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Spacemanspark

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Posts posted by Spacemanspark

  1. Except for the fact that one single slip up screws over slings completely. 

    One little cry of slings in maintenance, one officer (or group of officers) that decides to patrol maintenance and comes across a thrall that was in the wrong place at the wrong time, and that's all security needs. After that, they start mass ordering implants and the whole shebang begins where slings are forced to murder large chunks of crew because lol implants. This is exactly why revolution was removed from rotation, because it more or less requires mass murderboning to accomplish the tasks. It's not fun for the shadowlings and its hardly interesting for the majority of the crew. 

    Antagonists like shadowlings should have some leeway--it enables the rounds they inhabit to be made far more interesting. It was intense, being the last or one of the last officers left after all the others had been mindwashed by a shadow-y demon thing. 

    The roundtype is now excessively short and dull, repetitive. We may as well remove it from rotation at this point, if we keep it like this. 

  2. I did predict this happening. The PR put shadowlings into the exact same ballpark as revolutionaries, with security encouraged to immediately bumrush cargo to order implants, and slings inevitably forced to go lethal or die once the crew has started to become implanted. This doesn't make for good gameplay, and I wish the PR that changed this feature had been put on hold a bit longer to be discussed more. 

    Frankly, I'd be down for just outright reverting the PR that changed this all in the first place. It turned something that was debatable as an issue in the first place into a massive gameplay problem. For most, the gamemode is no longer fun or even interesting to watch. 

    • Like 3
  3. I don't think anything healthy will come from a discussion regarding this, nor do I feel like this is a genuine suggestion so much as it is a pseudo admin complaint over a false basis, so I've locked it for the time being, but also left it unhidden. A head admin may override my decision. 

  4. Unfortunately, I don't really think this is a meaningful addition. 

    Traitors already have several ways to hide a body, and this isn't really interesting as an item. It's something a person may engage with for about five seconds after spawning it in, and I'm willing to bet it'll be used by the same people that kill their targets 10 minutes into a round and then hide in escape pods.

  5. Unfortunately this isn't very viable for a few reasons:

    1. The prospect of metagaming this provides. Suppose you die; you can freely take control of the nymph and out your assailant with ease. Not something I'm keen on seeing. 

    2. Load outs aren't really meant to have mobs as spawns, I'm not sure how the system would handle it. 

  6. I don't feel that having a round where all antags are valid will end particularly well--especially if it's actively encouraged. Guns or not, the crew will basically wipe away any and every antagonist. Look no further than when shadowlings are about to ascend or cultists are about to summon and the flood gates are opened--everyone, their mother and their mother's great grandmother typically all jump up to eviscerate the threats if they can find them. 

    We have enough problems dealing with valid hunters as is, and it's not something we wish to give incentive to. 

  7. On 9/18/2020 at 4:03 PM, TheMaveran said:

    This works on TG as a genetics traitor item, because over there, you cannot literally gib someone because their species has no lesser form. Veeeerrry bad idea imo. That being said, you technically already can inject disabilities via syringe gun if you get SM, or are a changeling with transformation sting.

    If you have enough 'good' abilities (Hulk, xray, tk) in one person without enough balancing disabilities, they take constant clone damage and eventually gib on Paradise.

    This was done years back because the abuse of genetics was overwhelming.

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