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JonathanDanger

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  1. Also still super interested to hear ideas, but I think I'll bring it to discord as well. Any fun ideas that wouldn't muck anything up for current players? :)
  2. Very good points on antags sadhorizon. I should remember that most people that play psych get a lot out of the low pressure RP opportunities. As for the chaplain 2 comment, you are dead on. That is exactly what I was suggesting. I think psych would do well in a RP focused role with niche support gameplay. However, if that's not what most players want with it, then it really does go back to the matter of RP in general, which I won't touch because like you said that's just a bigger issue. I think the bottom line is I'd love if we threw in some more for the psych. Maybe a new toy, more starting medications in the locker. Something. I think unless I hear others agree with me about gameplay, I'm going to step down from that argument after your point on what current players want from the role. It would be dumb to mess that up. Any current psych players have ideas about what could be thrown in the office to make some more fun? No hard angles here. I just want to keep exploring it.
  3. What about antags or other role types that simply have a person take on mental ill type role. Like a serial killer that has to kill people in some specific way like with a knife, but can be cured of their psychopathy ect ect. Or a crazy arsonist.
  4. Folks that would prefer it stay RP, I think you are the best peeps to get some ideas from... If there WAS a light mental health mechanic, what ideas would you have that wouldn't mess up the current gameplay flow? OR Is there anything you would add that just lends more to the RP experience without really adding any new mechanics? Thanks :)
  5. Good example of a type of mechanic that can work. I think it's possible to add a light MH mechanic without it being bloated. Maybe lighter consequences that would only actually become something bigger if unattended to for a long time.
  6. The bloat argument makes a lot of sense! I appreciate the feedback. I just do mental health crisis and stuff in real life and its a bummer that there are no mental health elements to gameplay. Other players don't tend to wanna RP psych much with me (I fully understand that's a personal problem on my part.) The mind control thing is a good idea. I am going to try to think of ideas that can add more of a fun gimmick that doesn't disrupt gameplay flow with bloat. One other idea...Mannitol just instantly solving brain damage without any treatment kinda makes brain damage as inconsequential as a bruise. Maybe a brief treatment/tool from psychiatrist that just cures brain damage? Something relatively as quick as mannitol, but a reason for someone to say "go to the psychiatrist to get help with that." I'd be satisfied with just one or two things really. Or even just have any starting mannitol at psych. The mind slave thing is also a great idea. I just want psych to at least have a niche utility like, say, Chaplain or something. I like the RP elements too, I really do, but I think it can have just a bit of real utility. Like anything. For example IAA is a heavy proactivity requiring roleplay job, but it does have potentially real utility for the station by aiding productivity and adds a layer of accountability to things which is great. Even a small but practical gimmick. Do you guys get what I mean? Maybe I should have my specific ideas more straight before speaking more on the topic.
  7. Suggestion: I think we should have a small expansion to the health system to make mental health and the psychiatry role more gameplay oriented. Despite proactivity, I have never really had a super engaging time in the psychiatrist role. I'm sure many great players have made something cool out of it, but I have often thought it would be very fun to adapt new small features to it. No remaking the wheel, mind. Ideas: Just a few improvised ideas to illustrate. Perhaps a precedent for mental health affects by witnessing something such as a murder or a death, or a terrifying creature. Perhaps the affect could be distributed via invisible mental health fields that encompass the visual area of an event when it happens. Then, give psychiatrists an ability/power that can emulate the positive impacts of verbal therapy. I realize one of the main setbacks to integrating mental health gameplay is the possibility to take away player agency. A player may say "my character wouldn't be traumatized by that!". Then maybe we add traits associated to resiliency to certain effects, and have them automatically put on jobs like doctors and security. This could be further expanded on, like making people who witness legion for too long going insane, or other such concepts. Then, expanding on different mental health statuses, like depression and anxiety, beyond just flavor text and open up avenues for more consequential roleplay. Please let me know your thoughts and feedback on this idea, as I am a player on and off over the years and I'm sure this has been brought up before.
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