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Veterankyl

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Everything posted by Veterankyl

  1. Perhaps if there was some desire to add some form of mechanical gameplay to psych, they could have the ability to identify when someone is under the effect of a mind-control effect? I often see people who are mindslaved, wololooed, or thralled by vampires end up in permabrig half way through a round and are abandoned by their master. Since these methods of mind control aren't obvious, a person could go a whole round undiscovered, even if they do get caught, searched, and permabrigged. A psych could perform an 'Evaluation' action on a person, and after spending some time with them, they could get an indication of what might be affecting them. Messages like "This person's movements are unnaturally rigid and forced." "This person seems unfocused despite being awake and aware." "This person twitches like they hear something that's not there." It would give the crew a means of checking for these kinds of mind controls without having to metagame or have the victim drop (sometimes quite obvious) hints that something is wrong.
  2. I think one of the biggest issues is deciding at what point SHOULD an AI get involved if not directly told to. If it's minor crimes or something that security can handle without any help, then an AI should probably at most just alert security, just like your average bystander would. But what happens when an antag starts doing things that go against AI laws, or an antag becomes so powerful that security can't effectively fight it on their own? If an antag has killed several officers, shouldn't the AI bolt them in so they can't go do further harm to the crew or station? Would only alerting security be considered inaction if the AI has more tools at their disposal to help? I think the AI should be allowed to involved themselves, but only when an antag is clearly too strong to be handled by security and is doing things that go against the AI's lawset.
  3. 1. Virologist 2. 3. 4. 5. Tail wagging is fine if it's scene appropriate. I hope I'm not too late to get in on this. I love your other videos and wish I'd seen this sooner.
  4. In my original post, I made several suggestions as to how these sorts of issues could be addressed. One idea was making it so that the antag has to take parts off the body as a trophy. Whether it be organs or limbs, this could be how kills are tracked, through checking if a body part was removed by the antag while the victim is dead. There is also the idea of a calling card, some sort of brand or mark on the body that can't be removed even when cloned. It'd add to the story for the round (A guy comes into medbay with all of his limbs missing/his kidneys stolen, or has the syndicate logo etched into his arm that not even cloning removes). This would force the antag to be alone with the body for some time as to get what they need to confirm their kill, so magdumping and running won't be viable. As for accepting being killed... I hate to say it, but people already do that. There are people who, if you ask them, are willing to be killed and put into an MMI or simple mob so that they can at least continue participating in the round. I'm not sure there're any changes that would fix that. It's more of a server rules issue.
  5. Looking back at that sentence, I realize now that it got off point from what I intending to discuss. I agree that antag activities need to be moderated to make sure people aren't causing unnecessary death or destruction. So yeah, I agree with you on that opinion. I was going for something else when I brought up greentext. I feel that, although an antag doesn't need to achieve it, it still encourages antags to 'win', which in turn encourages taking the safe or most meta method of assassination, that being to round remove a person. The need to use the best method give no room for creativity to the antag, and the unlikelihood of surviving without serious metagaming makes it unfun for the victim.
  6. The current Assassination objective requires that the victim be dead by the time the round ends. It doesn't matter how many times they'd been killed during the round, they just have to be dead the moment the round ends. This tends to lead to two situations, one where the antag rushes down the victim at the last minute so there's no time for revival, and the other being to make the victim unrevivable. There's a very limited number of ways that a body can be kept unrevivable, which leads to nearly all assassinations going down the same path of ambushing or rushing down the target and then making a break for it with the body before anyone can respond. There's very little, if any room at all for creative means of killing people, since anything that doesn't guarantee their body being unrevivable ends up being wasted time on the antag's part. Antags are supposed to be a part of the storytelling for the server. They're meant to add tension, drama, and excitement. However, the goal of making sure someone can't continue to participate in a round goes against that philosophy. No longer is it fear that you may be attacked, it's now fear that you won't be able to play the game. It's a reason people late join to avoid being selected as antag targets, or overprepare themselves in case they or someone else is attacked. Granted, an antag doesn't need to green text, but doing anything outside of their goals requires admin permission. but the greentext still encourages antags to go with a method that is safe and most likely to guarantee the victim stays dead, permakilling. Removing the 'dead at the end of the round' requirement I believe would alleviate a lot of these issues. Requiring the target to only die once would give the antags freedom to get creative with how they kill the person. There are so many cool and interesting traitor items and methods of killing that go unused because they don't give the opportunity to make sure the victim can't be revived. In addition to giving the antags more freedom, it would also mean victims don't have to metagame or valid hunt to make sure they will be able to keep playing the game. Many people say the best interactions with antags are the ones where they actually get to interact with the antags. If there's worry about this change making things too easy for antags, there could be ways of making sure the kill was at the hands of the antagonist. Some servers have the antagonist put a calling card on the body of the victim as a mark of a successful kill. Other methods could include taking a part of the victims body as a trophy or branding them. It would also create potential for more interesting storytelling or interactions with the victim, as they may be the target of multiple antags, and each antag would get their chance at them. Overall, I feel like no longer requiring assassination to be permenant would be more enjoyable for both antags and victims, plus opening up the opportunities for more interesting interactions between the two parties.
  7. Ohhh! 3D Kikeri! Kind of has a N64 style to it. Very neat and cute.
  8. You have such great art. Your style just gives so much personality to all the characters.
  9. I do love the dark stuff, but it's always refreshing to see the nice stuff too. Sleepy Chiki is very cute.
  10. Her pupils just keep getting smaller and smaller.
  11. A few potential ideas for rewards I've thought of for this goal. Unlockable Cargo Crates A couple of select cargo crates that only become available after certain point thresholds are met. The first few could be ones that aid in further drilling, such as Oupost Defense crates with gear for fighting off enemy swarms or defending existing pumps. Later crates could be things like exotic material crates containing diamond and bluespace crystals, to make up for mining being distracted by defending the drills. Uncovered Artifacts While drilling, there could be the possibility of unearthing valuables and treasures. The most common would be mined materials, but there could also be a chance of unearthing Necropolis Chests, and in extremely rare cases, a boss chest. Rare Enemy Spawns Drilling could increase the chance of rare fauna spawning, giving those xeno-collectors a fun time trying to catch 'em all (And then force them to defend the very thing they sought to destroy.)
  12. Looks like your average shuttle ride off the station.
  13. Say what you will about the depressing stuff, it sometimes makes for the best storytelling moments.
  14. Your art is so amazing! I love how there's just so much emotion baked into them all!
  15. I really like this idea myself, too. I'm always up for new station goals, and this one would really encourage a lot of cooperation among the crew.
  16. Would it be possible to copy over the custom name mechanic some objects have to drink glasses, or would the fact that drinks change name and appearance break that?
  17. Gotta love a good pool party.
  18. I like playing chef and bartender, and two of my favorite things to do is make custom dishes and drinks. As great as that is though, it kind of kills the immersion when your mix of foods for a Continental Breakfast is named the list of ingredients, or when your special drink that tastes of a stun baton, THE LAW, and poor life choices is named after whichever drink in the mix has the most units in the glass. It'd be fun if there was a way to give these dishes and drinks custom names. It could be something as simple as giving glasses and plates an option to rename them, either by hand or with a pen. I think it'd also encourage people to get creative with their foods and drinks and venture into custom dishes and mixes.
  19. I think it would depend on how much time is left in the round. Sure, folks may want to end the round if an hour has passed already, but if it's been less than 30 minutes, I think most would want to continue so their construction/research/RP stuff doesn't go to waste. I've seen people openly announce that they're not gonna do any work because there's a wizard and the shift will likely end very quickly. At least having the option to continue the round would mean people would still have reason to work and not see that effort cut off abruptly.
  20. I'm sure you're familiar with the Wizard any% speedrun. Things start quiet, suddenly wizard is called out on comms, and then the end of round results pop up. This can also apply to other antags such as Shadowlings and blobs, where the round can end very quickly and abruptly. This can be annoying for the crew, as it cuts the round short in the middle of things like research, construction, or RP. My idea for a solution is make it so the end round vote for the shuttle is automatically called instead of ending the round immediately. Should the crew wish to continue with the round, they'll be free to do so. If the crew wishes to end early, such as due to station damages or exhaustion after the fight, they have the option to vote for it. This could either be implemented as is, with the standard end round vote being called, followed by the shuttle call if it passes. If more flavor/RP explanation is needed, then automatic announcements could be attached to it giving explanations such as "Command has deemed the damages minimal and not requiring an early end to the shift." Or "Command has decided to end the shift early due to damages to station assets."
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