
TrickingTrapster
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Everything posted by TrickingTrapster
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What I meant was not make blobs vulnerable from diagonal sides, just don't make them suck you in from that position. The blob can still hit you diagonally, no issues there. Just don't suck people through two girders with no way of escape because RNG decides to be a prick.
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Most of those suggestions are good, Kaed, but until, at least I think, we have the new map, we don't have geneticists. The debuff should cover neatly, though, if we do it right.
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Yeah, Jen, I know. I'm just throwing ideas out there that may or may not work and give other people ideas. And trying to be a bit original while I'm at it, not looking at other servers. How about making the disability chance around 95% instead? Only a loooow chance you get a perfect clone. Even though a solution should be found for the "rebuild the genetics lab then" issue. It should not be that easy. Adding a rule about cloning won't work either, because that would fall under the category "forcing to play a certain way".
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There's half the problem though. We want to enforce a change that lasts through every single round, regardless of jobs occupied. If it's a head of staff deal, what would happen in a round with no heads? We're mostly thinking of a way to prevent medical from turning into a cloning factory when sec engages the mercs for example.
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Possibly, Susan, except players will not change if you don't change something around them. We basically need to force a change here or nothing is going to happen.
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Okay, so this might be either a really stupid or a very good idea. How about, when cloning, instead of a fully functional body, you get a body in stasis with only the heart and the brain inside. Since they are in stasis, they won't receive damage yet from lack of organs, which also drop out of the pod and have to be surgery'd in. This would give doctors a limited window to "process" the new clone, and they will die if they fail, putting more pressure on the doctors and preventing the merry-go-round of cloning sec. As soon as the stasis wears off, and the clone doesn't have their lungs put in, for example, they will suffocate quite fast. That sort of thing. Just an idea I just got.
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One more way I thought of is by restricting the cloning area. Like, clonings can only happen on the bridge. Roboticists are often needed to go with heads of staff into the AI upload, so why not doctors on the bridge for cloning.
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Player complaint Riqplay_Dagasd
TrickingTrapster replied to DatBerry's topic in Complaints Boards Archive
Right then. This ended up being short and simple. I have spoken to most people that posted in this complaint. And I have talked to Riqpley. As it turns out, he is fully aware of this complaint and has been purposely trying to improve his behavior, and deleted Sanu'dra altogether. He acknowledges the complaints made against him here, and there have been reports of him improving. As such, I will not take any admin action against him, but I will ask people to keep a watchful eye for potential slipping back into his old behavior. That is all. -
Player complaint Riqplay_Dagasd
TrickingTrapster replied to DatBerry's topic in Complaints Boards Archive
I've seen this complaint lying around for long enough, so I'll be the one to resolve this. I'll do some digging and come up with a verdict. -
Rounds taking longer is at least for 70% a good thing. Malf AIs actually getting a bit of decent research in, vampire getting their blood up to speed in less of a rush, changelings having less need to murder everyone they see just to get their points in time. I think it would benefit a lot, actually, since most, if not all, antags need to good bit of buildup, for which 2 hours is not enough. Of cours,e I can't speak for extended rounds, but I'm quite sure that will sort itself. If the round is boring for the people playing, they will end it with a vote. I think it's a positive change.
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[2 Binned] Doing Something About Cult
TrickingTrapster replied to TrickingTrapster's topic in Archive
I'd rather have conversions and capturing come from good RP rather than being robust at mechanics. Which is something the cult mechanics are almost opposed to, at least from my perspective. -
Actually, ninja spawns with a contract uplink and can take contracts just like traitors can. If they get their hands on bluespace crystals, they can even order things just like traitors. But yes, like several other antag types, I do think ninja could use more roleplay and less combat tools.
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Yeaaaaah, I agree with the notion that blobs should not be able to suck people in diagonally. Attacking is fine, no problem there, just don't bullshit me all the way in there just because I passed a blob diagonally for half a second due to no maneuvring space. On that note, isn't the blob dealing a bit much damage? I have seen it way too moch, then if it touches you once, it imediately, on the spot, breaks one of your arms or legs. The RNG on that is either ridiculous or the damage is too high. It's even worse for borgs. I can almost guarantee the chance for them to lose their power cell after a single hit could be around 75%, if not higher. That's just... Bad. Why is that even a thing. You'd think the armor plating would absorb a blow or two before the blob got to components.
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Eh, it's not needed for excess chemicals, since you can filter those out using the pill machine either way. Also, quite sure water is supposed to be in a limited supply in space? Not sure why sinks are unlimited in the first place, making water tanks a liiittle useless.
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Ranged Weaponry for Cultists.
TrickingTrapster replied to Butterrobber202's topic in Completed Projects
Mmmmm. Honestly, I don't think cult needs any more offense. For real, they can already practically irreversibly take manpower from the crew and add it to their own. And the fact that it's hard for the cultists to convert people to their side is usually due to the way the cult goes about its business, which is most of the time GIMME DA GREENTEXT-ish. Honestly if the cult started playing smart and RP-like rather than brute force mechanically I think they can get a lot farther. -
Hmmm. Personally speaking, I reaaaally don't like any "must murder" gamemode. Killing should honestly always be an option, and never be a requirement. Hell, even cult and changeling don't need to make a single casualty to make the round fun if they play their cards right. Granted, it's rare to happen, but that's more on the players than anything. As I read this the impression I get is "you must murder and have no other choice". Not sure if I would ever enjoy such a gamemode. Especially if there is no way to turn someone back afterward.
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The Aure, Mechanically Unique Primitive Species
TrickingTrapster replied to WrongEnd's topic in Archive
I dunno. I like bats. Buuuut as for adding them as a race, well... I guess if we could add more races whenever we wanted we would have more than we have right now. Like was said earlier, it's just not possible to add another race without removing a current one. None of which are depraved enough TO remove. And when saying "remove", it's meant to be removed from playable races (human, unathi, tajara, skrell, IPC, vaurca, dionaea). Which is not going to happen. On top of that, coders are way, waaaay too busy with other important things just to code another race. And, speaking personally, I'd rather see slime people become an actual race than bat-people, however cute as bats may be. Or at least not baldify them when turning. -
[2 Binned] Doing Something About Cult
TrickingTrapster replied to TrickingTrapster's topic in Archive
Maybe, nanako, but this might invite a system of asking LOOC "Can I have a turn?". Might want to think about a countermeasure for that. But I mean it when I say cult could use buckets more of RP-oriented things, rather than only super-duper-ultra-useful spells. Have a bit of flavor, let people get creative with it. -
[2 Binned] Doing Something About Cult
TrickingTrapster replied to TrickingTrapster's topic in Archive
Yeah, soulstone is shitty and needs to be made unshitty. On that note, I still think cult can use a few more RP oriented spells. As far as I know, every single spell in the cult book has a strictly mechanical use. Make a few flavor spells, to give the cultists the option to, oh, I dunno, RP in a RP game a bit more with their gimmick. Things like sounds, ominous lighting, ghost projections. Something to instill fear into the crew and have them say LOOK HERE IS YOUR SALVATION rather than GET OVER HERE FOR GREENTEXT YOU. This would also allow for - dare I say it - Enjoyable Peacecult. (Slander!) I have the firm belief that any type of antag can be done without maining or killing anyone, as long as people are creative and get some time to RP it. Usually though, one or both are absent, causing most people to make memes of the situation. Onto the second matter, I feel like I need to explain this a bit. Like with your suggestion on the malf updates, my great big concern here is there is no reliable way to turn people back once they are converted, leaving soulstoning and being forced to become a construct when you REALLY don't want that to one side. I know the chaplain can do this mechanically, but I have seriously NEVER seen a single cult round where that happened. Which is partly a good thing because it shows people don't metagame, and partly a bad thing because not enough emphasis is put on it. Maybe give the chaplain some more importance? Feel disturbances in the air? Even though that won't do much if there isn't one. There should be a more reliable way to turn people back, because right now, it's not technically, but practically irreversible, and that is why I have such a problem with getting converted. Plus, cult is really the only gamemode that forces you to work for them, every single other mode, with exception of vampire I guess, which is not an issue, allows your character to remain with their own goals while being a hostage/thrall/victim/whatever. Every other gamemode does NOT change your character, it changes the situation they are in. Cult, on the other hand, decides FUCK YOU and decides to change your character. That's just a huge no-go to me. -
Yeah I'm not too up to date myself on IPC lore, and I don't have a whitelist on them, but as far as I can see that would be a good solution. Just nothing too permanent, there's adifference between borgs and IPCs for a reason after all.
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The biggest problem I'd have with "slave-lawing" the IPCs is that I don't see a way to un-slave them afterward, and the fact that they generally just become a downgraded borg. Also, with what I meant by "like the dominate command", it meant that it would be wireless, AKA no APC needed, and just essentially can be done without the target standing still, but at a bit longer cooldown that the vamp dominate, what with the AI being all seeing and everything. Or, you could add a bit of a generous buffer between an IPC charging and leaving the APC. Just saying that permanently slaving IPcs is a bad thing because, people wanna play robots without being slaves like borgs. Pretty sure that's the reason I would play an IPC anyway.
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Hmmmm. I generally agree that malf could use an update, and most of these suggestions are fine, but I take a bit of an issue with hacking IPCs. I don't think turning them into slaves is very fun for the players playing them. Maybe make it work a bit more like a vampire dominate command, in which the AI enters an executable line into their code that they have to execute then and there, before their systems purge it back out.
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[2 Binned] Doing Something About Cult
TrickingTrapster replied to TrickingTrapster's topic in Archive
Eh, Kaed, not really. What is happening is, I presented my idea, and people presented why they agree or disagree with it. I then respond explaining why I do not agree with their reasons for disagreeing, which prompts another response, and so on. Of course, the entire point of a suggestion is to get people to agree with you to make it happen. I don't get why you're going against that. As for a response to your opinion, well. I find there to be a difference between choosing to play something, and being forced to play something. I would completely and utterly hate xeno gamemode, but luckily our server doesn't have it enabled by default, so I don't have to. As far as I am aware, cult is literally the only gamemode outside of wizards being pricks that, here's the word again, FORCES you to play something other than you signed up for. A wizard using horsemask? Your character is still your character. Mercs or heisters kidnapping you? Your character is still your character. A changeling transform stings you? Your character is still your character. Cult converting or soulstoning you? OOPS sorry now you cannot be your character anymore. And I think that is the biggest reason people, subconciously or not, metagame against cult. They signed up to play their character in differing situations, not get transformed in a slave that has small to no RP potential(constructs). And, if you think my earlier initiate/acolyte idea doesn't work, alright, you can think so. Let me present another idea then, to change cult. How about balancing it so that there is no need for conversion at all? Just the starting few cultists being able to hold their own against the crew. You also said something about doing something different when it happens. I have a few problems with this. One, I appreciate when antagonists put effort in "getting" my character. Except then, my entire want for RP is utterly decimated and I can't play anymore. This then, has wasted both my time, the cultists's time, and the cultists' effort. If I keep playing however, it's a slog and it will be subpar and no one will like it. My second problem with it is, I set time aside to play this game specifically. NOT watch a movie, get a meal, etc. Now this time is going to be wasted because of an arguably terrible mechanic in an arguably shitty gamemode. Besides, 30 minutes is just too long to be incredibly boring, yet not long enough to do anything fun at all. And the fact that you cannot be cloned when you get soulstoned is also 100% shitty in my opinion, even when you ghost to get out of it afterwards. -
Reading through this, it seems to have some ties with my suggestion to change cult up. I myself would ask the question here, why are there so many combat mechanics incorporated into a gamemode for a server that is built on slower roleplay? I could go into detail here, but I already did in my posts on that topic, so I won't. All I will say is that I think the problem lies in the execution of the cult mechanics, rather than player mentality or concept.