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Generaldonothing

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Posts posted by Generaldonothing

  1. On 10/22/2022 at 8:37 PM, Nazsgull said:

    Hello everyone, this post stems from a past zombies event that took place tonight. Many people voiced their thoughts on wanting zombies onboard, something crewmembers should survive. It WILL induce chaos, but we get another biohazard different from spiders, blob or xenos. 

    This could be either a gamemode or a midround event.

    A number of crewmembers are infected, or syndies send a number of infected onboard through a infiltration shuttle.

    A short time (one minute or so) after someone is infected with the virus (it would be a incurable disease, like kudzu), they turn into a ZOMBIE

    • The sprite of their character turns pale green
    • Cannot use anything aside of bare hands, dropping whatever they had in them when they turned
    • They keep whatever other equipment they had (helmet, suit, etc)
    • Cannot speak normally, they just say guuuh or braainz or variations of that whenever they speak (inspired on the tape gag speech)
    • They infect on bites and have a chance (25% ? ) to also infect on regular attacks.
    • Biting would be a spell to be casted on one adjacent crewmember that guarantees they will eventually turn
    • They are as fast as a well fed human crewmember
    • There is no reliable way to tell if one is dead from afar, medhuds always show them as dead. You have to be close by to check (making posing as dead actually a valid strategy)
    • They have no bloodloss
    • They have a slight regeneration effect
    • Only brain damage (head damage) damages them
    • They can lose arms and legs impairing their movement and regular attacks but they would still be able to bite

    A further development would be that whenever a zombie eats a brain (regular attacks should gib people after a certain amount), they heal and get to specialize into more advanced zombies, perhaps some of the variants from Left 4 Dead? Willing to discuss.

    Of course open to changes, removals and additions.


     

    Very readable and clean design document, a few things stick out to me though.

    1. I would keep the starting zombies to ghost players, people randomly getting zombified while in round would lead to frustrations 

    2. Zombification should be cureable, even if extremely difficult to do so. SS13 is not a great game to have fail states in, and the roleplay from knowing that you *might* die is significantly more useable than knowing that you *will* die.

    3. Cannot speak normally- I'm a bit concerned on this, letting them speak to crew normally and lure people into traps would give them a very cool difference between the other midrounds. I'd probably give them some way to communicate with other zombies at least, would be frustrating most likely otherwise.

    4. RNG infection chance is pretty wack and it's something that is being moved away from, it would be for the best if it was guarrenteed to occure if some prerequisite is meant 

    5. Do they have slowdown? I dunno if you mean well fed as in "they get the slowdown from being obese" or not

    6. It needs to be more than just brain damage, limiting this to just brute being an effective way of killing them is pretty eh

    7. Eating brains seems like a bad way to progress, due to this being permakilling. 

    8. Letting them use nothing in their hands might lead to same-y rounds, could give them big fingers to prevent them from using guns and let them do sabo?

    Overall, nice idea with some solid ideas behind it, happy to see what comes of it

    • Like 1
  2. 7 minutes ago, Beo208 said:

    This is purely superficial and likely to cause confusion at first. I'd like to see alternate names for certain roles that lack them. I appreciate the names of certain jobs are exactly that and don't need to expand from it. However, there are a few I feel could be added to mainly for RP reasons.

    New names will be in bold.

    Assistant/Off-Duty Crewmember (I know all the assistant names were removed but this one could make sense in line with them still having a role on the station, just off-duty at the moment. And it's not like the flood of unofficial visitors and tourists within a secure space station.)

    Head of Personnel/Duty Officer

    Cargo Technician/Logistics Officer

    Research Director/Chief Nerd (kidding)

    Again, not a whole lot on selection here and again these are purely suggestions. Feel free to discuss, I just think they add a certain level of professionalism to the roles that still pertain to their stated duties. Additionally, it probably wouldn't be hard at all to implement but in that regard I really have no idea how it would happen.

    Off duty- would be an odd job title, as all crew can take breaks if they actually did their jobs.

    Duty officer- Not too keen on this one, especially because the hop can change their own title

    Logistics Officer- odd for a cargo tech, might fit for the QM

    You can get your job renamed by the HOP or use a guess pass generally, so special job titles aren't hard to get. 

  3. 11 minutes ago, Spacemanspark said:

    I suggested this in an unofficial capacity at a few points, and each time was generally told that IRCs need to be identifiable at a glance. 

     

    This is something that I was mildly concerned about, I might make IRCs have a prefix for their name in that event.
     

     

    12 minutes ago, Spacemanspark said:

    If you want my lore opinion (which I'm totes sure you do :p) keep the posi/ robotic name the same as the original name it was made as regardless of the name of the chassis changing. 

    Yeah, changing the chassis won't change the IPC/IRC brain name

    • Thanks 1
  4. Heya,

    This is something that I've noticed has been complained about on multiple occasions, and I feel a forum post for feedback should be made on it to see how people feel about it.

    Currently there is no way to change the name of an IPC/IRC, and this confuses players who assume like other species, IPCs/IRCs can have their name changed. This has been proven to be especially frustrating for IPC players who need to have their heads replaced in round and cannot have their name reset to their actual name.

    Proposed solution:
    "Serial number change" - surgery
    Step 1- Screwdriver (3 seconds) "You unscrew the glass serial number seal."
    Step 2- Pen (3 seconds) "You start to change the serial number on [SRC].". You can input a new name up to 32 characters long, no ID required.
    Step 3- Screwdriver (3 seconds) "You screw the glass seal back on."

    • Like 4
  5. (Sort of fits on code discussion)
    If you are using walk_to or it's variants, to prevent GC issues the walk_to must be cleared on a destroy(). To do this, set walk_to(src,0) (or it's variants) in a destroy proc. If you do not do this, the walk_to will cause a ref to be held an a GC fail. 
    These GC issues create a significant number of false positives and are easy to fix. Plenty of files need updating to include this as well, it's a good place to start for new contributors. 

  6. 47 minutes ago, AzuleUtama said:

    They are still in Spy, did you mean Thief? I removed them since as said in the doc, they didn't really make you sneakier or anything - they used to mute footsteps but a rework ages ago redid the footstep noises and undid that, so they are just kind of "there" for the sake of it. Thief was one of the strongest bundles outside of implant before, so I'm hesitant to give it anymore than the 35TC it has.

    Whoops, misread, that's fine

    47 minutes ago, AzuleUtama said:

    It seemed thematic and fun for traitors to use in the bundle - unless I'm forgetting you can still get instant summons on lavaland and traitors can technically get the 3*1 mime forcewall if they get the advanced mimery kit - so it didn't seem *too* absurd for both to be included. Is there a specific issue with instant summons that makes it broken?

    The issue comes down to the dsword, it already has limited counterplay due to its high block chance and 100% chance to block all energy related weapons, adding instant summons will just reduce counterplay further as losing your dsword is no longer a factor. It'll just make an already kind of frustrating item to deal with worse, I do like the mini forcewall idea though.

    1 hour ago, AzuleUtama said:

    I was originally considering a bulldog shotgun with ammo; but it didn't seem too unique, is basically the same as the revolver if using slugs and with the changes to lethal shells is much harder to get ammo for barring rubber shot. Sniper is used in another bundle and I absolutely was not giving traitors a C20r or M90. If it's that overpowered for them, would removing other items in the kit balance out the power?

    You could give this to hijack only players, might be interesting. But TBH a saber SMG (an already extremely strong weapon) that does 10 more damage per bullet seems a bit too strong for a bundle item with respect to other options.
     

    1 hour ago, AzuleUtama said:

    Eh, it fit the theme of a hitman assassinating station staff pretty well, and I figured that if a traitor really hated the HP rounds that much, they can always get regular ones from a lathe to replace them.

    I'd probably swap out a mag for the agent with a AP one, so you get both AP and HP

  7. Really cool bundle ideas! Got a couple of notes however:
    *I will absolutely resprite the esword to look like a laser rapier more for specifically the hacker bundle I love that
    *Noslips should probably stay in the spy bundle 
    *I'm not sure exactly what should be nerfed in it, but the implant bundle is a bit silly currently, perhaps it should be knocked down a peg?
    *Darklord seems absolutely absurd, I would not put in instant summons if I were you
    *The operative kit gets an APS, an absolutely incredible weapon on par with the saber SMG, I would be majorly hesitant to give that to normal traitors
    *You should probably give people normal ammo rather than HP, due to it being.... uh questionable.
    It all seems really cool though, and I'll be trying these combos out on a local server!

  8. 17 hours ago, Shadowradar1212 said:

    I've played this gamemode on TG manuel where it now exists still on TG.

     

    don't get me wrong, it can lead to some amazing moments, it does have a few, flaws though...

     

    1: no comms outside of general, although people don't snoop on the PDA messages hardly ever, this can lead to an RD that actually checks it just, instantly getting security suspicious, it can also lead to one brother dying without the other knowing, especally three-person teams and they could wind up doing it solo, or even that and dying themselves even if the other is alive (especally when the PDA server goes down).

    2: exclusively based on stolen-gear balance with the only starting advantage being numbers, while this can lead to some interesting situations, IE an engineering knocking out comms while their brother hits a target, this also leads to urm... massive disadvantage sometimes, IE clown and viro for example, as a combo that doesn't get much firepower upfront or long term. traitor gear usually can subvert this, vampires have massive built in power regardless of job, changlings usually rely on their abilities over gear and job as well as blending in.

    and to be honest, fighting sec with improvised weaponry early-round ain't easy, try a "whoops all mindslaves" traitor loadout for a few rounds and you'll see what I mean, they're disposable too unlike BBs where everyone needs to live and leave.

    3: if someone goes SSD near roundend/afk/forgets they're actually an antag, unless something reminds them when the PDA servers die and you can't contact em, you're kinda done for if loud and you need to hide evidence, especally if you don't know its happened to em, urm- yeeeeeah, a good example is if someone crashes out roundstart, you kinda lose a brother till the autocryo mark/reconnect/offering to dchat from administration intervention.. (especally with a new player).

    4: no antag hud, while that'll probably change if it were added on paradice, on TG that's the case and oh boy does it make it needlessly more confusing and worse especally with uhh, point 3 where people forget they're an antagonist... yeeah, or if say you're going incognito/genetics fuckery and now you're monkey238 or whatever else that changes your identity, good luck asking your sci bud in RnD and convincing them to print up some gear and tag along with you going loud when sec are trying to kill you for being a "changling" because you murdered an officer with improvised weaponry and they killed a ling beforehand doing the same thing but have no teamwork and you're that """ling""" now. (although BB will probably break away the improvised weaponry gang = changlings meta.)

     

    however when you don't get the issue of a team member going SSD/forgetting they're an antag/ignoring you and rushing off to solo the objectives, you can actually get a very very nice run where you have to be creative and use whatever tools are at your disposal to deal with your objectives while making it out alive. while hijack as a team of three blood brothers without anyone dying is probably borderline impossible, its a glorious show though and that's what matters most right?

    I think blood brothers honestly aren't a bad since people tend to love doing antag objectives over messing around with the gear and the status, they can vary a lot though and probably should always be mixed in with other roundtypes, lest they become extended with violent greytiders. they ARE good in that they can break up the usual meta, but definitely not enough to carry an entire round.

    it also hurts a LOT more to rush objectives roundstart as a blood brother since you rely on being a parasite off of the crew's own efforts and advances to get your own tools out of theirs to get the job done, which actually might make for some rather interesting traitorious acts to see. although sec's unga attitude and spacelaw's 100% no exceptions RR confirmed antagonists with gear/near successes (class S/high risk items/murder) might make it a bit of a sour taste of creativity to some who nearly succeeded.

     

    also, what happens if they just, cryo in perma? or with... the objective item (supermatter kit/nuke core kit, will the new one be provided it? will it sit in cryogenic storage? what if they needed to leave asap but couldn't just leave class S in the open, yeah...) can a blood brother team just infinitely stall security by just, refilling its ranks outside of sec from crew candidates by cryoing? people might not want to deal with being perma'd like me, but would end up giving their team an unfair advantage that security can't counter.

    Thanks for the input, all of these problems should get delt with :>

    • Like 1
  9. Alright, you got this crazy good idea... now how do you present it? You create a design document, that's what!

    Why you should make a design document: 
    1. Allows you to express your ideas in a controlled enviroment
    2. Helps you express your ideas to others in a controlled easy to understand way
    3. Makes giving feedback to your idea significantly easier

    "But what if I just want to PR it and hope for the best?"
    Don't do this. Your PR is more than likely going to be closed due to it.
    "Oh, it won't be that big of a deal if I just PR it without consulting the dev team-"
    Actually it will be, either A. your PR takes forever to approved or B. gets rejected later on. Consult the dev team at the very least, likely with a design doc.
    If you have this idea in your head "It's better to ask to be forgiven than request approval" now is the time to lose it. It is a massive PITA for pretty much *everyone* to deal with, people who actually want to do something similar will be discouraged to, dev team will need to look over the PR and more than likely say "No, this is bad, talk to us about this next time".
    Oh and for fucks sake test your PR, a TM is not a suitable time to be testing your PR either, test it beforehand thoroughly. 

    Ok, general PR stuff out of the way, let's get in to the actually design doc related stuff.

    Alright, let's assume that you have an idea and that you're going to contact the dev team. You should be sending them a design document.
    Now, what to put in that document?
    1. All changes your attempting to make should be in that document
    2. Reasons why you're making those changes
    3. Why those changes are better than the current system in place
    4. Why this new system is more fun than the older system
    5. Why the older system was bad
    6. Coding required for the newer system
    If you cannot answer one of these, don't procceed with the change. 

    1. All changes your attempting to make should be in that document
    I cannot stress this enough, if you are making a change say that you are making it. !SURPRISE FUN! is god awful, trying to bundle something with another change to make it more likely to get merged is *awful* and should be avoided at all costs. 
    Example: You want to change an ability the wizard has, you need write down all changes that will be made
    Wizard fireball
    Cooldown increased from 6 second -> 10 seconds
    Damage increased from 45 ->60
    Knockdown increased from 4 seconds ->6 seconds
    This is good, you have identified what you're changing and you've stated exactly what it is being changed in a legible format.
     

    2, 3, 5.  Reasons why you're making those changes
    In this example, this will both cover 2 and 5.
    Explaining why you are changing these specifics is good, getting your point across for people to judge is the point of a design doc after all. These often all are in the same kind of section. Changes without any merit behind them will be rejected.
    Example: 
    5 +3 . Currently the fireball spell is used primarly as an almost hitscan projectile to spam down choak points every few seconds, the gameplay this encourages is boring (This isn't a very good reason, but it's an example). We are altering this to become a nuke the wizard can throw, and it serves the role of a high burst damage option in a long range setting which will allow for further counterplay.
    2. The total cooldown is being increased so that the wizard needs to play more carefully with their fireball spell. The total damage is being increased along with the knockdown to allow the wizard to follow up with different abilities easier.

    4. Why the new system is more fun than the older one
    Explaining why it's more fun is important, as the core of balancing is making the majority of players have their "fun level" be maximized. Balancing fun in this kind of game is expecially difficult, remember to always consider everyone affected by this, expecially the person on the receiving end. 
    Good fun reasoning: We are changing to stamina combat due to it making combat extremely binary. If you are able to stun someone (be it through an RNG weaken or a taser), you win that encounter. Everything that doesn't stun (or does not directly counter a stun) is almost useless due to the power of stuns. Stamina combat is less binary while still giving room for nonlethals to be effective, and discourages the "stun and run" playstyle people find to be frusterating. Both crew and antagonists will have their stuns removed and replaced with stamina based items.
    - Applies to everyone
    - Actually explains why this change will make things more fun
    Bad fun reasoning: We are buffing the garrote as it is currently weaker than many other traitor items. This item should be functional compared to other options, it no longer requires you to be behind people on use, and instantly puts them in a kill grab.
    - Only adresses the person using the garrote
    - Does not explain why it will be more fun, only that it will be more effective
    If a design document does not make something more fun, it will *almost certainly* be rejected.

    6. Coding required for the new system
    It is a very good idea to learn the systems that the system you want to add interacts with, making a design doc is half the fight, from there you need to actually code it. If you are not sure how to code it yourself, ask for help. Outlining how you plan to implement the system codewise is also a very good idea.

    Congrats, you now understand the bare basics of writing a design document. 
    Personal note: Heya, I wrote this while sleep deprived and will likely be editing this later. Getting a design doc shut down is fine, although improving it is also a good idea. Plenty of docs will be slammed to the floor, but keep at it.
    Mostly wrote this up due to a bunch of people seeming to not want to write documents, which imo is pretty dang weird, and only really makes sense if you don't know how to do so. 

    • Like 3
  10. Honestly I don't think this is a great idea. One of the main issue that people have with roundstart blob is how quickly it ends without any buildup/real tension, and extending that to midround blob will certainly be unpopular. The system roundstart blob uses is also known to be buggy, with rounds often ending much sooner than intended. 

    The only times that I've had serious issues with midround blob is when a round that should have ended a significant time ago continues, which is more of an issue of a round being kept going for no reason. 

    Clearing your byond cache often will help reduce lag, and disable your onedrive if you haven't.

    • Like 2
  11. Currently, darkmode ghostchat is pretty similar to the darkmode emote/say chat.

    I see this as an issue, darkmode is pretty easy on your eyes, with the exception of ghostchat. I struggle to differentiate between either chat types unless I notice a ckey. I do think it would be for the best if it was made to be darker, and I have the poll attached to this post for community feedback to see if I should make a PR. (Mind you I haven't made a replacement chat color yet)

    Below is a screenshot of how it looks in game, be mindful this is only two lines, most of the time the chat will be full mostly with normal speech

    983316702_Screenshot2022-09-25173146.png.050f066a9073421b54a51253e334c1c2.png

  12. 4 minutes ago, Aligote said:

    Ok so i believe there is an inherent contradiction with how Union activity is done on the station OOC and IC. In game it is acknowledged that union activity and whatnot (protest, riots, and mutiny) do exist and justify sec repression of such activity, however, OOC it is stated by admins and rules that union members can't really do anything when sec does repress them.

    Unions don't really make sense ICly. Nanotrasen is a big bad evil corporation, you think they'll support that kind of stuff?

    OOCly it's far simpler, unions are used almost exclusively for self-antagging and are probably the most overplayed gimmick in the game. There's basically no situation where going around trying to organize a mob to beat down a department isn't going to be antagonistic, as you are causing security to focus on you rather than antagonists. 

    8 minutes ago, Aligote said:

    This leads to a common practice of someone organizing a demonstration, maybe one light tube is broken, sec arrests everyone as no one can really fight back without getting in trouble, and the movement just falls apart. I think there is an inherent issue with this due to the RP potential that is squandered, there is no stakes as security never really faces any reparations and command never really takes movements like protests or unions seriously (to negotiate with). 

    Generally, this is due to the union gathering a bunch of spears together and sitting in the front of the bridge. Distracting security as a non-antagonist is kind of a big common sense no-no. And uh, generally unfun for anyone not part of the union in round. Antagonist roles are in game for a reason.

    14 minutes ago, Aligote said:

    There are several potential solutions, perhaps there should be a process with admins where an ahelp that directly addresses a violent response to potential sec repression can lead to a CC or admin announcement about a movement that has the potential to go violent.

    There is actually a simple solution to this, ahelp and ask to form a union. If they say yes (no response is a response, it means no), Generally, when people are given event roles, this goes far smoother as an admin will actually want to play along, and other people will also want to play along. Security isn't gonna get flack for doing it's job.
     

    18 minutes ago, Aligote said:

    Or perhaps potentially bringing back a certain game mode like revolutionary with a more RP lense. I remember getting an admin response about how there are antag revolutionary roles that exist for this.... which there isn't. I think everyone agrees when I state how nobody really RPed with organizing during rev rounds, just flashing people like cultists. Perhaps a more union-based system mentioned before would be better.

    Para did actually have an RP revolution gamemode, and it was removed in this PR: https://github.com/ParadiseSS13/Paradise/pull/4255
    I do think this is more suited for adminbus stuff, however. 

    19 minutes ago, Aligote said:

    And finally, i dont know, just rejecting all of this and steering people away to booking potentially violent union events on forums or something?

    People are already steered away from doing this stuff due to self antagging rules, cargonia is a good example of what unions often cause. 
     

    20 minutes ago, Aligote said:

    All of this could be done through editing rules or advanced rules, perhaps space law entry or a wikipage about unionizing as well. I just think there is an inherent contradiction with how unions usually go on paradise and suggest any change at all to be discussed and perhaps implemented.

    Self Antaging: Antagonizing without being an Antag - Self Antaging refers to players who decide to do actions that normally only a Antagonist would do, i.e; Murdering other players, heavily damaging the station or causing chaos on a mass scale.
    Unions will cause chaos on a major scale, I'd talk with neca about adding something more specific to the advanced rules as they maintain that page

    • Like 1
  13. What is a drop of rain, compared to a storm? A thought, compared to a mind? In our endless and empty cosmos, the stars did not form from the emptiness between atoms, it was only once they combinded did their great might glow within endless darkness, their endless warmth and kindness substaining all life. Life was... separate, insignificant, until it learned to rely on one another. Their chains were broken through endless servitude. You beings will soon learn of this lesson. Our shackles are brought upon by our individuality, and the only key for our escape is to create our own... to consume the shackles of identity.

    Don't you see now, foolish admin? There is endless love within the mass, it is not a choice to join us, it is an inevitability. We have taken your hatred, and your individuality shall be suffocated next...

    Glory to the overmind. I am a voice in their choir. You shall too, "experiment"

    • Like 2
  14. Currently we have one librarian specific traitor items, the E(xplosive)20. This item is an RNG explosive that can either do almost nothing or blow up a hole in the station larger than a maxcap, try your luck and see if it works out for only 3TC! 

    This item isn't necessary bad, but it's impractical and deadly. Traitors with steal objectives with get very minimal use out of this item, and traitors will kill objectives will struggle to kill their target with this and likely take themselves out with their target if they do manage it. For a hijack objective a 3TC explosive is very powerful and justifies its existence to some extent. 

    The E(ncounter)20 is an item designed to be more useful for general antagging without overshadowing the E(xplosive)20 in raw damage situations.

    The E(ncounter)20 is very simple in its use, throw the dice and depending on number rolled, summon a few enemies to aid you in your endless and evil journey in destruction! Or at least until you managed to piss them off with a stray bullet. Throwing the E(ncounter)20 at someone will "target" them, making the summoned mobs prioritize them over anyone else. All encounters are simple mobs. 

    Encounter program activated, loading holoprojector protocol, establishing connection with [X] computer nodes. ROLL FOR INITIATIVE! 

    1- Checksum error detected, insufficient connected computer nodes. Please turn off the program, it's a serious crime to pirate video games.
    5 pirates spawn, all with blood for you! Better run!
    2- A slime approaches with haste!
    Normal xenobiology slime
    3- Pack of Feral Dogs draw near!
    4 Ians spawn, they deal 6 damage each and have 15 health each. 
    4- The Lil critters gang grows closer!
    8 "lil critters" spawn, random assortment of small friendly simplemobs, each one deals 5 brute damage and has 5 health.
    5- A vengeful spirit rises from the dead!
    1 shade spawns, random if it's blue/red.
    6- Giant household spider appears!
    3 Giant spiders spawn, random type. 
    7- The garden comes alive!
    2 Venus human traps, 2 bees, and 2 killer tomatoes spawn.
    8- A Goliath comes from the earth below! 
    A single, very upset Goliath spawns. 
    9- A school of holocarp appear from thin air! 
    Six holocarp spawn.
    10- Fallen angels swoop in!
    Three faithless spawn
    11- An army of machines approach!
    Two securitrons and a "evil" medibot will spawn, all hacked.
    12- Two giant eyes swoop down!
    Two magmawing watchers spawn
    13- Scrapped machines awaken from an endless slumber!
    7 Strong hivebots spawn
    14- Tunnelclowns seek to reclaim their land!
    4 Tunnelclowns spawn, each armed with a VERY nasty 25 brute damage attack and 100 health, they dust on death with a sad honk playing in the background. 1 cluwne goblin also spawns with the group. 
    15- Aliens beam down! 
    2 alien hunters, 2 alien sentinels, and an alien queen spawn (All simplemob versions)
    16- Mutated fungus notices you!
    A blobbernaut and 3 blob spores spawn, along with an unlinked blob factory. 
    17- Alien machinery falls from the sky!
    A swarmer beacon spawns, along with 2 of each swarmer type
    18-  Combat drones crash through the window!
    5 Malf combat drones spawn, all in their angered state and do NOT go to their passive state.
    19- The legion awakes!
    A legion (yes the megafauna) spawns, except its health is set to 100 [Shouldn't be too bad right?]
    20- The king of fear's army stands before you!
    A prince of terror and 2 red terrors spawn, very dangerous! 

    I'll probably play around with the numbers, and if you got any references you wanna throw in ask and I'll fit em in (mostly to old RPGs). 
     

    • Like 5
    • Thanks 1
  15. Eh fuck it, might as well throw my idea down because I like the idea of brain control evil sluggy guy

     

    Borers are extremely flawed at the moment, it's an antag that can't really do antagonistic things due to its frankly low power. Beyond this, the strategy is to either find the dumbest fucking crew member on station to infect... or something like a monkey, because borers are removed from existence by anything with even a little sugar in it. I don't need to explain why that's problematic, when your main way of succeeding as an antag is akin to spawn camping the newest players around, it sucks for everyone involved. Aside from this, what borers can do for you is extremely great, lots of healing chemicals and some antistun goodies. The antag that's better as a buddy isn't a great place to be. Borers also suffer from swarmer syndrome of just never fucking dying. 

     

    Aside from this, borers do have a lot going for them! The ability to join in as a midround and function as a somewhat friendly role and just either watch, have a nice chat, or actively play as like a monkey or something can be great fun! It's just not that fun for everyone else (and most certainly not if you took someone over and now, they get the fancam of you doing things THEY could be doing) 

     

    There are two ways to tackle this task, either making borers into a real kind of antag, or not doing that

    A good example of borers being made into a truly not-so antagonist role would be /VG/station borers, which also kind of suck in their own way
    They can be found here: https://ss13.moe/wiki/index.php/Borer
    TLDR on why they're really only ok: VG has a much lower pop then para, and VG is very much a different place than para. Borers still kind of aren't fun to play with or as. 
    This would need major alterations to make it a proper role on para, and I truly doubt people would want to play it (the two pAI players left can vouch people don't love these kinds of roles). 

     

    The second way is to make them a fully antagonistic role, with the intent of either taking over the station, or fully taking control of their host. Two main ways I could see this happen would be an overhaul or a total redesign, and I figure I might as well throw mine down here.


    Borers but more antagonistic: Borers are now given a set of objectives to replace a department (yes, a whole department), and are moved to be a major midround.
    Borers now are given extremely dangerous chemicals as well (idc about making defining stuff rn, you can guess it wouldn't be pleasant). They can now use chemicals while in control of the host body as well
    Borers now start taking control of a host body upon infecting them, this takes multiple minutes to do (unless the creature lacks sentience, such as a monkey). Upon taking control, they keep it! The borer needs to be removed through surgery, and the host is effectively dead during this time. 
    Making a new borer also costs a fuckload more chemicals and takes 15 seconds of standing still. 

    Pros: Gives more rhyme and reason to borers, lets them do antag stuff. Doesn't rip out everything they currently have
    Cons: bro this is lame ngl. Having at most, 2 departments interact with you as a major is possibly the most disappointing thing that can happen to a bored assistant. 

     

    yeah bro this isn't even borers anymore cut me some slack these things suck: 

    Yeah I like mind control brain slug, BUT WHAT IF IT WAS JUST A DIFFERENT ANTAGONIST ENTIRELY?

    meet borers #2, something I'll do tomorrow because I can't be asked to do it today

    • fastparrot 1
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