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Mijhead

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Posts posted by Mijhead

  1. How does a race become technologically advanced if they believe that knowledge shouldn't be freely accessable because "Knowledge = power"? It seems to me that that would be incredibly counter-productive to advancement. Why is acquiring knowledge considered noble in the previous perspective? Wouldn't it be equal to seeking just power with this philosophy?

  2.  

    Zolt Snekral 4 Janitor 2016

    Alice Peirson II for NT rapper

    Thet Raytor 5 chemical researcher

    DOOMCRAB fur personale AI apparaat

    David Buck for atmostech/ malfAI buster

    Pelle for xenobiologist (where did he come from where did he go)

    Random French Mouse That I Never Met Again After One Round for mouse

     

  3.  

    is literal mind control.

     

    So is borgification, which is allowed as long as they sign a form before it occurs to ascertain that they're doing it willingly. And, before the change, that's how loyalty implants worked too. And nobody really complained that -those- were mind control.

     

  4.  

    I'm personally not a fan of the second law, as it reminds me of a while ago. When changelings, vampires, and whatnot would, instead of doing their objectives, rush over to security and request a loyalty implant so they could either be a supercop, or be the station's "superpowered friend", which is also stupid. As both make the ANTAGONIST no longer an antagonist.

     

    Not only that, but I also believe it creates a more hugboxy environment for the antagonists, as as long as they don't commit crimes, it doesn't really matter whether people know that they're an antag. They can't do anything about it anyway, and it provides antagonists another way to go about their objectives in an as stale and non-intruding way as they can, which is already a fairly common occurance on Paradise. People are much more focussed on getting greentext than actually making the round fun and interesting for the other players. As an example of this, see vox "traders". They come on the station, they meet up with command, they trade, leave, and then the round's over. Only a few people get to feel the presence of the "antagonists." For the rest of the station who have had nothing to do with the traders, the round ends abrubtly.

     

    In contrast to the traders, we've got shadowlings, who's presence is generally felt by the whole crew, and are ALWAYS considered to be hostile. Because, well, their eventual goal is to ascend and become an unstoppable force of destruction. But when there's knowledge of shadowlings being present, the whole station generally responds to it, whether actively, by hunting him down, or passively, by keeping a light on them/staying away from dark areas. They make the round interesting. Other antags actively try their best to not be discovered, which can also lead to the crew reacting to it.

     

    But with this new law, that won't be very necessary anymore. The danger of BEING an antagonist is gone, they could just walk up to security, go "yo i'm a traitor, here's some proof, alrighty then.", get their "repurcussions", and then enjoy their round without having to fear that they are exposed as antag, merely that they are discovered commiting a crime. For antags such as changelings and vampires, this is a huge relief, as both could now, legally, and without being hunted down for it, take advantage of the bodies genetics/ the morgue will generally have. Wizards can go around being the incredibly boring friendly wizards again, and be everybody's superfriend. And shadowlings and cultists can just ask for volunteers.

     

    Now, needless to say, but I don't think that is the direction we want to go. I personally believe antagonists should have -less- legal safety, to actually encourage them to be an ANTAGONIST, and making the round interesting, instead of encouraging them to follow stale and boring strategies so they can safely get their precious greentext. Because even if you want to deny it, that's what a majority of players are all about; getting greentext.

     

  5.  

    Maybe make the bomb duration indefinite, but have him only capable of keeping one active at the time, alongside being able to detonate it at will and diffusing it when he traps another item, such as the stand ability it's based on.

     

    By touch, Killer Queen may charge any object as a bomb. If a charged object is touched, the charge travels from that object into the whole of a target before exploding and (usually) destroying it completely. Kira may also detonate this bomb at any previous point. However, only one bomb can be maintained at any given time.

     

  6. I'm most definitely for moving xenobotany there, with the suggestions you've made; Right now, using xenobotany is an exercise in patience with all the hoops you need to go through to even get started. you'll never be the best with me around. The only issue is finding someone to make the suggested changes.

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