I hear people talking about giving antagonists a break a lot. They don't need a break. In a mercenary team you have access to a really good amount of things for free, and then from there you can grab anything in the uplink, such as combat cyborgs, mechs, specialized equipment, and that doesn't even get into playing a species that's mechanically better or trading for something powerful via ahelp. As mentioned, they have the ultimate authority of "if you don't do what I say, I am within the rules to shoot you and kill you instantly." It completely disregards that if an antagonist or group of antagonists want someone dead, they should have to earn that, as someone whose total rounds are about 1/4 to 1/3 group antagonists.
I don't ask this to be sarcastic, but it's a question that runs through my head a lot: do people forget what a coordinated and aggressive mercenary team is capable of? With the bare minimum coordination between 4 guys you can completely neuter any and all threats. Send two guys to the crew armory to rob and two more to the main armory and the ship is essentially screwed. Want to give the ship a break anyways for a laugh? Let security arm up but target their legs, make use of stun weaponry and net guns, put on flash-resistant goggles and buy the soundproof headset in the uplink for negligible TC cost, use the barricades you spawn with and buy more as you go, take hostages. How about the two sanasomnum injectors per uplink (this is just absurd) you get as a "get out of round removal free" card? It's not that hard to make the ship your bitch if that's your goal.
Likewise, security understands that when there is a serious and present threat to the ship that is trying to do this they're well within their right to punish them. "Oorah, the Solarian clone corps is here!" Is only going to fly for the two minutes or so it takes security to get guns and tell them to stand down. Even if they are going for a narrative and security doesn't get to shoot them instantly, that doesn't make them subject to less scrutiny along the way. At any rate, ops/cargo can order practically any weapon that matters within sixty seconds if they're fast enough, and that includes PEAC shells or ion rifles to delete mechs and synths respectively.
As a sec and command main, I want antagonists to roll us more often. I want to have the thrill of beating as many as 8 guys with guns and mechs knowing I'm completely outclassed but that my character will do everything in their power to defend what's good (or what's "good"). I give antagonists leeway and swap to lethals far later than I should from a reasonable perspective, but I know when to pick up the pace to meet the difficulty curve.
This spoiler has a paragraph that I thought about including as the intro to what I was going to say, but I debated whether or not it belonged, so I'll put it here in case any of you think it's relevant or approaches the problem better.
Now to work my way down the list of responses that I think I should give my two cents on.
I half-agree; I think bullets in general should be far more lethal. I've always been surprised how you can get shot 3-5 times in the head with no armor and somehow get up, walk your ass to medical, and live. Outside of that, security's arms are pretty adequate in my opinion.
- Side-arms (small threats or a last resort)
- Carbines (medium threats, such as grems or rowdy assistants, the go-to non-lethal with lethal option)
- Both rifle variants (all lethal all the time, for bigger threats that you absolutely must use lethal force against)
- PEAC (utility weapon for mechs/IPCs)
- Shotguns (weird gray area between being utility with flash/tracking rounds, and lethal with lethals. Nobody uses beanbags.)
I agree that other departments like science should be involved, I just struggle to see how. Science can make some pretty scary things.
Generally speaking, I think everyone should be more open to escape opportunities. As it stands, if you're at gunpoint, you're at gunpoint. If you try and run away, you're running in a straight line which is perfect for shooting. Sana needs to go or be restricted to one, I'm sorry. Play around having no/little medical or pay the price for it; that's the trade off of being allowed the most powerful weaponry for existing. This PR by Fluffy seems like an interesting new addition that I like. Past that, it would be nice to have some more speed-enhancing tools that aren't hyperzine/coffee, which are pretty incredibly all-or-nothing. A good example is leg actuators that make you do a leap. I like those.
I like brutal and unforgiving mechanics in my SS13. BLACKSTONE was fun up until it turned into a giant murder-fest, since it's a downstream of an old Lifeweb-adjacent server that, while bolstering an extremely contentious community, had the best melee combat I've ever seen in the history of SS13 servers (I only played on BLACKSTONE, to be clear, I do not want to be associated with the server that was its upstream or Lifeweb in general on account of all that I see and hear about them). The only downside is they made it so getting hit once makes you stop for like a year (this is hyperbolic) so the person can hit you once and random-chance cut off your head in two slices (this is not).
Brutality in combat mechanics are something I want to see done more, because it not only makes combat feel satisfying so long as you have smooth movement and sufficient mechanics to accompany it, but because death is meant to be a common occurrence in a firefight, death isn't supposed to be fun. You shouldn't be tanking 10 high-powered rifle rounds in real life, and it's not like the plates we see given to antags/sec are made of some mythical material that eats them. It's the same reason I want players to be more invested in combat events along with me, because knowing that death is a very real possibility means you should not be running in willy-nilly acting like an idiot.
I know this particular section is a hot take, but that's just my thoughts. Less of a hot take is: it's only ever comically lethal because the presence of the ever-noncanon antagonist interactions means that deaths and injuries have no weight and thus people ignore pain far too often. This is why new canon missions are being introduced in June.
At the end of the day, I'm more curious than anything how this change would be implemented and how well it would actually work. The issue with making reliance on departments more common is you're nerfing one department to make them more likely to rely on others, which might not even be staffed, leading to the demise of security and everyone else. Really, cooperation would be more common if there wasn't an enormous "don't do this or you'll get bwoinked/warned/banned in extreme circumstances" barrier between the departments. Instead of making the "strong" area less powerful, make the less powerful areas stronger. Yes, including their opposition, if you really have to. Otherwise you're going to force people to conform to a playstyle they don't want and only do what's best for the situation for the sake of it.
A real life analogy would be when they were developing the original Team Fortress; they made it so the original Demoman could open up specific areas on maps for coordinated pushes and tactics, but because his kit was so unfun to use out of those vital passages for his team, people would just swap to him to get the job done and then go back to whatever they were playing prior to it. The same thing applies here. You're just gonna get more machinists/scientists who make shit for security to own antagonists because, worst case scenario, that's the only way security has a chance at whatever mystical antagonist team is cooking that day. Not everyone, and the rules will filter some of those people out, but definitely not all.
Agreed.
To close:
Security is a role that is often staffed by players who have had time to learn what the antagonist types are and how combat works; it is the role that is designed to teach you about combat and involve you with every single antagonist gimmick under the sun. They have gear that is meant to catch inexperienced and experienced gunmen alike, so it only makes sense that tools that are meant to bypass certain things (mechs, etc) are strong. Yes, the crew backs security up in many instances, but not always, and even if it was only 1% of the time security isn't backed up by everyone else, we need to compensate for that. As it stands, I've played security for a year straight with no breaks. I have also played group antagonists for a year straight with no breaks. Neither is inherently over the other, it's all coordination and skill based, but as Peppermint said, this shouldn't matter so much. If we have a group of 6 miscreants going after the disk or executing civvies without a very good reason they shouldn't be here in the first place, that's not what this server is.
We only play to win so much because at some point you run out of things to say on the 100th extended round. With eight(?) or so months between I think it was Cold Dawn and Silicon Nightmares, no wonder people start developing metas, because there's only so much narrative you can fit into news articles and talking about each other's days.
I could go on, but I run the risk of repeating myself.