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Sytic

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Everything posted by Sytic

  1. He always puts a major foot forward in terms of feedback, progression, and development. Crab makes a lot of effort to do better and to try to do his best. While a little awkward at times, I find it hard to believe that anybody ever wasn't awkward when constantly trying to both improve, and prove yourself. I'll endorse this. +1.
  2. Oh hey, it's Yonn. I've always thought Yonn is one of the best roleplayers on the server, and is a pretty rad dudeo in general. I have absolutely no doubt that Yonn could play a Skrell. +1.
  3. I'd give my left nut for this. +1.
  4. Wow, that's. Pretty damn cool. Also a massive endeavour. Good luck, I'd love to play this.
  5. From the perspective of a Security player, who frequently finds himself as either a Visitor or alive by the time Faysal gets to work, I'd like to put in three main points: 1: Faysal sticks to what Faysal knows. He doesn't touch Research (although if Research sticks their hand out, why not), other departments other than Cargo, and does the simple communist Tajaran tactic of taking a lot of bodies, giving them bolt actions with bayonets and charging. On that note, 2: Faysal's only strategy is a modicum of common sense. Ironically this makes Faysal one of the best strategists on the server, but I digress. He does not know other methods to an end other than "we'll just charge and shoot at 'em, how hard can it be?" He knows how to secure places, and murder things. He knows when to fall back and when to push forward, and he knows how to communicate. 3: Faysal only does these things when Security is dead/down to a few people with no HoS, and his tactics are ALWAYS lethal, bar the enemy surrendering. Faysal is not a Head of Security. His playstyle represents it. He doesn't secure a station, he fights a battle, raising morale and using a modicum of common sense. He outright murders most of the antags he comes across, because at the point where Security is dead, nobody is going to notice/care. I've never seen Faysal fight a battle before Security was fucked- ironically, the same round Kaed was complaining about proves this. I found Faysal in the hallway as ODIN, said my usual greeting, and remarked that it might be in his best interest to carry a gun, as the Heisters have managed to get all across the station and raise hell. He said he wasn't going to worry about it, as Security was handling the situation fine so far. He also said he's gonna stick to his usual sidearm, as there's currently no major threat. Sometimes, I disapprove of how Alb is lethal, and stronk in either Events or his characters. But I think he's gotten better- a lot better- yet Faysal has always been in my mind a stellar character. Just my two cents.
  6. yes please for the love of fucking god let scientists do shit again that could impact the round beyond "oh, i've got materials? guess ill just make lawgivers/energy glaives." for the 1000th time
  7. you've been one of the few administrators who didn't scare me when I began playing, either via their sheer personality or force of will. you were entirely approachable and I never felt afraid to ask questions or get help from you. i was immensely grateful for your help while I began and will be sad to see you go from the position. have a good one, abo!
  8. Ninjas, mercs, heisters, wizards, (obviously malfs) and arguably revs 'n' vampires can easily make it into the Captain's Office, with a lack of problems. It's actually incredibly easy, as Heisters/Mercs can break in from the outside, while Wizards and Ninjas can do obvious teleportation shenanigans. If you're sloppily making your way into the Captain's office, you're still going to be spotted regardless if you try to do it when they're inside. Let's put this into an example! Say I decide to break into the Captain's office as Traitor mcTraitorbag. Pre the Panic Button update, I would have to do a few things to ensure I don't get shanked, mostly in regards to preventative measures towards not being spotted. Avoid AI's spotting you, try and do it while there's a distraction, and most importantly, don't do it while the Captain is in his office or he'll call for Security on the radio. Now, let's say I decide to break into the Captain's office as Traitor mcTraitorbag Pt. 2: Electric Boogaloo, post Panic Button update. I would have to do a few things to ensure I don't get shanked, mostly in regards to preventative measures towards not being spotted. Avoid AI's spotting you, try and do it while there's a distraction, and most importantly, don't do it while the Captain is in his office or he'll press his panic button. Unless your Captain is a damned mute, there is no way in Hell this update will change anything in regards to how a stealthy antagonist approaches the Captain. Instead, it'll just make it more difficult for loud antagonists to bust in from the window/try teleporting into the office and go "nothin personnel kid" before blowing away the Captain to square one issue away. It saves precious milliseconds of "GUYS THERE'S BAD SHIT GOING ON IN MY OFFICE" which seems entirely reasonable, given the current obvious advantages that going for the Captain's office first has.
  9. Having the Captain's office be one of the most easy targets is ridiculous. This would add more to its difficulty. +1.
  10. I'm all for involving more crew and having less hostile antagonists, its just, wouldn't this become more of a hassle for the administrative side of things? For when these event characters decide "Right, fuck it, lets kill 'em all." such as a hostile Traitor or the like, wouldn't they have a much easier time powergaming to victory? Seems like it'd be a hassle for admins to handle, although a cool idea. You essentially have to trust people not to be a dick, but "one bad apple spoils the bunch". Let's take an example. Detective Joe Bob goes up against NinjaWizard Dick "Dastardly" Richards. Richards decides to be a dick, and kill a bunch of dudes. This flies under the radar or maybe the shoddy excuse somehow got them out of it, but in any case, Richards gets away. Joe Bob, who got held hostage immediately after trying to talk to the interesting event character, and was later executed by him, is a little pissed. Why should HIS round be sacrificed for this other player? So in the future, Joe Bob walks up to NinjaWizard Bane Johns, and pulls a gun on him in order to halt an intruder. Bane Johns is now kinda pissed, his gimmick was ruined and he realizes in the future, he shouldn't wait to have his fun be stomped, either. This starts a chain reaction, where neither party wants to have their fun ruined or the potential of their fun ruined. "But if this kind of thing happens, the admins will solve it! It will count as powergame!" In this scenario? Definitely. Then again, how far do you go? How far is it where eventually you decide that, an antag using a certain loadout, or an antag killing a person in tons of different scenarios, is just entirely unacceptable? Where is the line in the sand where killing a security team with a specific loadout and tools is not powergame, but fair play? And if any combination of loadout or tools is not powergame, but merely an event character's actions can be classified as powergame, what stops an event character from choosing an antagonistic outlook every round in order to completely trash the existing Security team? And if THAT is more of a problem, when is antagonistic actions okay, and not okay, under this suggestion? And when does this stop being FUN for either Security, the Antagonist, On-Station characters or the playerbase as a whole? (+1 to more different-kinds-of antagonist types at once tho, as well as +1 to more traitor TC)
  11. This is more of a bugfix than a suggestion for an update to the server. Having the typical roundtime be the typical roundtime would be nice. +1.
  12. Having something that changes metabolism rates would broaden up the skill ceiling massively for Chemistry, with both positive and negative effects. A chemist will be much more powerful, yet to achieve this it'd be both threatening to the user and difficult to obtain. I'm always happy to open new horizons for Chemists, but I think that some of the g o o d s h i t should be thrown at Antags (maybe toss some improved Phoron Salts into Stimulants, for example). Still, interesting is fun and fun is interesting. +1 to metabolism shakery!
  13. Sytic

    Xeno Shells

    I do approve of introducing xeno shells as the SYNTHETIC MENACE for antag rounds. Potentially you could spawn yourself in like a kit that changes your race on yourself if you're a Traitor, so you could roleplay as a synthetic version of yourself who has taken over and integrated themselves in your place?
  14. Sytic

    Xeno Shells

    None of the species either care, are advanced enough, or want a Shell variant of themselves outside of Humanity. -1 this. (Unathi think they are soulless, Tajara are in WW2, Skrell are Skrell, Diona don't even have the form or the body for it, Vaurca already have biological robots, etc etc.)
  15. I approve, but it's more like the IPC revival: I don't think it addresses the core problem, which in this case is the mindset of the player. There has been a lot of gnarly ling plays, but the general belief around Ling is that it's less fun because of the player feel of both powergaming and ganking. Ling revolves around the gank- The assassination with no trace, minimal time spent, always moving to the next kill and the next objective. Yet this style of play is not only frowned upon, it's against the rules entirely. Working out a way to allow the Ling to gank and keep a player involved and in the round is in my opinion pivotal before we move to buff it even more. Vamp has this ability, and it's rather intuitive to its role. Ling has no such thing, nor should it have such a thing- but there's been a few mentioned possibilities of what we could do, from bringing them into a collective hivemind and expanding your troops ala Genestealers, or absorbing them into your body and them adding to the collective consciousness of the original player, now in accordance with their objective and working as a unison ala Goon ling. I approve this change in general however, and thinks this addresses a problem that would exist regardless (stuns stronk) and thus would be vastly effective in the Ling's toolset.
  16. It's a one click disarm fuck-you-over powergame staff with endless charges. It's only application is that it's fucking hilarious sometimes, but that doesn't fit a HRP environment we strive for. +1.
  17. I've enjoyed Persistence in the past when done right, and while I enjoy the current system, I would love to see how it affects new rounds. The only problem I can see are the antagonists. Would antagonists permanently kill players, either the players die themselves for being antagonists and being captured/killed or the players killed by the antagonists stay dead? What about destruction of colony pieces, how do we explain that away? Or is everything canon? Also, to talk about the ship: I think it'd actually work better like the Crew Transfer, where it's a ship you build your colony off of, and then leave on when the month is up.
  18. A working skill system requires progression, an actual system of progression where a player can game this system (as he already possesses the mechanical know-how, but it's a new character) to receive the rank that represents their actual skill in the task OOCly, and would otherwise allow new players to progress up to harder and harder challenges. A working characteristics system also requires progression, yet in a different vein. A character unable to perform certain actions because of their mechanical limitations might find themselves having to work at improving their characteristics. At the moment, progression is not defined on Aurora. There is no system of progression. In my opinion, unless a system where a player can reliably progress in a skill is added, it'll just provide frustration for things a player is often able to do, and now suddenly being unable to do them with no recompense, and they will have only two choices: 1. Improve the skills they should be able to do, with fear that due to this skill being outside their job skillset, it will be called powergaming. Or, 2. Do not, and live without the threat of being referred to as powergaming, but at the price of being unable to do something you had originally been able to do. A system of progression should be implemented alongside this, and then comes the question of "is this actually good for our current environment of roleplay?" (Which, I'd personally agree with.)
  19. so i can crawl under the flaps
  20. Yeah how about no. The G2 is so immensely fucking stronk that I've had my buddy Kyres walk through about twenty APC blasts from a malf AI and not flinch. The G2 sacrifices speed for power- for the G2 to be effective, positioning and strategy is key.
  21. I have my own grievances with a stunbaton nerf. But I would still regardless find it enjoyable, despite thinking it to be a bad idea. Cry havoc and let slip the dogs of war! EDIT: Upon further inspection, there must have been some change to the Stun Baton I've not seen. Because I've been able to one-tap people with the stun baton much more often. That definitely needs a bit of a tweak. But removing its stun capability seems like a horrible idea that I would personally love to see.
  22. Big agree. The flash required a nerf due to the hard counter it posed to a lot of antagonists that relied on stealth, and it was freely accessible, and it could take down any antag that did not require stealth should you be able to remove any eye protection. The stun baton is not like this- it is simply the disregarding of counters to the baton of which there are many. I do believe Ling should get a buff because as of recent I have been able to gimp Ling quite easily based on not the effectiveness of Ling, but because of how their role is designed. They're a square peg in a round hole- your goal is to secretly gank people, yet you're banned for doing exactly that, because it just isn't fun. Because of this, they don't have any sort of easy open-combat option, because that's not what they're built for. In my opinion, we should add something that allows for players to either be converted ala Genestealers or just ADD HIVEMIND TO SUCC'D PLAYERS TO KEEP THEM IN THE ROUND I KEEP SUGGESTING THIS
  23. I'd be inclined to agree. Most of the issues with Security and antagonists is how hostile some can be and how they turn this into a "kill or be killed" style situation more often than not. This is at its core a behavioural one however, and not one that can be just done through nerfing them into the ground until they can do literally nothing. Trust is a two-way street, and more trust needs to be given between Sec and Antagonists. Some of my best rounds have come from, believe it or not, losing. Shoutout to SPACECULT! Sometimes, you will have a situation in which you have to fight violence with violence, or subdue a threat, or something. Removing the ability to do so is just foul, and in the future more careful steps are required to avoid that. The counters are already readily available for the stun baton. Use them. A stun baton is not the be-all end-all of weapons, and saying it is just so it is nerfed, then getting inevitably frustrated when Security uses something else to counter your lack of preparation, then repeating the cycle, is not addressing the core issue. The core issue is either: 1. An antagonist is not properly scaled well in a combat scenario, or: 2. The player needs to, simply put, get better. Robustitude comes with time. This issue of being robust is a behavioural one, but being a powergaming nerd isn't being robust, it's just being rude. Being truly robust is being able to counter another person's ability when they strike, instead of shutting someone down before they can do anything. This should be a discussion of its own, and the mindset it's beginning to cultivate. EDIT: Maybe this should be a suggestion to add something along the lines of Adrenal Glands that inject something like Hyperzine, ala TG/Hippie. To Ling, of course.
  24. I get the whole armour thing. But I'd hate to have to start walking around in stolen armour every time I role any antag role simply so I can survive more than one baton prod. Think of it less of "improper escalation" and more of "improper deescalation". It's the simple fact that entire antag gimmicks, entire rounds can be shut down by a single baton prod. Think about rev; unless the crew actively hunts for armour, security can and will beat their asses without even having to grab a gas mask. While I appreciate the fact that yes, being prodded with an electrified metal rod does hurt and that we are a HRP server, we also have antags and need to appreciate balance. I'm worried the meta will become "take a revolver or tommygun and instantly shoot the leg off of anyone who comes within two tiles" for tators, and "only take blinding stings and para-stings" for ling. Right. Appreciating balance does not mean gimping Security every time you get mad you get got. If you nerf Security's method now, they will adopt a new method. And another one after that. And another one after that. You are refusing the balance here. You aren't accepting the counter to this threat. You could apply EMP's, clothing, armor, or just get them down before they get up close to you. Getting frustrated and nerfing them won't solve anything. Security gets the flash nerfed? Moved on to Pepperspray. Security gets the Baton nerfed? Maglight/apply copious amounts of leg breaking. This won't solve your problem. If you want a fix, you've got one or two options. 1. Buff the antag role itself to be able to be on par with Security, despite myself meeting far more robust antagonists who have managed to take on Security with their typical gear and then some. 2.
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