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Disable Antag status for merchant.


DronzTheWolf

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Posted

I have seen it, time and time again, the Merchant plays antag and does nothing but do all the antagerry at their base where they're untouchable. Hide corpses at the base, and do everything they can to avoid generating RP by just taking their crime back to base where nobody can touch them. Remember merchant cults? I do.


I want to disable merchant antagerry because it's the easiest solution to "What do you do with a solo antag that can teleport back to base at literally any time to gank and/or recover from pain/injury, and can return to base without a round-end vote, and can get literally everything from Breacher suits to fucking PHASON mechs if they want."


The issue with merchant antag is that Merchant isn't balanced for the possibility of a merchant antag. You can only buy opeations funding, and use that to get a Breacher, an autoshotgun, and enough slugs to last you until the end of days.

Posted

I don't mean to insult you but I'll start off by saying that this is a sane nerf but not the best nerf you can do. It's easier to just prevent the merchant from becoming antag, and it's quite sane because 99% of antag merchants are absolutely fucking garbage and/or unrobust. I think it would be significantly better if merchant was nerfed or perhaps reworked to make merchant antagonism harder.


Alb is already making it so that upload consoles don't work on the merchant station, so that issue of last round is being fixed. I highly recommend making a player complaint against that person if all they did was fuck around with laws and do literally nothing else.


Another nerfs Is probably a delay in which how often a merchant shuttle can depart from the station. I think that it should take 5 minutes to warm up their engines, and then 1 minute for them to officially take off. You can't store that 1 minute to official take off charge because if you do not launch in the 30 seconds where the charge is stored, the engines will have to release all its stored energy and the entire process again.

Posted

Instead of punishing all merchants for 1 players bad antagging, why not come up with something interesting that solves the root problem. Besides being terribly annoying, a 5 minute jump time isn't going to solve the problem of the inaccessible station.


My solution is as follows: integrate the rarely used option to fax the Tau Ceti government. We all know the merchant operates outside of NanoTrasen authority, but not Tau Ceti's legal authority. When merchant does x thing, a warrant request can be sent to the government requesting a police/military shuttle be sent. Admins can then send a shuttle to a second dock just north of the merchant dock to pick up officers or whatever. It'd have a console that can bluespace it to the merchant station and dock. Boom, suddenly you have a lore friendly, non-nerfing solution to the problem of the inaccessible merchant station.


And if you're wondering why the government would allow a company's private security force to perform law-related arrests, you're looking too deep into it. It's a game, man.

Posted

Merchant should not really be a round-start antagonist. Conversion is fine, not much else is, though.

 

Instead of punishing all merchants for 1 players bad antagging, why not come up with something interesting that solves the root problem. Besides being terribly annoying, a 5 minute jump time isn't going to solve the problem of the inaccessible station.


My solution is as follows: integrate the rarely used option to fax the Tau Ceti government. We all know the merchant operates outside of NanoTrasen authority, but not Tau Ceti's legal authority. When merchant does x thing, a warrant request can be sent to the government requesting a police/military shuttle be sent. Admins can then send a shuttle to a second dock just north of the merchant dock to pick up officers or whatever. It'd have a console that can bluespace it to the merchant station and dock. Boom, suddenly you have a lore friendly, non-nerfing solution to the problem of the inaccessible merchant station.

 

No. This is all a horrifically overcomplicated and bad idea.

Posted

+1 The merchant is more or less untouchable, spends most of the time off the station and easily acquires a position where they are unassailable.

There's absolutely no reason to why the Merchant should be able to be chosen for an antag role when they effectively can choose how much they will interact with the station.

Posted

No. This is all a horrifically overcomplicated and bad idea.

 

It's literally a second dock that you just need to send a fax to reach the merchant station. It's a much better solution than to disable merchant antag status all together. Besides, merchant doesn't spawn every round, this suggestion is largely unneeded. I was offering a solution that actually adds gameplay, rather than removing it.

Guest Marlon Phoenix
Posted

I like the option of the station being able to assault the merchant dock with government docking codes.

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