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Posted

Ive been thinking about this here and there for a while now. I believe the changeling needs some sort of ability to escape cuffs. Which, please correct me if I am wrong, only way to escape from cuffs is last resort/turn into a monkey or sting the officer escorting you and hope to escape. What I propose is to allow the armblade to break cuffs when formed. I don't believe this would become overpowered or overused if this was implemented, but some may differ. Because of that a slight lowering of damage for greater utility would be a decent compromise. Alternatively, allowing the armblade to only break out of zip ties instead of cuffs would also work well.

Please post what you think of this, and if the ability to escape cuffs is even needed in the first place.

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Posted

While as of writing, I've never played as a changeling yet, I think the ability to escape from either Zip-ties and/or cable-cuffs with the Arm Blade would be neat!

And it might make things easier for the changeling for when you are found out, and everyone starts hunting you down with their robust toolbox and screwdriver skills.

 

Posted (edited)

We could port the Biodegrade power from tgstation, costs 2 DNA points, 30 chemicals per use and lets you spit acid to melt cuffs, break out of lockers and straightjackets

Edited by swaggaboy112
Posted
3 hours ago, swaggaboy112 said:

We could port the Biodegrade power from tgstation, costs 2 DNA points, 30 chemicals per use and lets you spit acid to melt cuffs, break out of lockers and straightjackets

Sounds pretty neat, if someone where to attempt to port it over

 

2 hours ago, EvadableMoxie said:

Wouldn't security just never cuff any changelings and always use lethal force immediately? 

They already do use lethal force immediately, assuming they know its a changeling. They would also still cuff, as not every changeling chooses Armblade. This also would make adrenaline sacs not such a requirement.

Stun + cuff followed by harmbaton while being dragged to crematorium would be more of a dangerous strategy if not followed with support, if this was implemented. It's on the changeling if they let a officer stun + cuff, and not have a sting to stop the lone officer before being cremated. Nevertheless I feel it would be good mechanic to have at least one way to break out of cuffs without changing your complete physical form.

Posted (edited)

It would be nice to see changelings ...changed. I don't think they are in the best of spots in their current incarnation. They start off stronger than vampires do, but lack any real ability to grow stronger. I don't understand why there is a cap on absorption's forcing you to change into someone else to keep absorbing - it seems very arbitrary. Because they start off with so many evolutions, there is no reason to do anything other than kill their 1 target, and then sit idle for the rest of the round. Whereas vampires are constantly hunting for new targets, and it gets the whole crew a bit more involved. 

Clings are also pretty weak because of the handcuffing thing, all it takes is one (or two stuns if cling has sacs) and a handcuffing, and the cling is pretty much dead. 

You can usually tell a changeling round because of how boring it is, barring security dragging the occasional body to the incinerator. A better version would involve:

1) Getting rid of DNA absorption sting. Its a pussified mechanic and serves no real purpose other than wracking up your absorption count for greentexting.

2) Start with fewer evolution, give more evolutions with each victim you absorb. Results in clings balancing being stealthy and weak, or hunted but strong. 

3) Introduce blood testing ala goonstation/the thing. Allows the crew to get involved, allows more interaction between people accusing each other of being changelings and demanding blood tests. Will really ramp up the sense of paranoia involved which is currently missing. 

Edited by chimpychimp
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Posted
34 minutes ago, chimpychimp said:

1) Getting rid of DNA absorption sting. Its a pussified mechanic and serves no real purpose other than wracking up your absorption count for greentexting.

2) Start with fewer evolution, give more evolutions with each victim you absorb. Results in clings balancing being stealthy and weak, or hunted but strong. 

3) Introduce blood testing ala goonstation/the thing. Allows the crew to get involved, allows more interaction between people accusing each other of being changelings and demanding blood tests. Will really ramp up the sense of paranoia involved which is currently missing. 

There was a thread talking of changes like this a couple months back (or was it last year?) I think. Nothing became of it however.

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