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Everything posted by Bauser
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I mean Not if they're good bandages or if they're layered a lot like they appear to be It just seems to me like making the blood soak through them kinda defeats the purpose
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Isn't the point of the bandages that they stop the bleeding?
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To me, that seems like a fine time-frame for putting someone to sleep this way. So we might be aiming for a comparable potency, there.
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The recent changes about clothes hiding wound descriptions and the suggestion for blood to soak through clothing have reinvigorated me with hope for this suggestion. Bandages would hide wound descriptions and (pending the completion of that other suggestion) stop blood from soaking through your clothes.
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But should it really be a 'pull-punches' attack, considering that it still does oxygen damage? It might fool some inexperienced wrestlers into thinking it's safe if we do that... And that's a recipe for some seriously unnecessary corpses. And we can't make it not do oxygen damage, right, that would be silly. Another serious problem with making it a pull-punches attack is that it means if you're trying to subdue someone non-lethally with this method, but still with ill intent (E.G. a traitor trying to Solid Snake someone), any punches you throw during your attack... will be pulled punches! And if you're a bad dude trying to knock someone out, even if you only want to put them to sleep, you're probably still wanting to throw real punches and do whatever it takes to put the person down first. But I suppose that point is open for debate. It also occurs to me now that a progress bar would probably be unnecessary. I had forgotten that sleepiness in our mechanics already takes time to like metabolize (not the right word, but it does describe how the status needs to set in first before taking effect) and actually make someone unconscious. Since even the strength-30 sleep from chloral hydrate takes about 40 seconds to put someone out, according to the wiki 'Guide to chemistry', there's basically no way that the sleep from the choke would happen too fast. The initial effect chloral gives is weakness, this is what incapacitates them initially - and since the sleeper-hold would not impart weakness, we don't need to slow it down any more.
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Well, a problem that might arise then is that it wouldn't take any more steps to do than a regular choke, even though it subdues the opponent more immediately (since putting them to sleep prohibits them from resisting, while getting choked normally does not). A fix for that would be to make it still require the completion of an interruptible progress bar (while the standard choke stays as it is). This way, it wouldn't just be the new meta for nearly-immediately putting someone unconscious (unable to fight back). Which also makes sense in-universe, since crudely throttling someone's neck doesn't take the precision needed to use the specific choke-hold that blocks the carotid artery and jugular vein. And I still think it should specifically require the disarm intent, both so it remains sort of a higher-level "skill" to use (requiring the conscious knowledge of it) and so you can't use it just by spamming grab. It should require at least a little finesse and it shouldn't be possible to do on accident.
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Side note: we can explain the difference between this choke and the current aggressive choke by saying the standard aggressive choke is on the airway, while the sleeper-hold choke is a blood choke.
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I will preface this by saying I don't know if it would be a good idea. Combat meta has a lot of moving parts. You decide! According to this feature, if you are actively choking someone (I.E. you have them in a neck grab AND have activated the grab to start dealing damage), you can click on the target with disarm intent selected to apply a sleeper-hold choke, giving them a some amount of extra sleepiness after a small progress bar elapses. The goal of this move is to keep the victim asleep for a brief time after you've subdued them, giving you some time to maybe stow them away or otherwise manipulate them to suit your plot. It is my hope that this feature would be used by antagonists to take down targets in their path without taking them out of the round (for very long, at least). Like a merciful ninja or secret agent with good intentions. If you've got someone in a full-on choke, you've already won the fight. So this option could really ONLY be used to be more merciful than the current method (choking until they pass out from oxyloss naturally and probably start taking recurring oxy damage from crit). But since it would require an active choke, there's no way to do it completely without harm - every few seconds you spend applying more sleepiness is another few seconds they have to endure the damaging choke, so you have to meter your attack and use some self-control if you want it to work without negative consequences. My ideal end-goal for this technique is that a robust traitor would be able to carry out more complicated schemes (like most of the ones that involve incapacitating someone without killing them) without having to spend at least 1/5th of their telecrystals on the parapen or having spend 30 minutes devising a hairbrained plot to get a sleep-inducing drug AND administer it to their target... which then fails, causing the scheme to never take off. Things we don't want: 1) For the sleeper-hold to apply extra damage. If it did, it would just be used as a tool for faster killing, and choking is already perfectly fine at killing. 2) For the duration of the applied sleep to be comparable in potency to methods like chloral hydrate or paralysis pens. The balance should be such that attempting to apply that much sleepiness on a person (I.E. that many rounds of the sleeper-hold choke action) would carry a serious risk of critical injury from the oxygen loss of the regular choke... so it would take a long time anyway AND be counter-intuitive to the purpose of putting them to sleep. 3) For it to be legal for security to apply this technique in any situation other than immediate threats on their life.
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I wish you could still hold onto items and attack while laying down. That would preclude the possibility of turning into a cheap insta-fight-ender. Then the function of tackling someone would just be to immediately inhibit their movement, which is less consequential, without being less flashy.
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"A set of automated rules" is exactly the opposite of what a DM is. The people who can step in and alter the path to best fit the playerbase is the playerbase. Players have control of this already, they make the decisions about what is fun for them, and this feature serves to step in and say "They're not good enough, they don't know what they really want."
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Literally every part of my post is directly related to the title suggestion except the part in the middle where I compare it to thirst mechanics, and even that is thematically relevant. EDIT: The fact that players would rather focus on 'the actual RP' is why this feature should be ignored, not why we should attempt to shoehorn it in so the RP has to go one certain way
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Can someone tell me what I'm doing wrong here? Both people fall onto the ground, stunned One does not get an opportunity to attack the other And if you have an ally standing by to murk them once they're on the ground, is that... actually unfair in any way? Sure, we can shorten that stun, but it seems like a fair and desirable consequence of trying to attack a group of people when you're on your own. Especially considering it's hard-countered by... taking a step to the side... EDIT: In other words, if someone is unarmored and winded the ground and you want to kill them by viciously beating them as fast as the game clock possibly allows, is there... some problem with the mechanics here? Is it unrealistic in anyway to say that you could go apeshit and critically wound someone in five seconds? Think of it this way: Next time you have the chance to do something boring to validhunt someone, don't. Just don't do it. It's (to use the same phrase I used in the CHV thread) really not hard.
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You want to know what you can do if you want to simulate the effects of being unaccustomed to combat? Drop your weapon. You don't have to wait for the game to make you. You can, in fact, create this interesting development manually at any point in time, with zero chance of being forced to when you believe extenuating circumstances warrant being a little braver. Like maybe your meek character is hopped up on hyperzine and got the adrenaline going. Maybe it's a chance to explore exactly what the depths of this character are. Woops! You're a librarian, so that didn't matter. Better luck next time. Stop taking control of the game away from players. If this change ever sees the light of day, we better add in thirst mechanics, too. How the hell else could we trust our players to stop having fun and take a sip of water every now and then instead of focusing on what elements of the game are actually currently relevant and engaging? I don't want this in because people are better than RNG at deciding when an effect like this would be fun. Not to mention, since it will take players by surprise, it could go ENTIRELY counter to the actual roleplay that is happening. Like maybe the antagonist actually IS scared, and the civilian is actually confident, like the tables have turned! But WOOPS! In the middle of the civilian's triumphant dialogue, they did a 180 and got too scared!! Because they suddenly remembered what job they have and what race they are - their ultimate statement of their lot in life! If you think people aren't respecting fear RP, make complaints. Ahelp them. Don't shit up the code for the rest of us.
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The thing to stop them from doing that is that the tackle puts BOTH people on the ground.
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Maybe we wouldn't have problems with civilian militias if security weren't ruthless validhunters and allowed other crew to interact with antagonists, but that's just my two cents. Making mechanical changes on the basis that we cannot trust our playerbase to maintain a certain standard of gameplay is categorically awful.
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One thing I didn't consider initially which needs to be factored in is move-speed. Even if you're on the run intent, this technique should necessitate a certain minimum movement speed so like a critically wounded or starving person can't take you down just because he timidly wobbled straight to you on run intent.
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Running into someone with at least a 5-tile straight-line run-up while you're on the harm intent should allow you to tackle them (unless they're wearing a voidsuit/hardsuit while you're not, or are wearing a hardsuit while you're wearing a voidsuit, etc. - basically, their armor way outclasses yours). Tackling someone will send you both onto the floor for a 5-second-ish stun, with a 1-2 tile knockback in the direction of the run, and do a small amount of brute damage to both of you. The utility of this move is supposed to be for rapidly disarming a character while they're at a numerical disadvantage. I.E. you have an ally nearby or bystanders to collect the disarmed item. Otherwise, it's still anybody's fight as you both stand up and possibly wrestle over the weapon, or they use the time you spend grabbing the weapon to get in a few hits of their own with fists or another tool. Plus every now and then it will result in someone completely and hilariously bulldozing a stranger when they're sprinting down the hallway. And that stranger will be a head of staff, and so they'll be arrested or fined. But they didn't mean to do it, so they won't go quietly, so the situation will escalate, and it will be grand.
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While we're here, might be a good time to mention that like 90% of pie recipes use the oven, but the apple pie recipe uses the microwave for some reason. Probably legacy.
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I'm strongly opposed to reducing fear-RP to a mechanic. It removes our ability as players to decide both what behavior is most fitting for our characters and what behavior is most interesting for the ongoing roleplay. Furthermore, tying the value to occupation and race just creates more meta and also limits our ability to define our characters. After all, a security officer might have extreme PTSD and be more prone to freaking out than even a particularly jaded cargo technician, but now because it's just a mechanic, we don't get to decide. "Sec officer = stronk stoic manly man. Janitor = scaredy babby. No questions." Also, giving antagonists a high combat hardiness will make them naturally much stronger against all civilians, further limiting most players' ability to engage with them and meaning only security gets to have the fun, like usual. Validhunting is not a problem you solve by making bartenders get spooked and drop their shotgun because the lights flickered. We don't need to keep replacing roleplay with mechanics. In my first heist round as a security member today, I got to roleplay meekly crawling away from the pirates as an able-bodied cadet just because I had just been flashed with a clusterbang. I was able to stand and hear perfectly fine and I had an energy carbine in my backpack and there were two super valid antagonists right in front of me. All I had to do was not try to valid them. It's really not hard. I cannot possibly overstate how bad of an idea this is. Extreme -1
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Can I get uhhhh balaclava My goal is to play a security officer basically like the R6S recruit, except super nice and chill when the pressure isn't on (planned to be the evolution of my current character Matias Major after they hopefully graduate to actually being an officer)
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Wynter didn't die for this smh But yeah, even if the public-access feature is added, there's no need to cut the role. You say they could do the same things if they just joined as visitor, but... then why destroy the flavor that comes with the job title? As long as the library exists as a physical location on the station, there's reason enough to have a job dedicated to tending it. Maybe we should have book vending machines, unironically.
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Maybe the belt should be an item... worn on the... belt slot? With a couple item slots inside it, so you still get the storage space.
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After playing chef a bunch, my main concern is the prescribed 'meal times.' Being a traitor is already hard enough when people expect you to stay inside one room. We get enough interaction already if we look for it by communicating with other players. If this feature is added that gives the whole station a reason to swarm the kitchen and bar for food at a certain time, that means the chef will potentially have to spend their entire round leading up to that point just getting enough food ready for the event. Which means practically zero opportunity to sneak out and be criminal.