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Monstrant

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Posts posted by Monstrant

  1. @MarsMond this is very accurate of what I was thinking, the reason i have not presented a fleshed out idea was that all of interconections and dependencies are extremely difficult to imagine for a solo person. I had a an idea where the less developed psykers cannot over rule the more developed ones. Like a level 3 psy agent can take over telekinesis of an item of a level 1 agent. I also thought of making it a sec karma ( I know it hurts but its too easy to abuse ) role which gets something like 2-5 starting powers. I do agree with specialization because you can just expand into cyorkinesis and have a freezing aura, be immune to cold, grant immunity etc etc. The tree is huge.

  2. 1 minute ago, Shadeykins said:

     (allowing people with no respawn to have a chance at antag).

    The the change this topic is suggesting is perfect in a sense that it allows for non emaged drones to be also useful to a larger extent. Balances the scales as these people with no right to respawn now are able to both help and harm depending on the quantity and wit of the traitors aboard.

  3. 11 minutes ago, Shadeykins said:

    @Agent_Che Borgs aren't always available and IIRC, maint drones can be picked by people who are ineligible for antag selection/respawn.

    Did not know you can play as them when you have given up the right to respawn. Yes it does make the picture shift. The point is though I d still say the quantity of ghost with right of respawn and without is largerly disproportionate for us consider it. Its an offset thats all.

  4. Psyker Ascension or something, because it is implied that final tier is pretty much equal to an ascended shadowling. I intended this as an offset to chaplain, ( because now someone else has the power to stir the round another way ) vampire ( psyker will be able to follow them with their jaunt ) , sling ( implied that their psionic presence can be used to rid someone else of mind control )  and wizards because hey we have a wizard of our own. I feel that it solves the over reliance on chaplain and gives people a fun find and use minigame. I mean i shake in horror at the picture of force choking grey tiders so the spawn rate of roundstart powers will be really small ( unless everyone picks grey )

  5. Botany can be expanded into maint to contain all of the needed equipment making it a biology department, virology can also be moved there alongside genetics. I still think the department should be under joint control of CMO and RD rather than recieving a separate head.

  6. I do too believe the drones should be rewritten as of laws, they are far too hard to intepret and lead to some issues (Long Story short I got murdered for trying to fix power because they thought I was the one breaking it) I... really do not get the attitude people have "OH Drones should not affect things cus they are ghosts!" like excuse me I could have just bugged in LOOC roboticist for posibrain or OOC for pAI and do the same thing. I could literally if I waited 2 min longer, be able to do same thing just with a different sprite. Drones SHOULD affect things otherwise they are pointless. "But its hard on the antags!" well ghosts already help antags, think of slaughter, laughter demonds, guardian spirits revenants and else. I do not understand why for fucking once we cannot have a benevolent ghost TRYING to help. The rules have already been recently bent in favour of antags how much more do you need?

  7.  I find that it is justified for the Administration to punish you. To an extent that your actions DID draw a lot of security attention which IS  a rule break. It does not matter even if you were ICly correct, the fact that 20-30 minutes of precious Security time on a CULT round were wasted dealing with your situation. As RD i would do a similar thing to yours though I would use the bureacratic tools such as IAAs Magistrate or Captain as I should not be diverting time away. In my humble opinion the point about illegal implants is... a bit weak? I mean i am sure when admins play RD they too make and use these, to prevent such ICly situation happening it wouldnt hurt to just PDA Captain that you do have the implants, better Magistrate even (They are the law after all) The main issue I see here is miscommunication rather than a conflict whether the situation needed to handled icly or oocly. Love To Hug was not supposed to resist, rather actively trying to prove the innocence. I believe the ban is too heavy for what Love To has done for not only did she have a pure motive, she was not guilty after all, it was a misconception rather than deliberate rule breaking as such I do not see why such strict measures such as week ban were necessary.

    TL;DR

    Love its not that you DEFIED the HoS that mattered, its that you DISTRACTED the whole security during a very intense round which was wrong. However I do disagree with the harshness of the punishment.

  8. Good Day, I ve had an idea for a rework of some genetical powers and maybe making them finally useful.

    So my idea is that Cryokinesis, Pyrokinesis ( We dont have it, YET) , Empathetic Thought, Remote Viewing, X-Ray Vision, Psy - Resist, Telekinesis,Telepathy and Remote Viewing will be reclassified as "Psionic Powers"

    These powers do not cause genetical instability together ( meaning you can actually acquire all ) and are given to each player in quantity of 0-2 each roundstart based on pure chance ( Grey get +1 so for them its 1-3, Vox get -1 so 0-1 for them because Vox is Pox and it fits with their blue space hivemindey lore )

    So... what actually happens? When you get a power it is in the same state as its now, so telekinesis throws thing remote viewing only allows to see through eyes of people who also have remote viewing. Boring. The idea is that the more of these powers you acquire, the more psionic power you ammass( I also thought of having some drugs to stimulate it like plasma dust or earthsblood which allow to attain transcendce quicker ) So with 3 other perks Remote Viewing allows for you to see through the eyes of people who are not: mindshielded, chaplain, converted by cult, slings vampires traitor chaplains ( any type of mind control ) at 5 perks they can see view anyone and with all perks it allows to ghost manifest and tp to any mob (as an observer). As you progress abilities are added and moprhed for example you get ability to jaunt for a few blocks ( sling shadowwalk or wizard jaunt )  which at all perks becomes free to use. Or Empathetic Thought which at max level allows you to form a bond with persona or personas enabling you to share damage and pain. The possibilities are endless! I d like some suggestions and whether you d like it or not.

     

    Edit1: It seems the primary concern with the idea is the overpowerment of genetics this will incur. Despite that I must state that the idea does NOT depend on genetics, the powers can be acquired elsewhere through chemicals or other players ( as they round spawn with them I d imagine the exchange is possible ) Please when considering this do not fear the genetics for it is not the intention of this suggestion to solely hand out more power to the Department.

  9.  

    My two game-balance cents:

     

    A 'simple' balance idea for chaplain spells would be to treat them like cult spells. Actually powerful (read: useful) spells would have to be performed at the altar in the chapel, with lit candles, a holy book, maybe a sacrifice of x item placed on the table as well. If you want to lock certain spells off until later game, add in some sort of sacrifice-slash-tithe system or a cult-esque 'random words of power' sorta deal.

     

    As for what spells? Not a damn clue.

     

    I thought of more abbility based extremely long cooldown but your idea does sound very appealing too!

     

  10.  

    That is an incredibly broad question to ask, especially that you pitch no ideas for those spells.

     

    In theory it seems like a nice idea - something akin to what the mime can do. But in practice I really can't tell what a good idea for one of these spells would be that wouldn't encourage the sort of behaviour I talked about in the other thread.

     

    As Kluys told me when introducing these ideas I must think for the rest of the balance and I did. I have a few ideas of how to lock restrain and else contain the power these spells grant. A personal question but do you believe chaplain is entitled to hold power?

     

  11. Hello, me is back again. There will be more.Why? "Chaplain is just a religious person not a wizard" well in real life they are. This is a game in space where you have wizards eldritch horros and Chaos gods. Surely there is space for chaplain to cast some spells? Ultimately it comes down to whether chaplain is RP or mixed and I believe there is both space and reason for chaplain to be the 2nd option. If someone can cast spells and freeze people why chaplain is worse? An example would be adding ressurection lets say with 600 second cooldown or blessing which minorly increases speed and stun resistance and etc. About limitations and mis use. It will be discussed in poll number 3 and possibly number 4.

  12.  

    The role of the Chaplain is something I find to be incredibly weird, considering the part they play in different rounds on the station.

     

    On one hand during shifts without vampires or the cult the Chaplain is purely an RP role, faffing around, praying, trying to start a religion or just playing DnD in the library with the equally useless ( D: ) Librarian. On the other hand the Chaplain is a great asset to Security during cult rounds and can deal some serious damage with vampires onboard.

     

    That binary role of the Chaplain is something I greatly dislike. The problem it causes is that half of the time the Chaplain is a player expecting a different type of gameplay than what they actually get. A Chaplain expecting to catch vampires but finding nothing of the sort in maint will be frustrated with their experience. The same goes for a Chaplain who wants to summon godly cookies but is instead forced to deconvert cult members, eventually being gibbed by acolytes in maint. At Security even rounds of Extended are filled with catching greytide, screaming at the Warden and cleaning the HoP's line.

     

    Personally I feel that the Chaplain should be pushed towards being an interesting, maybe slightly gimmicky job that does not depend on the current gamemode to shape it. Removing the swords that encourage the Chaplains to seek enemies, getting rid of the armor and giving him more interesting non-lethal alternatives to the null rod would be the perfect way to go in my opinion. The only challenge here is making those alternatives actually fun to toy around with; we don't want to make the role boring to play.

     

     

    I feel and know on the inside such solution, via cult mechanic or else will be optimal, but I feel that chaplain is not the chaplain if he is not combat one. I personally dont mind playing either but I PICK chaplain because I want to be the one to protect the station from darkness, if no darkness is there sure I can summon a few cookies ( so far 2 :(... ) I am afraid that you cutting out the combat part will kill the role for me. Because I see fighting evil as something inherent in chaplain. The wrong is not the bipolarity the wrong is lack of alternative, that means keeping the weapon for the case they are NEEDED but making the slightly less active traitor rounds also fun! What can be more rewarding that actually giving chaplain objective insentive from which he garners divine powers? Not to mention it will also help those chaplains who dont want to get killed by cultists as they can send out their aprentices or lesser priests instead and have divine powers from the their cult which will make their life more comfortable.

     

  13.  

    Chaplains can be women and robots too, and they can also be young. :^)

     

    Hence why I voted 3.

     

    Unecessary edge. I havent even given it a thought when making the post. Great job noticing and bringing it up. Horay equality.

     

  14.  

    While I personally think the nullrod is heavily misused, nerfing it into the ground or outright removing it seems a bit over-the-top.

     

    Doing some code digging, apparently the nullrod does a stupidly high amount of damage - if I'm looking at the most up-to-date codepage, it seems that most of the nullrod alternatives do around 50% more damage than an average harmbaton swing. That. Is. Ridiculous.

    Here are the PRs in case anyone is wondering.

     

    https://github.com/ParadiseSS13/Paradise/pull/4505

    https://github.com/ParadiseSS13/Paradise/pull/4551

     

    The null rod proper is actually the most robust option in terms of pure damage dealing a whopping 18 brute (comparable to a sharpened kitchen knife/wielded spear, minus the cutting, or an unsharpened cleaver).

    The other options are more gimmicky with specific drawbacks/utilities and usually deal 15 (identical to a kitchen knife/strike from a pickaxe), for reference most "robust" commonly available items ala toolboxes and fire extinguishers deal 10, things like wrenches deal 5, while something like an e-sword does 20-25.

     

    IMO as a unique item for a unique role the damage/utilities are justifiable, especially seeing as pretty much all the rest of round-start power lies with sec/command. They're no more dangerous than anything science can print off 20 minutes into the round or what any greyshirt can stick together with crap laying around tool storage/steal from the kitchen. The reskins are !!fun!! too.

     

    I fully agree here. Keep it as it is give chaplain something else to do and problem would self resolve. Also I think at least personally that paladin mind set is justified and should NOT be taken as valid hunting a sort of holy security if you will. In fact making that official will be fun. Yes traitor chaplain is nice but I feel that this is more important. ( Though I love the traitor item I would gladly sacrifice it for sorts of mind shield. ) Or New role can be made but well it is pointless because it is the SAME thing just called DIFFERENT. And nerfing it to the ground would at least for me kill all of the fun stuff in chaplain. Chaplain is not pure PR or mostly RP little utility chaplain is power hidden within faith under the seal of morality and the more chaos there is the weaker that seal is.

     

  15.  

    ^^

     

    Wait, validhunting is basically going into maint in NON vampire/cult rounds and slamming traitors clings and shadows? Well if they are the antagonists they have to suffer and the chaplain decided to cosplay the paladin whats wrong with that ( No irony I really dont understamd )

     

  16.  

    ^^

    I agree so here is how I would do it:

    Add new role called the Inquisitor, they have the powerful null rod which can be weaponized whilst the priest/chaplain get the one which can only be transformed into beads, staves and other defencive stuff ( Priest's rod is obviously lower damage. ) The choices for the religion bible all lay on Priest and the Inquisitor answers to both the Priest and the HoS. Priest does not have armor! Instead they get faith upgrades based on amount of people converted which strengthen heals, allow more effectively to purify evil. The Inquisitor does not get that. He only has immunity to bad stuff but cannot upgrade in the way Priest can. That way it is more rewarding to be the Priest in the long run but those who want to really help security as the divine warrior can still exist and face the same penalizations as the Sec Officers ( easy way of granting chaplain's powers ( the job definition file the one people complain about ) because often chaplain doses off somewhere and voil la no new chaplain no new powers. ) So there is incentive in playing both RP/faith mode and Combat/anti antag mode. What do you think?

     

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