Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/14/2021 in all areas

  1. Pretty much what's been said above. Shotguns were a (for all intents) free end-game weapon that out DPS'd anything you could get through RND. They were the one and only choice for high damage at all points of the round. "Reloading" and "pumping the shotgun" are all jokes of a damage bottleneck when you can just click-z-click-z-click someone to death in a few moments. There was no nuance to shotgun combat it was quite literally land one slug and fish for bone-breaks or IB. Shotguns are gone and I honestly hope they never come back. Rifles are just a better thing for game health overall. This statement alone shows that you dont have much of a grasp on WHY things are being removed and screams "I dont like my XYZ getting removed ahHHHHHHH". Game health overall is more important than making funny spaceman go horizontal via shotguns.
    1 point
  2. When shotguns are so good that people will actively yell at cargo for getting autorifles instead there might be an issue with how good shotguns are.
    1 point
  3. After a dchat where Norwest myself and a few others were talking, I thought it would be fun to write out a few ideas for "minor antagonists" that will serve the role of adding a bit more variety and innocent crime to the round, as well as give more players the opportunity to 'practice' being an antagonist. What does minor antagonist mean? A minor antagonist will be a player with relatively easy objectives compared to the major antagonists. A minor antagonist is also a set of roles that would not allow for the full-range of chaos that a traditional antagonist (Hereafter referred to as: "Major Antags") such as a traitor or cling would have, I;e you don't have a right to kill an officer arresting you for these crimes. Minor antagonists will have no relation to the syndicate or other antagonist factions, but will instead be roles dedicated to the typical petty crimes you see in cities irl. Minor antagonists will still be expected to fulfill their normal job's functions, unlike a traitor or cling that fucks off into oblivion the moment the round starts. Their challenge will simply be to complete their objectives without having to serve a brig sentence. These roles will cause minor levels of chaos (as will be discussed below) but will not be allowed to become a major hinderance to the round. And most importantly, minor antagonists will not have goals that result in perma-brigging or execution. Why would we need minor antagonists? There are two major issues: The first issue is whether less-robust players have an opportunity to have variety in their rounds, without the extreme anxiety and adrenaline that can come with that rare antagonist round. The second issue is how we can provide an outlet for those "unga" urges a lot of players feel after a long string of shifts without a single antagonist role. As for the first, it's frankly obvious that relatively new or just unskilled players get extremely frustrated with their antagonist rounds, simply due to the regular crowd being very, very skilled at stopping those antagonists. There is never an excuse for a new player to learn how to build a false wall, as an example. There is no reason for a new player to learn how to deconstruct things, or make dangerous narcotics/chemicals, or fashion a stunprod, and the list could be endless on that front. Minor antagonists will provide a solution for this new/unskilled player by giving them an opportunity to commit relatively severe crimes (like breaking and entering, distribution, etc.) without fear of a bwoink or extreme security scrutiny of their actions. It gives them a safer-space to practice these necessary skills for major antagonist roles, while not depending on that rare 1/20 round where they get a major antagonist for that training. As for the second issue, I think this is pretty obviously geared towards the antag-lovers out there. No matter how much you love the game, there are just some shifts where you want to break some shit, or rather, you just want some variety from a bit of clandestine crime in-between your regular duties. If there's an outlet valve for these urges, there is a significant chance that you will see less annoying greytiding, while also giving some significance to the greytiders. What would a minor antagonist look like? Simply put, a minor antagonist will have one or two petty-crime objectives. I think it would add a lot of flavor for them to have titles, as you'll see with my example ideas: The Vandal - A variety of objectives could exist here, the minor-antagonist's role will effectively be to tag an important location, maybe even just several small locations, with an "illegal" symbol that normal spraycans won't be able to produce. The Drunkard - Get drunk, beat the shit out of someone in the bar (probably the bartender for consistency), but don't kill them. Only greentext if you manage to knock them into crit. The Identity Thief - Collect a certain number of UNSPECIFIC ID's that don't belong to you. (reminder, minor antagonists will not be allowed to use lethal force for their objectives.) The Anti-Jani - Where janitors are graded on how clean the station is, this antagonist's greentext conditions will be linked to the cleaning score at the end of the shift. Their job will be to make as many messes as they can, without going full destructo mode. And you can get the idea from there. Shitloads of potential minor antagonist roles that would add flavor to the round, especially for security which will finally have someone to arrest other than tots and vampires and greytiders. A side effect of this would likely be a much less stressed out sec department, actually getting to arrest people for minor crimes on extended rounds, as an example. ____________________________________________________________________________________________________________________________________ As for the other questions, such as how many per round, how feasible this is, etc. will have to be answered by someone with more experience, but I hope this post is a good basis for this idea.
    1 point
  4. So i have been thinking (not sure if its been proposed before) but a Trainee title like as a medic you can select medical doctor, surgeon etc, then a medical intern (this will also apply to other jobs ofc) So that the people who know what they are doing, can see this is a new player (its a lot easier than having to say you are new in the chat every time you try a new role Security could have cadets for example, scientists can have Intern as well and so on
    1 point
  5. I would love this. There are many roles that I would like to try, but I find it very intimidating to just "jump in" and try to do my best as a noob. Medical doctor is especially worrying since there are literally lives on the line. Security is another one that I don't feel okay just winging it. I am not confident in my ability to do a decent job and don't want to ruin someone else's round because I failed to act appropriately in the heat of the moment or ask for help when I needed it. A job title that lets others know that I am still learning and might need extra help would lower the barrier to entry enough that I would feel okay taking the chance to learn those more complicated roles.
    1 point
  6. I know posting this is probably outing myself as some sort of gigantic wimp, but I figured I'd at least ask in case somebody has advice. Does anyone else deal with wanting to play an antag, knowing *in theory* how to play said antag, but immediately getting locked down by debilitating stage fright if you actually roll it? If so, how did you work past it? I know the only way to get better at antagging is to play it and practice, but the whole "silent panel of invisible judges potentially watching your every move" thing trips me up hardcore. It's disheartening, because I feel like it'd be really fun if it weren't for the mental block! It keeps me from really committing to playing security or any kind of head, either. Thankfully spiders and xenos are an exception because, well, they're rare enough that I'm definitely never the baldest one in the bunch, and being one of those is fairly straightforward.
    1 point
  7. Pretty straightforward here: Sign language would be pretty cool for deaf, mute, or otherwise unable to talk/hear characters. That being said, sign language as a secondary language (and available to any species) would need some code fuckery since it would have to check for line of sight rather than actual ability to hear
    1 point
  8. I think this is a neat idea and would add some variety to playing as Diona. Not sure how balanced it would be. That's not really my area of expertise and it is hard to compare very different mechanics to see if they are "equal" or fair. Nymph are pretty fragile, so it might lead to a lot of perma-dead diona. Or it might be too easy to survive and revive from anything. One option might be to make this type of "death" only occur under certain circumstances or with a low chance, so it would be a relatively rare occurrence. For example, dissolution of the gestalt might only occur when the diona has suffered extensive brute force trauma. Toxin, fire, radiation, etc would not cause this effect. So you "break apart" due to the trauma. Or there could be a low chance of occurrence any time the diona goes into the critical state, so it doesn't happen every time you would die, but can happen anytime you are badly wounded instead of a regular death. Another related idea would be making Diona unclonable by normal means, so dead diona must be "re-grown" using the cloning pod plants.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use