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Not Megatron

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    notmegatron

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Security Officer

Security Officer (6/37)

  1. You know what? I sat on this for a few days, and you're right. Skull's suggestion would be much simpler, and in truth the idea to just make a traitor character had never even occurred to me, and they would really be much more interesting than a flooding of randos. That being said, I still think we could salvage something interesting from my suggestion. I still like the idea of random traitors, and they could be included in the menu. Same character, a different character, or random. On other servers, a lot of the roundstart job messages have warnings in big red letters about the way the role is expected to be played, "Space Law is the LAW, not a suggestion, and as you said, a role like Rando McTraitor definitely has a lot of LowRP potential. If the rando had a similar warning, a lot of the problems you're expecting may be prevented. If it were presented as an especially challenging role (which it would be, if the player is dreaming bigger than School Shooting Simulator), people might be encouraged to play it with a higher standard. I still like factions, but perhaps instead of being forced, a special verb could be available to randomly assign a faction. If someone is struggling to think of a gimmick, they opt in and get a free injection of inspiration (plus maybe some cool unique traitor items, maybe). Is Skull's suggestion actually posted somewhere or was it just a discord message? I realized I'm not really sure what the details of the disguise kit are supposed to be.
  2. Y'know I see why that might make this seem unnecessary, but I'm making this suggestion mostly with people that aren't borderline psychopaths that don't mind shooting up an inert, pod grown human. That's pretty creepy.
  3. What? It's not like being a rando means you get to turn into a greytide. The same people that were rolling traitor turning that coworker you see every day into a grenade flinging psychopath will still be grenade flinging psychopaths who decapitate you in maint, but it'll be more believable because they're not that coworker you see every day anymore, they're an agent sent by an enemy of the company. Why would they suddenly stop being bound by the rules? On the contrary, I think a new type of antag would open it up for those who do try and make things interesting to do something entirely different. That's just a harsh accusation, and not true. I want to play traitor but barely ever can since my characters just Ain't Like That. The disguise kit thing sounds cool, as long as it isn't strictly appearance you can change as opposed to general identity The menu idea is cool, and would end up requiring people to make traitor characters as you said at the beginning, but I don't think you wouldn't be able to use them for very long/often. Eventually people would wise up, either IC or OOC, and recognize that Fred Smith is nuts and often dangerous, which will probably end up affecting immersion because why does the unabomber still work here? and making a new traitor OC every time you use the last one will be a fucking pain. The second thing would only work if the roundstart itself was delayed until the traitors choose, because otherwise people might metagame those crewmembers that arrive mysteriously seconds after the round starts. I still feel that my version would introduce a little more variety than Skull's. A little push like the general goals of a faction might be all some people need to take their traitor in an interesting direction. God knows coming up with fresh traitor gimmicks is hard enough as it is. I hadn't thought about this and it's an interesting point. The only solution that comes to mind is that it would be an extra level of challenge for random traitors to jump through. Random traitors ought to find it difficult to blend in because nobody has ever seen them before, so they'd naturally be subject to some suspicion. They'd have to put in extra effort by, say, adding a flavor text, or behaving inconspicuously to minimize attention. They are, but traitor rounds are bad when people just don't, or just take advantage of the fact that people trust them to go off and secretly be a grenade-slinging psychopath when no one's looking. People who RP poorly and go around randomly murdered people and being ahelped usually receive a punishment, and they're still going to get antag banned if they decide to be a shit. Nobody is going to miss a rando dying, sure, but once the much-beloved psychiatrist has been running around shooting people for the last ten minutes, people won't miss him much either, aside from some barRP "oh wow, who'da thunk?". A low-effort character doesn't automatically mean low-effort RP. Plenty of mercs make things pretty interesting with those 5 minute characters, even if some don't. But no one says we shouldn't have merc because of those that don't. If it helps to imagine rando traitor as another antag altogether, then do that. The sleeper agent traitors that we still have will still be there, evoking paranoia. Perhaps with that in mind, rando traitors could be sectioned into another roundtype altogether? I still think it would be nice to have an intermingling, however. I never actually said the faction traitors would have objectives, I don't think it belongs in Aurora. Rather, they would have faction motivations, i.e., "We're the Sundowner Clan and we think technology is evil! Do whatever you can to return the Aurora to the stone age!" Of course, the factions could be an optional bonus spin that players could opt to ignore in favor of their own gimmick.
  4. Also, I'm bumping this suggestion because it was largely forgotten about and I still think it's a good idea.
  5. Let's be real, the security range is kind of boring. Sure, it's an IC excuse to shoot guns for no reason, but shooting guns is only half the fun- the other half is hitting something. With that in mind, we should replace the default shooting targets with life-sized dummies. These dummies would act as fake people, and be able to do all/most of the things that people can do, including but not limited to: Breaking bones! Wearing armor! Being scanned with a health analyzer! (If that's too much of a stretch, just some way to assess the damage they've sustained) Being de-limbed! Dying! Having a blood equivalent! Perhaps stuffing, or those little beads they put in stuffed animals. While it would be weird to have a crate full of fully simulated fake humans, I thought it would make sense for them to be deployable, similar to engineering's inflatables. The obvious benefit of this would be to make the range more interesting, but it would also come in handy in training situations: officers can learn about the effects of their weapons in a risk-free environment, and study how armor factors in to weapon effectiveness. Plus, they'd be creepy and fun if anyone managed to get ahold of some (from cargo, for example) and set them up in weird places.
  6. i don't know jack shit about atmospherics, but it seems like he knows what he's talking about, and giving a role more work to do without negatively affecting something else over (COUGHPSYCHIATRISTCOUGH) is always cool
  7. As much as I hate to, I'm gonna have to -1 this. Richter's a great character, and someone I really like interacting with, but he's just not someone I'd ever want to see leading a department. Not as he is now, at least. I've played rounds with him as an interim, and it just... isn't very good. Xor's come a long, /long/ way, though, and I think if he continues to work on his RP, I could definitely see Richter as a HoS. Just not now.
  8. I banned you because you had been trying various methods to kill yourself before even being fully processed, including trying to hang yourself in the processing room. You gave a story about being in the wrong place at the wrong at the wrong time, which would have been perfectly serviceable if not for the various illegal items you had on you (including the captain's spare, which could not be found in the HoP's office). You were given charges totalling up to 45 minutes, which is not the entire round. Then you tried to kill yourself, upping your sentence to 1:15, I think. The example you gave me, 127 hours, is about a guy who cuts his arm off because it is trapped under a boulder and he would have otherwise died, which was completely, absurdly irrelevant to your plight of being in timeout for, at most, an hour and a half. You're not "locked down forever." Security not giving you the chance to escape is not a valid reason to suicide. The reason you were not "left alone" like you said is because you, as soon as being allowed into the communal area, started attempting an escape. The fact that no one trusted you enough to be left alone is entirely your own fault. Being in jail for 1-2 hours is not enough to send a sane, rational human so far over the edge to the point of self mutilation, in any case. Suicide is against the rules almost 100% of the time, but ghosting once in jail is perfectly allowed.
  9. I'm glad someone said this. I'm "borrowing" this idea from an old server I used to regular on, and when they were discussing it, I brought up this exact point, and argued it pretty hard, but once it was finally implemented, I ended up not always noticing, even when they were in my own department. And even if you do notice, OOCly, I imagine anyone who uses that information ICly will get cracked down on pretty quickly. I hope I haven't given the wrong impression with the factions, which I assume is what this is about. I'm not suggesting the factions be given objectives and goals to complete, but rather a suggested playstyle for each faction. You have been sent by the Hidden Dagger clan. Allow no witnesses! You are an agent of the Placeholder Corporation, subtlety is for scrubs! You have been sent by the shadowy Blank Group, who abide by a strict code of non-violence, etc. I like it, but the only reason I wouldn't want to see it is because it may detract from its uniqueness, so to speak. Vampires are perfectly serviceable already, but traitors are in dire need of some spice.
  10. I've wanted some manner of execution for a long time, I'd love to see this.
  11. I'm in favor of this. I think it would do a lot to build on the image of changelings as fucking terrifying. There could be a little bit of flavor text how the changeling pierces through the paneling, destroying the sensitive electrical components within.
  12. Hawkins seems to know what he's doing, and commands respect well. My only criticism is that he has a tendency to micromanage.
  13. Caleb Greene, half head of security, half washed up. Tell me what you think, and remember to like, comment, and subscribe! Edit: I realize this is vague as fuck. So, to be a bit more defined: What do you like/dislike about him? What does he do well/not so well? What's he like as a person, to sit down and talk to? Is he believable? Any feedback is appreciated, whether it answers any of those or not, even if it's as simple as he sucks in general or that you want to have his babies
  14. Today's traitors are weak, spineless, and outdated. We need a departure from the janitor who brought a gun to school, that guy you have drinks with every day suddenly a criminal mastermind, the psychiatrist randomly developing a sadistic quirk. For many players, their characters have such personalities that prevent them from being traitors. A friendly barkeep or veteran NT employee would have no reason to turn against the people who sign their paychecks. I'll stop rambling and get to the suggestion. I propose a new traitor system in which, when a player rolls traitor, they do not spawn as their selected character, but a randomized spaceman. Obviously, it'll be selectively randomized so picking out the traitor isn't as simple as finding the man with green pigtails. This will allow more variety in the types of traitors we can play, less of the cargo tech gone postal, and more of the foreign agent sent to do evil. If this is a toggleable option in the preferences, players will still be able to choose if they prefer this new antag, or if they still want to play their seedy doctor who's had enough. If this were implemented, it may also benefit from a sub-feature of factions for these random traitors. These different factions may vary in motivation, preferred style of traitoring, and even available equipment. A stealth oriented faction might have a few extra stealthy items, and maybe even discounts on preexisting stealthy items. A more violent faction might have some unique weapons with cool sprites and higher damage, to list a few examples. tl;dr: Randomized traitors. IC, they're foreign agents who snuck onto the Aurora. They might have factions for variety.
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