for instance, except if he goes for a score maximising run.
Right, as mentioned in the latest release notes the point is not to prevent players from doing it, but simply attach a cost that somewhat retains comparability of scores across the leaderboard, or within a player's own score history. I don't mind at all if GJ continues doing it! Some players may want to murder allies in order to ensure access to some unique parts and that's fine.
The zion betrayal thing is the right direction I think.
That was fairly easy to implement because it's an isolated system, as are the major scripted events.