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SomeGuy9283

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Posts posted by SomeGuy9283

    1. /tg/ get out reeeee
    2. We have never been a super-serious RP server, but NT don't seem the type to hire cute cookie bots
    3. On the other hand, if we took this concept an ran with it, lampshading a consistent theme that the Cyberiad is the place where NT sends all of it's most bizarre and maladjusted people, then weird things like eggmen might be really cool.
    4. I realize this was largely propelled by sec borg salt. Yes, they are powerful and can be very easily mass produced, but sec robots can be mass produced too. I think it would be a good thing to seriously look at whether AI and borg players need to be firmly reminded to follow their laws, not space law, because as the powers that be sooooo often like to say: this is a player problem
    5. Alternatively, we could start looking at alternatives to, "I'm stunned, RIP round" combat.
  1. It is not really needed, as the ways mentioned above can make it Icly and OOcly available to other people.

    Having someone else's whole backstory available in the same fashion would not be a positive addition, in my opinion. If you want to be a 300-year old amazon princes from Jupiter, try and get that across without monologueing or launching texts walls.

  2. The flavor text is just for things visible at a glance about your character. Ultimately, the onus is on you to tell your character's story with RP and interactions with other players, ideally in an organic way and not by massive monologues.

    If you want people to readily access info about the char to take into OOC consideration, may I suggest making a character record and perhaps linking to it in the flavor text? I don't know if there's any policy for or against that, but it certainly is better than a text wall being launched at someone giving you a quick look over.

    • Like 1
  3. So, I've been keeping tabs on the late Catalonia business as a matter of curiosity. As such, I recently noticed the King of Spain bears an uncanny resemblance to a certain character from a hotel booking commercial.

    The King

    KingofSpain.jpg.0897ea98dfeaec6bbb198165b9c4893e.jpg

    The Captain

    CaptainObvious.jpg.49484444cf149118979ec8ea63ee33e3.jpg

    Is It possible the Monarch of Spain is also the Commodore of temporary Accommodations?

    • Like 1
  4. 20 minutes ago, Mitchs98 said:

    The role is built to make the round fun and interesting for everyone, not simply the antag in question. So no, most of them do not play it how the role is built to work or as the role is intended.

    Disclaimer: I don't generally play antag, but am speaking from what I have seen from a long time of security play

    I know this sounds paradoxical, but the reason antags are doing what they do right now is because the role is so limited in terms of de jure and de facto freedom.

    They are allowed only to pursue specific, narrow goals, with some exception being made for admin-sanctioned gimmicks. If they falter in this pursuit, and show the least bit of restraint, one of three things will happen, removing their antagonism from the round:

    • They will be valid-hunted instantly by HOPcurity/CrusaderChaplain/RobustMcRandomname
    • They will be caught and borged/executed for killing and leaving witnesses(or the potential for them to be cloned)
    • They will be zapped with an electrode and then neglected in Perma

    This is not ideal.

    But, if you want antag playstyles to change, more playstyles must be viable. This is not an issue of antagonists having full ability to "make the round interesting" and not doing so(thought plenty of people would fall into this category even if conditions changed), but a more complicated issue rising from many factors accumulated over the years, including but not limited to:

    • The ability for a seasoned player to be a well-armed maint-prowling vigilante that can crack antag skulls with ease
    • Combat is short and immediately won by the side which can stun the other, or already has sufficient drugs, weapons, and powers to be unstoppable
    • Mechanical and antag knowledge is in no way restricted- Love that or hate it, it's still a factor
    • Metagaming with regards to taking security deputies
    • Cliques that make some characters very well protected
    • In some cases, like the vampire with humanized monkeys, the antag can cheese actually building up to their going loud at the end
    • Leaving a clonable victim will lead to them being hunted down by security, which, as explained above, seldom ends well for them
    • You can't really hijack the shuttle without either preventing the crew from even trying, or becoming a whirling cyclone of death
    • Antags are restricted on actions taken outside their predefined objectives

    Now, because spessmen are an industrious bunch, and some manage to be very entertaining in spite of all of that and more, but for something other than a very formulaic Antagonist to become the norm, there are a lot of things that need to be looked at and potentially reworked. The rules obliging them to make things fun and engaging to everyone do not endow the player with reality-altering powers to make that happen.(Unless they're a Shadowling, then it does just that :P )

  5. 14 minutes ago, Mitchs98 said:

    You're missing the entire point of your role a an antagonist and this thread.

    Antag goals, usually, involve not getting caught as an objective. Antags seek to complete their objectives because they are not allowed to do much outside that. If they don't try to greentext, they are banned for going beyond the objective guidelines, or quickly mob-lynched because they didn't play hardball.

    If you want more creative antag tactics, we might try and allow for more creative or -gasp- open-ended objectives without Le Greentext.

    Alternatively, if valid-hunting gear was less inherently available to non-sec- I'm looking at you, chaplain armor- they might have a bit more breathing room. I dunno.

    At the moment, however, they are more or less playing the role as it is built to work. The rules and role surrounding the Antagonist are what you want changed, I believe, not the players.

    • Like 2
  6. Text wall, tl;dr in form of conclusion paragraph

    I am making this post to lay out some issues about paradise that have been weighing on me for a long time.

    As I have sampled many different flavors of spessmen within the last 8 months or so, a question came up in my mind that I am have a hard time answering: What, in a positive way, makes paradise truly unique in at least one aspect of SS13?

    In all fairness, the main thing that paradise has to its name is, by far, a very low-toxicity, low-drama community, and that is one of the main reasons I like to spend time here.

    Additionally, while not perfect, administrative staff are professional and in some cases seem to care about the opinion of the community when establishing policy(See: the fictional names debate).

    In terms of gameplay, however, finding things that paradise truly excels at becomes difficult, and that is what I intend to elaborate on in this post.

    The premise of paradise has long been, at least according the Hub entry, a perfect mix of RP and action. I have been here long enough to avoid rose-tinted glasses as far as RP goes; there was RP when I first started playing three years ago, it was zany but somehow immersive; there was RP when we went unlisted for a while the year before last, albeit "BaRP" as I like to call it, which I find less preferable; and there is RP now, although the gap between people who heavily invest in thier character and those who are here to enjoy the game is a lot more striking(I don't look down at either playstyle, but the disparity worries me a bit).

    But as far as action goes? Meh. Currently becuase of the immensly high population on any given time there's always a large number of antags and immense amount of greytide. With the exception of a few notable players, the latter is usually more dangerous to the former than to security. I see 12 sets of redtext at the end of the round, and as security, we only caught and killed three traitors/changelings/whathaveyou. I feel both the Antag and Security experiences are cheapened by this a lot.

    But, that said, antags have got themselves a hugbox of protection too. Vampires can just humanize monkeys and be full powered. Changelings can often times just pick off a few green(or rather, grey) players and get a hefty amount of points. I don't even need to elaborate how easy it is for shadowlings to steamroll.

    Looking at the above two paragraphs, you may thinking "OK, so they're balanced . Action is fine". Well, where is the general crew through all of this? If it's either insta-lynched, super-sneaky, or banned-for-murderboning for antags, engineering and medical are kinda left out. And on this codebase, it's a lot harder to be hurt through indirect stuff, though fastmos might help change that.

    Sec play also seems very narrow and restricted. Instructions like "use lethal force, they're dangerous" or "The 9mm isn't evidence,we can use it" will get slammed down by most of the security team despite being perfectly reasonable. (On an indirectly related note, since Capital crimes were reorganized, lethal force should probably be expanded to exceptional crimes as well.)

    I will also breifly touch on variety for rounds, especially with antags. I believe adding "mixed secret" to spice up rounds and mess with metaknowledge. Arming the whole crew to fight the three roundstart-blobs might be an issue when the round doesn't end when they die, and it turns out the guy taking fallen crew to medbay actually was a changeling who absorbed them and took their weapons.

    The codebase is also a matter of concern for me. I'm not calling for /tg/ code, in fact I think the fact we have come to mirror it in a lot of ways shows how little there is unique in our codebase direction, but some of their policies with PRs to make us a bit more coder-friendly would be nice(Disclaimer: I am not a coder). The most egregious recent example I can think of is this: A fairly minor PR was put on the git to remove the "lawyer" and "Public defender" titles from the Internal Affiars agent. Again, a small change, with a suitable amount of support on the preceding forum post. Before any community discussion could be had, the staff shut it down, saying it essentially got an executive "nope" from the double triumvirate.

    I'm not going to pull a LTH and say every decision by staff on code should be held to extreme public scrutiny, but it seems a bit hypocritical considering two PRs were opened at the encouragement of the maintainers for the Dog Borgs, despite the massive, empassioned outcry about it.

    In summation, there are some issues with antag balance and freedom that need to be reworked to give both crew and antag more challenge, adding more mix in terms of gamemodes might spice the game up more, an evaluation of SOP and how it effects security are in order, and i think we ought to find an independent direction we want to go with code, rather than be a hugboxed /tg/ clone with a Mos Eisley cantina of species.

    • Like 5
  7. Well, first search the roboticist, then have both prods scanned for prints.

    If roboticist has nothing else suspicious, and the CE's DNA is on one stunprod, charge roboticist  with weapon possession and CE with kidnapping based on clear capability and intent to do so. If CE cannot be proven to have used either prod, roboticist gets battery and weapon. If both prods can be confirmed to be CE's, roboticist gets off scot free, unless...

    An examination of injuries on the CE puts the roboticist's victim status in question.

  8. @Bxil High-RP is nice, isn't it?

    Basically, for any of this to change without just restricting the antags we'd have to make a conscious decision that "we are a roleplay server. We are no longer going to allow low-RP behavior. CMD is enforced and characters have x restrictions on antag/game knowledge."

    A sizable segment of the player base would resist that, because, while they do not powergame or anything like that, they still want it to be a game with an optional degree of roleplay short of metagaming.

    The majority of the administration, I believe, would not support that, for various reasons.

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