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Everything posted by McRamon
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Ok, right now it looks like they are not really strong and might die easily if 2 or 3 peopel attack one at the same time, considering the fact that most of the psionic abilities are channeling. They look like an "off-station" threat, like wizards or nukies, however dont hold the surprise factor, and are not disguised as a normal crew like vamps or clings. First of all, i think we need to decide if they start like a crewmember (like cling, blob or sling) or start off station, like wizard. Also if they fight eachother, i think they should be much stronger in crew vs psi fight. For example, imagine this: every light source (lighter, torch, computer, mushroom) is not working in a certain amount of tiles around psionic. They are invisible like revenants - invisible unless use abilities. (not invisible for other psionics). In their presence crew are automatically affected by terrifying hallucinations, which deal real damage, therefore normal crewmembers, before they evolve a method to fight a psionic, should run and hide, or monsters and terrors of psionic will consume them. Not sure about the weapon against the psionic tho. Imagine two wizards fighting onboard cyberiad, constantly teleporting and throwing fireballs, but also invisible, so the crew are just little puppies caught in a crossfire. Thats how i see it. If they are not scary at all and have to hide in maint themselves like slings for example, and along with it have to fight other psionics, they might look like a bunch of nerdy kids not worthy any attention of crew. This is my happy little thought
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Art done for @Blessed, dangerous drask! Again, if anyone wants an art of their character (its free) - feel free to dm me
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Well, i used the wrong word. Slings are not valid in a way crew all rise to kill them, but in a way they are not getting any mercy. If tator attacks you or your colleagues, you can protect yourself,.but when you can only stun tator and wait for sec, with slings i am pretty sure you are allowed to apply enough light for sling to burn to death. Same with this psionic, unless it is your job, you dont make it your mission to find and kill them, however if one appears and attacks, space law doesnt protect it from toolbox to the head untill it dies or flees
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Alright, its time to input my thoughts on this The idea overall is interesting. However, i do feel that it should be tweaked a bit. This psionic sounds like it is a valid antag, like wiz, sling or nukies. And what do we see when those antag arrive? On the first sight of those guys, station crew arm themself and attack the antag. While wiz and nukie have abilities to fight and slings have thralls, cc abilities and easy escape abilities, those psionics are much much less likely to survive once crew spots their presence. What i think of them is, they should at least start as a normal crewmember and transform to a monstrous form later. Whatever you think about gamemodes like slings or nukies, they are somewhat balanced, more or less. Unlike them, i think psionic should be instead disbalanced in favour of psionics in psionic vs crew fight, because we also have psionic fighting other psionic situation, which is good. Now, thats how i see this: Several crewmembers start as disguised psionics, like changelings. Stage one begins, where they have to do something, before entering stage two (thought harvest certain amount of crewmembers for example) This is where comes a great idea of objectives harvested people receive. I agree with bryan on list of possible objectives, rather than custom because of abuse and rulebreaking. I also feel they should work more like borg laws oocly, so people have to follow them Also i think there should be 3 lists of objectives (laws), for each stage. Examples: Stage 1: You dont like bartender (fight them, steal their stuff) You are kleptomaniac (steal small stuff from others, not cuff and rob them) Stage 2: You hate bartender (seriously injure them, maybe even kill them) You are addicted to meth Stage 3: You are addicted to setting people on fire Of course this should be tweaked according to server rules, but you get an idea. With every new stage, more chaotic it gets. Also people should not alert others about such objectives and state them. No "hey hos i suddenly started to think i want to lube floors, there is psionic nearby" and looks like it should be forced oocly. So, stage one is normal crewmember walking around and using psionic powers to rise chaos, get powers and possibly find other psionics. When they reach stage 2, they are transformed and now it is obvious what they are. Now they hide in maints or whatever. But! I think now they should see through previously harvested people eyes, and use some of their abilities on people their targets can see. However to harvest more people or do some main objective, they still need to do it directly. When they do what they need to do, they enter stage 3. At this point, i am actually not sure. Maybe they should not move at all and hide in some dark corner manipulating station like some sort of an ai, through the eyes of harvested crew, or instead walk around superpowered. And once the stage 3 is over, game is over and they ascend like slings or something. Or maybe after stage 3 is over they get the ability to manipulate minds however they want (custom handmade objectives for crew). Or maybe now harvested crew become literal thralls. I am not sure about this. As you can see, in my vision objective thing is main gameplay feature of this antag idea, like thralling, cling/vamp abilities, or Blob strategy-like gameplay. Overall, i feel like stage one should be some kind of spy games with psionics looking for eachother, stage two is an active fight over people minds (psionics i think should be able to remove another psi affection on a weak mind and start to control it themselves) and stage 3 is like final narsie summoning ritual everyone trying to stop. Oocly, it should be forced that objective/law people receive is top priority. However, i see a flaw in this idea - when people get thralled or m8ndco trolled, they switch sides. But with this objective idea, they will have to act against their own team while still hoping for the win of crew, which is kinda odd. If psionic is easy to spot from the beginning, i think they will be swarmed and killed very early. If at least at stage 1 they stay disguised and only harvested people will know about their presence, it looks more interesting, ofc If people dont meta, it would be hard to distinguish stage one objective from greytide and other antag activities. Well, thats what i think about this idea
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McRamon replied to Mrs Dobbins's topic in Civilian's Days
Whats dead may never d1e P.s. toodles is a huge nerd -
Aw, more artists join the party! Awesome!
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A little piece of art done for @Mochi (psst Mochi, if you want a hires version - dm me) Also, if anyone wants an art of their character - dont hesitate to send me a mesage
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Well maybe emp should only damage "organs" and not limbs
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Here is what i think about it. Emp should stay as an ultimate way to assassinate an ipc. If you are to approach an ipc with intent to kill them, emp must make the job. HOWEVER, while i dont play ipc, i think in certain situations they might feel of it to be a bit unfair. You say its even harder to fix ipc? Well, if you are my target and you are organic, i will make you unrevivable at all, like.. at all. No way back, no matter how good the doctors are. And i dont even need emp. But, imagine you are an ipc nt rep casually sitting on bridge. An evil tator comes to assassinate a "front of bridge audience" who is also an ipc, or if not, maybe tator just uses emp to disable comms. Or you are just a walking by witness. Or one of many other situations, where you are not an original target. In that case, it is not fair that there is a chance that you round ends in a second. What if - emp places ipc into a station of special crit, where you are unconscious and die if a little bit of force is applied to you. So, instead of outright killing ipc, emp instead would make them almost dead, and for a traitor to finish the job, it would require like two crowbar hits. Not a big difference for traitors. If you dont get additional hits, in about 30-60 seconds you recover from that state, with just some damage. Basically what DerpehBoi suggested, but a bit deeper. Antag-ipc interactions would stay the same, but ipc-accidentempnearby interactions would be a bit more fair
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Welcome! See you onboard the NSS Cyberiad
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What about removable cell? You still have recharges but if you want to, with for example proper access to balance it a bit, you could remove basic powercell from it and swap it with charged slime core or bluespace one, making a normal energy gun a much more dangerous spammy lategame weapon? Bonus points - more interactions between sec and science Alternative idea - if all energy gun get selfrecharging, that means they get wireless transmission of energy which comes from... Engine! What if, depending on power output, energy weapons could get increases charging rate or even damage! That will make a reason to set up a supermatter engine (tesla could be safe and easy power source, but lord singuloth would produce much more power to the sec team) and also a reason for antags to sabotage engine (in Non-destructive manner ofc)
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McRamon replied to Mrs Dobbins's topic in Civilian's Days
-what did german say when asked if they want some hummus for dinner? - nine -
You guys are totally right, but you all forget those newbie medical doctors who forget to read morgue tray DNR tag (Or even can be nor aware of what dnr means)
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what Christasmurf has written is a very cool and interesting idea, i would love to see such karma job (this is also a good idea for different departments instructors karma jobs, but that is another stroty)
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i dont feel like people are going to take energy weapon instead of shotguns because some of the nukies can get said shield (which also makes operative unable to attack, which makes it quiet pointless). Making it blocking every projectile and introducing new tank playstyle to nukeops is better imho
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McRamon replied to Mrs Dobbins's topic in Civilian's Days
If You are spamming like this, you better get restarted soon. 14? Whatever -
SpecOps wizard infiltrator tactics: Take no cloth, desintegrate and minswap, any other spells are up to you, though knock/charge/jaunt/teleport are good choice. Get to the station unnoticed and wait in maint for a first victim. Mindswap - wake up - desintigrate fool in your old body - pick up head and brain. Now you are part of the crew. Release engine as an engineer, arrest an desintegrate poor bastards as sec, blow up all borgs and make some max caps as scientist, sabotage medbay from inside, declare basically anything as captain, possibilities are endless, for fun and grief not even hijack traitors are capable of. Though you better make it fun and not just grief, remember the rule 0.
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Preorder now and also get: hardhat collector and premium floor reinforcer
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Never had a single problem with cyborgification papers... Anyway if you Are upset with papers they make and want a better one - make it yourself, here is the guide https://nanotrasen.se/wiki/index.php/Guide_to_Paperwork
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R is used to activate "throw" stance
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what? they totally can do it silently and unnoticed... (if only i knew how to make max caps...)