Jump to content

DwaneLoki

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by DwaneLoki

  1. This I think would be the best option, Sec shouldn't 100% be removed from the round after losing to a antag, least of all a conversion antag.
  2. Me and Marm relishing in our crate organization skills.
  3. That's very interesting! I might prefer if a ensouled corpse is produced instead or if there's a resource cost involved with releasing the shard's body. It might also be interesting if you could just use a soul shard in the place of a robotic brain or mmi in borg construction!
  4. I just want to give my two cents on the matter. From the outside, I think this is all a matter of trust, what do we trust more? The integrity of every single member in our large community? or, the scrutiny of our hand-picked developers who, as far as I'm personally concerned haven't let us down to any major capacity in recent memory. I think the solution is already in the works, the attention this Post has generated in the past hours certainly has the attention many significant people of this community. The message is clear, better communication is wanted in one forum or another. I have confidence this will be addressed in a satisfactory way for both parties, allowing for clearer communication and maintaining the privacy and security of the people who work so hard to make our community as unique and healthy as it is.
  5. I had a very similar thought recently and I think this would be a excellent change. Security players shouldn't be punished so harshly by being perma'd after being sharded and dying, I would go so far as to make it converting shards something that can be done by splashing holy water on the shard rather than requiring a chaplain. Making the conversion for shards and cultists the same process for ease of that tug of war type gameplay.
  6. As was suggested here I would propose we do the following. Change the robes to inverse pain slowdown. I.E. increase speed bonus based on damage taken. (non-stackable with the tendril buff from legion cores or the speed buff other chems) Change the armor values of the robes to that of normal cult robes, removing bonus damage taken while wearing the robes previously. I think this is a overall improvement to Flagellant robes because it requires the cultist in question to sacrifice health before getting a massive bullet-dodging speed bonus. enabling for effective kidnapping tactics with a actual cost instead of being able to slap on the robes and zoom at sonic speeds, they'll have to actually "flagellate" themselves before benefiting from the robes. This makes this item more interesting mechanically and lore-wise. Flagellant Robes in this new proposed state will work better as a upgrade over the standard cult robes as well just as the shielded robes are at the cult forge. The current flagellant robes are very specialized and a bit of a noob trap as it is now and many new players will put it on and get three tapped by a laser gun or a spear when they would have been more effective with a shielded robe this change would keep the utility while making it less immediately risky to wear. Of course I'm not familiar enough to say exact numbers but I think generally for full speed you should either have to be very near or in crit. I'm open to input and constructive criticism.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use