Snakebittenn Posted June 28, 2018 Posted June 28, 2018 (edited) tl;dr aspects lite. The above is an example from Polaris. A few mental and physical traits, I guess we could add some actually beneficial ones if we wanted to. The system could really be used for anything, but I think it'd be useful for allowing characters the debuffs we sometimes roleplay them with. (Like being short. Here is an image of the shortest possible human next to the tallest possible human. ) Edited June 28, 2018 by Guest
LordFowl Posted June 28, 2018 Posted June 28, 2018 If we were ever to do traits, it would be our own system and not a Bay-port.
Banditoz Posted June 28, 2018 Posted June 28, 2018 If we were ever to do traits, it would be our own system and not a Bay-port. What does this even mean? You know you shouldn't be reinventing the wheel.
Scheveningen Posted June 28, 2018 Posted June 28, 2018 Hard pass. Let's not become VOREstation with the character creation options. Keep it simple.
LordFowl Posted June 28, 2018 Posted June 28, 2018 If we were ever to do traits, it would be our own system and not a Bay-port. What does this even mean? You know you shouldn't be reinventing the wheel. It means that if we were ever to do traits it would be our own system. Not particularly complicated. This is not a matter of the wheel, nor reinvention. If we were to do something like traits it would not be like how Bay does it.
Kaed Posted June 28, 2018 Posted June 28, 2018 Hard pass. Let's not become VOREstation with the character creation options. Keep it simple. Invoking an unrelated server with a sour reputation to bolster your argument without really adding any substance? Geez, come on. Put in a little more effort if you don't like something. Adding additional character creation options isn't going to turn the station into a fetish pit. Frankly speaking, I sort of like the idea of a traits system because on a roleplaying-intended server, having more character customization is bueno. Why we'd want to 'keep things simple' when there is a whole array of potential mechanical complexities to add for flavour I can't fathom. I'm not entirely sure what that bit about not porting bay over is, though. I think I heard somewhere that a some devs were against porting content, but in an open source setting I'm not really sure why? Most ideas are stolen over from somewhere else anyway, even if we add our personal flair to things when we code them.
LordFowl Posted June 28, 2018 Posted June 28, 2018 When the suggestion is “Port Polaris traits” and my response is “No, we don’t need to port Bay’s trait system” the buck ends there. That’s all she wrote. I’m not making a grand philosophical statement on the metaphysics’s dynamic between the ported and the unported. The scope of my response is limited to the scope of the request.
Kaed Posted June 28, 2018 Posted June 28, 2018 Perhaps [mention]ParadoxSpace[/mention] should rephrase their opener to 'create an enhanced trait system, here is an example from polaris' so that there will be more potential receptivity here. Though it's a little laughable to expect that everyone would rather create an entire system from the ground up rather than picking apart someone else's work to get juicy titbits for their own.
Snakebittenn Posted June 28, 2018 Author Posted June 28, 2018 bay literally does not have a trait system. anyway. title and op updated.
Scheveningen Posted June 28, 2018 Posted June 28, 2018 (edited) Invoking an unrelated server with a sour reputation to bolster your argument without really adding any substance? Geez, come on. Put in a little more effort if you don't like something. Adding additional character creation options isn't going to turn the station into a fetish pit. Willing to bet money on this, actually, we all know the exact kind of caliber of characters that would gravitate to here just because the option is available. Would rather we do our own thing instead to actually fit the server, since the setting of Polaris and the setting of Aurora are two different mysterious and mythical creatures. Being 4'11" in-game is supposed to be unlikely to start with since being too short would probably get you passed up for certain jobs. Either way, these physical appearances add little difference to the game and are not really worth the effort of designing interactions around too much in terms of mechanical value. They only matter as much as the player playing the short/tall/whatever character is willing to restrict the character by in-character. The way polaris seems to stretch/compress sprites just to simulate height looks very awkward and sloppy, imo. Kind of clashes a lot with uniformity in design, really don't like it. Not sure if I'm a fan of the traits either. They don't look interesting/in-depth enough to me to be worth porting in my eyes. Edit: These normally wouldn't be a 'no' vote from me if the suggestion was more than just "port this", which it mostly isn't unless it gets edited at some point. My VP on it is that we should go nuts with depth or not at all. Edited June 29, 2018 by Guest
Sytic Posted June 29, 2018 Posted June 29, 2018 We also don't really need this. The tall/small traits look fugly on character models and the whole thing needs a dedicated system to work. If you have limited drawbacks for traits with some out-there ones, you get snowflakes abound. If you have an even split for balance, people start gaming the system as much as they can. Both of these things wouldn't work for our server. Hard pass. -1.
LanceLynxx Posted June 29, 2018 Posted June 29, 2018 I like the idea. Reasons? It's a role-playing game. Anything that makes a character more in-depth in a mechanical sense and not just fluff flavortext is a big + in my book. for instance, Sprite size differences for instance would make sense in combat, but could also affect movement speed and damage resistance, to name one small but significant change, never mind other less-obvious traits. "ugly" should hardly matter. The entire game looks like shit anyways, with barely any animations and horrible scaling. And that's just one example Like I said, more customization is always a plus, especially when it makes characters deeper with advantages and disadvantages, shortcomings and excellence in different areas. Even more so with MECHANICALLY ENFORCED RP. I can't stress this enough, how much we could use more of this. Yes, this is roleplay, but mechanics should limit what you can do or be, not the other way around. Big +11111 from me, I love these extra customization bits.
Bauser Posted June 29, 2018 Posted June 29, 2018 "Ugly" matters a lot. Anyone who thinks the game looks bad now has been defeated by the victory our current sprites have over historical SS13. It can get so, so much worse - and we should not invite the possibility. Traits like "small" and "large" are things that you can describe in your flavor text, without having to warp gameplay mechanics. Even worse if those gameplay mechanics are relevant to the meta, which things like healing and walkspeed and sprite size all are. I really like the idea of a traits system. But the traits shown in this example are super not doing it for me. ESPECIALLY the mental traits. Fear of spiders? Fear of the dark, and closed spaces? These are ways for you to roleplay your character, not buttons for you to press so that you don't have to.
Coalf Posted June 29, 2018 Posted June 29, 2018 I will agree on mechanical traits towards things that cannot be simulated by in-game roleplaying. I.e. flat damage reductions, hastened bleeding, metabolism as these things are basically held down by the game code and no matter how much I pretend I can't really bleed faster. HOWEVER, other things such as inaccuracy, wimpiness, slowness, etc etc. CAN be easily simulated by the player and in my eyes it's an important test of self-restraint, are you a bad enough dude to NOT click directly on the antag because it's not something your character could do? Further I'd remove specific percentages from being mentioned, vagueness prevents people from picking traits just so they can get a quick ticket to medical whilst knowing the exact number to keep it easily managed and not a problem at all.
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