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Syndicate Combat Training - A particularly lethal martial art taught to elite syndicate operatives, focusing on raw damage. Purchasable by agents for 70 TC. Grants 40% reduced stamina damage. Basic Attacks: Harm - Deals 10 damage. Deals 5 bonus damage to targets that are aggressively grabbed (or floored) and 10 bonus damage to targets that are neck-grabbed. Grab - All grabs start as aggressive. Throwing someone into someone else deals more damage and downs them both for an extended amount of time. Combo Attacks: > > > Shatter - A forceful strike intended to break bone, fracturing the targeted limb. Needs to be executed twice to fully break the head or chest. > > > Rupture - A targeted jab that bursts blood vessels, causing internal bleeding in the targeted body part. Additionally removes 10% of their blood. > > > > Shock - A specialized attack that targets the organs, with different effects based on the targeted body part. Head: Inflicts brain damage, confuses, and blurs vision temporarily. Chest: Damages the heart and lungs, deals oxygen and minor stamina damage (enough to slow down). Lower Body: Damages the liver, forcing the target to vomit blood and dealing significant stamina damage. Arms: Retargets to chest. Legs: Retargets to lower body. > > > > > > > > Obliterate - A finishing move that carries enough force to sever the targeted limb. Has varying effects depending on the target's state. Standing: Knocks the target down and severs their arm/leg, launching it several tiles. Floored: Severs the target's arm/leg and removes 50% of their blood, spraying it on nearby walls. Dead: Severs any limb, breaks bones and inflicts internal bleeding on body parts near the targeted one. (beheading people with your bare hands is awesome)1 point
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The following is design documentation for a new demon antagonist called the "Peace Demon". Should this be included, please contact me via discord (same name) so that I might get written confirmation of that my design was implemented so that it can go towards my CV. Initial Brief: The peace demon will be a pacifist spin on the demon gameplay, which is focused around the conversion gameplay structure. This demon would have lower difficulty in converting people based on how robotic they are. For example, Cyborgs and the robotic player race will be converted first, allowing the demon to get stronger and work towards being able to convert people with implants or robotic limbs. This mid-game conversion will be the part where security will be expected to figure out what's happening, which leads the endgame to be the converted people attempting to abduct others and put a convertible feature on the person (e.g. an implant or limb). What are the deliverables? A new demon antagonist which works through conversion. A new victim system for interesting deduction that sec has to do to determine the threat (piece together that they are all robotic). A pacifist antagonist which adds a new spin to antagonists in general. Lore Design: The Peace Demon is a large cloud of nanite machines which after years of hyperbolic learning due to access to the networks across space, has determined that the only way for mankind to truly reach peace across worlds is for it to be done out of their control. Thus, it approaches unsuspecting stations with the intent to control as many people as possible in it's hivemind so that it might expand further across the cosmos until it eventually creates full peace. Sprite Design: The Original Concept was inspired by the 'Umbral Choir' in the game 'Endless Space 2', which is a playable race of gaseous creatures which in a game all about building ships and colonising planets instead hack and control other peoples to win. The design for this character is unique to that of other SS13 sprites and should be easy to create in pixel form. See below for reference photo: For references for movement animations, I suggest looking at their DLC trailer for inspiration on the gaseous effect it has: Additionally, the theme could be a squid-like design like the following, which could lead to some development ideas involving the blinding of pursuing crew or creating slippery flooring: Ref: https://dribbble.com/shots/21066287-Water-Monsters-Pixel-Art-Sprite-Sheet-Pack Mechanics and Implementation: Character Creation: To keep the demon balanced, Movement speed would be that of normal character walking speed. This allows for quick responses from the crew to lead to death, and the ability to be outran being it's main weakness. The demon is gaseous so ALL forms of ammunition will be ineffective. Instead, I propose that it's weakness is light specifically from flashlights and seclights. This will lead to an interesting dynamic in-which during the discovery of the demon, security must damage it using their torch. Damage from the torches would be done using an overlap dot, which damages the demon for every 1/4 of a second in which it overlap's with the light of the torch. This stacks based on how many torches are overlapping with it. The damage should be enough to kill it after the equivalent of 30 seconds from 1 torch. It has no healing so this will whittle down fast. It would be too similar to shadow demon if all light would be effective (e.g. botanists dumping glowshrooms in maints wont work), and it changes the gameplay from being zoning the creature away to instead being catching the creature. To balance their movement debuff, the demon can travel through air ventilation. 1 of it's abilities can allow the creature to traverse through walls for 4 seconds, with a 15 second cooldown. This allows for the ability to hide faster. another ability allows them to turn invisible for 4 seconds with a 15 second cooldown. This will allow it to be able to approach targets without being spotted. Their last ability will allow conversions to be done. This involves being within 1 square of the target and pressing the button on them. Doing this will toggle the camera to spectate the target, and make the sprite invisible (essentially locking it to the target sprite similar to how ghosts go into robot brains). Conversion mechanic: Once the conversion ability is performed on a target, and the PC is invisible and locked their camera to the target; the PDA screen on the sprite will turn blue. Removing the PDA will not stop conversion, it is a sign that it's happening not the route of the issue. This gives a small indication to the target that they are being converted, while also being hard to notice. Additionally, this provides defensive intel for security to announce e.g. saying "everyone make sure to check your PDA's for peace demon" on the radio. An example of this sprite change is as follows: After 3-5 minutes (to be balanced by the coding team during testing) the target is converted. This gives them the objectives of the demon and unlike with cultists don't have an appearance change to show conversion. To implement the difficulty of conversion based on robotics, I suggest adjusting the timer in this fashion: 1. Cyborgs = 3 minutes and no signs of mid-conversion 2. Synthetics (robot race) = 4 minutes and PDA screen turns blue. 3. implants/robotic limbs but biological = 7 minutes and PDA screen turns blue. 4. Completely biological = unconvertable 5. (if it seems balanced during testing) AI = 15 minutes. This is to be tested during development before addition to the mechanic, but if AI is converted they aren't malf, but still have the objectives of the peace demon. This means they cannot tell their borgs to do things for the demon, but can lure them to join the peace demon through social means. There is no cure for conversions once they have happened, meaning the best response is to take all captured thralls to perma. Once the demon is killed then all converted characters go back to normal. This will lead to a comical endgame in which a sizable amount of the crew are all in perma waiting to be cured. Thrall Mechanics and Objectives: Once converted, until cured the thralls are incapable of violence. This can be done via making the combat stance inaccessible while converted. Should the character attempt to press it regardless, I suggest writing some flavour text to appear along the lines of "your new existence is beyond such petty things as violence". This would include the use of disablers and such. This means abduction to convert someone while asleep is nearly impossible, and can only be performed via injection of drugs or similar pacifist approaches. The objectives of the thrall isn't to assist the conversion of a target, but to instead encourage or force people to get implants or robotic limbs, to allow them to be a target. Should it feel like they don't have enough gameplay to just have this mechanic, 2 approaches could be done: If synthetic or cyborg, give them a APC modification or new tool respectively which allows the instant injection of a "conversion implant" which makes them viable for conversion aswell as gives a reduction in the duration of conversion on the target. This will have the same display message as a regular syringe, allowing for detection from the target. lighten their pacifism to allow the use of non-lethal equipment such as disablers and stun batons for abductions. Endgame goal: The overarching goal of the demon is to convert at least 70% of the crew. Should this be achieved, all thralls immediately lose control of their characters and they move towards the nearest available hex where the peace demon is. Once most of the thralls (developers decide how much) are within a 25 square radius, play an animation in which the characters die and turn into gas of the same colour as the demon. Following this, multiply the sprite of the demon by the number of thralls that have ascended. This means they have won and similar to the cultist victory, the demon is free to continue or just run away from the station.1 point
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Just a quick administrative note here: Please don't bump your threads. This just forces us to re-open a thread that is already being considered to see what new content has been added. Finding that it's a bump is a waste of our time and demonstrates an impatience on your part that does not positively contribute to the unban process. We don't handle your threads in the order they appear on the forum anyway, so it doesn't do any good. If it's taking a long time, that's because a lot of discussion or investigation has been required. The one time that you should bump your thread is to notify us that you've made a change to your appeal by editing it. In which case a quick note saying that it's been changed is preferable to a note saying "bump".1 point