Yo gang, Strife here asking for your input.
I was going to remove old stun from the charged arm in both combat implant and borg form. Then it was pointed out that this would be unfair to borgs as they too get hardstunned by multiple things. Removing one would require the removal of the other to keep it fair and with that I agree. Issue I am facing here is that there are many ways we can rebalance the effects. You can see this as a brief design document with some already gathered ideas but nothing definitive of course. I just want to make sure that before I decide to PR something regarding balance that the community and staff can give some input and guidance.
What does this aim to do/fix?
As it is now the charged arm in both the combat implant and malf/emagged borgs still works on old stun logic. Similarly, the way flashes, EMP’s and even laser pointers work on borgs also leaves the borg player very vulnerable with no way to really fight back. This feels very out of place now as most other instances of old stun have been reworked, meaning that borg versus crew is a rapid one-click-and-you-lose situation that is not as fair or fun.
Why is this good for the game?
Paradise is moving away from the old stun system that led to very quick round enders for players. It, therefore, makes sense that we remove other instances of this mechanic as well in favour of the newer system.
Possible solutions:
My proposed idea thus far is to make the charged arm work the same way as the stun baton and to rework flashes so they instead cause confused movement or a small slowdown or to disable v-tec if the borg has it, a short blinding effect and lastly a short period of around five seconds in which the borg can not use comms. This is to prevent the borg player from instantly calling for help the moment they have been flashed. This leaves some wiggle room for a traitor to make a move with his trusty emag. Emp’s will still do internal damage along with a confusion effect and/or disabling the borg’s modules briefly. The laser pointer will simply cause a blinding effect and a very short confusion effect as it's just a laser pointer.
Other proposed ideas were to include a draining effect on the borg battery but with the existence of yellow slime cores this may not be an absolute fix. It was also suggested that disabling the borgs remote machine access would also hinder them plenty as they can no longer open and bolt doors from range to escape crew. They would instead have to bump into the airlock giving some time to be caught.
In summary:
Charged arm in both implant and borg form ->
Works similar to the security batong
Laser pointer ->
Blinding effect
Maybe a brief confusion effect
EMP ->
Internal damage just like it works now
Short confusion effect and/or disabling their modules briefly
Flash ->
Short blinding effect
Confusion effect and/or a slowdown effect/disabling v-tec
Maybe disable their comms briefly to prevent an instant help call
The overall goal is to remove old stun from crew versus borg gameplay. I am interested to hear feedback on this as I am a bit at a loss on how to properly tackle the new effects that would replace the hard stun. If you have any other ideas that I did not mention I would love to hear them. ^^