DronzTheWolf Posted April 16, 2019 Posted April 16, 2019 I think that humans as a baseline aren't cool enough, so I figured I should suggest a buff. One thing about humans that really sets us apart is our unique ability to survive things we really shouldn't. People get hit by cars and walk away with nary a scratch, survive majorly traumatic head injuries with little to no brain damage, etc.. That should be mechanically reflected, so I suggest this: Allow humans to naturally heal from any basic injury that's stopped bleeding, even those past our normally defined natural healing wall, and to heal faster than the other races/species. This would make humans arguably the most powerful species because even if you're shot into crit, as long as you're bandaged enough to actively stop dying you'll eventually heal your wounds. Though you'll still have brain damage from the oxyloss and broken bones, so good luck with that.
Hendricks Posted April 16, 2019 Posted April 16, 2019 New Subrace: The Hard to Kill Human. Mechanical buffs: Rivals Dionae power. I am down. Why not? They are pretty boring.
JamOfBoy Posted April 16, 2019 Posted April 16, 2019 The boring-ness aspect is (kinda) being addressed with augments and biomods, whenever Fowl decides to actually work on them. This is a decent suggestion, but if both end up happening, I worry we might powercreep humans a little bit. What are your thoughts on this, and if you had to pick between this suggestion, being more durable, or biomods and augments, which would you go for?
ben10083 Posted April 16, 2019 Posted April 16, 2019 I feel this will destroy medical, as all injuries will be fixed in time with a bandaid and maybe surgery with internal dmg. Overall, I feel that perhaps it should be that humans have a higher tolerance before death (like instead of 100 brute being death, 150).
DronzTheWolf Posted April 16, 2019 Author Posted April 16, 2019 39 minutes ago, JamOfBoy said: The boring-ness aspect is (kinda) being addressed with augments and biomods, whenever Fowl decides to actually work on them. This is a decent suggestion, but if both end up happening, I worry we might powercreep humans a little bit. What are your thoughts on this, and if you had to pick between this suggestion, being more durable, or biomods and augments, which would you go for? Arguably, with augments and/or biomods, this wouldn't be necessary. Depending, of course, on what they can and can't do. I'd rather have those than these, because biomods are already a thing in lore.
Hendricks Posted April 16, 2019 Posted April 16, 2019 I think giving a higher death cap is a pretty cool idea, just makes them slightly more robust which is pretty fair I think for not really specializing in any mechanics.
mwhit030 Posted April 16, 2019 Posted April 16, 2019 What if instead of regenerative abilities, humans are given a temporarily lowered pain threshold so that they could keep fighting/running away longer than usual? That way humans would seem more resilient, while also not lessening the severity of injuries in the long run.
Scheveningen Posted April 16, 2019 Posted April 16, 2019 We don't really need additional changes to humans right now. Humans have some of the best alcohol tolerance in the game and they exploit it perhaps moreso than the other species. Apart from that, they're the most balanced and have no strengths nor weaknesses. Aside from their blatant ability to abuse alcohol to their advantage, of course. 1 minute ago, mwhit030 said: What if instead of regenerative abilities, humans are given a temporarily lowered pain threshold so that they could keep fighting/running away longer than usual? You probably mean higher pain threshold, not lower. A low pain threshold means you drop to the floor faster than other people when receiving a blow of equal force.
Kaed Posted April 16, 2019 Posted April 16, 2019 (edited) I wish people would stop trying to give humans extra bells and whistles. They are the neutral starter race they don't have any special benefits or weaknesses, add in addition to what delta just said about alcohol tolerance, they are in the unique position of not having to give a crap about lore, unlike everything else. That's their real benefit and strength, that literally anyone can pick them up and play them without having to worry about roleplaying them wrong, as long as they're not a complete idiot. If you want to play something less 'boring', apply to a Xeno whitelist. It's really not hard. Edited April 16, 2019 by Kaed
mwhit030 Posted April 16, 2019 Posted April 16, 2019 15 minutes ago, Scheveningen said: You probably mean higher pain threshold, not lower. Whoops, I meant higher pain threshold, my bad.
ComradeCorbyn Posted April 16, 2019 Posted April 16, 2019 Hot. Often times, when I'm not playing as my synthetic, I feel overpowered and overwhelmed by all the Xeno abilities and cool stuff while I just stand there and observe, being a stinky human. Would be neat to have this, either as a higher pain threshold or just healing faster.
Munks Posted April 16, 2019 Posted April 16, 2019 This is garbage and overpowered. The advantage of human characters is you get to wear certain advantageous equipment, be Captain (or canonically promoted to other command roles if you get that far), and be immune from institutional discrimination (which is only as meaningful as the playerbase is willing to actually roleplay the setting). Thats all you need as a species advantage
ComradeCorbyn Posted April 16, 2019 Posted April 16, 2019 (edited) 1 2 hours ago, Scheveningen said: 2 hours ago, Scheveningen said: Humans have some of the best alcohol tolerance in the game and they exploit it perhaps moreso than the other species. I don't think that's necessarily that helpful for the species. 5 minutes ago, Munks said: This is garbage and overpowered. The advantage of human characters is you get to wear certain advantageous equipment, be Captain (or canonically promoted to other command roles if you get that far), and be immune from institutional discrimination (which is only as meaningful as the playerbase is willing to actually roleplay the setting). Thats all you need as a species advantage That would be nice and all, but that mostly doesn't exist. Captains aren't one-hundred percent human now, and most Heads of Staff are non-human. Additionally, institutional discrimination almost never occurs - and when it does, people white knight and call it out in an instance, likely just leading to an arduous IR. CCIAA aren't ICly biased either. Edited April 16, 2019 by ComradeCorbyn
Munks Posted April 16, 2019 Posted April 16, 2019 (edited) Then maybe the CCIA system should be reevaluated because not only did it destroy the tradeoff of being a guwan and not having to properly RP a unathi but also the intended advantage of being human. Maybe it's lowered our quality of roleplay Edited April 16, 2019 by Munks
Snakebittenn Posted April 16, 2019 Posted April 16, 2019 2 minutes ago, ComradeCorbyn said: CCIAA aren't ICly biased either. ..Why not? It'd be a lot more fun and impactful if they were.
ComradeCorbyn Posted April 16, 2019 Posted April 16, 2019 (edited) CCIA isn't the problem, and we aren't going to be biased anytime soon. I don't think it takes a genius to predict that in an Incident Report, where your character can be permanently removed from the server - however many hours you might have - is just removed because "oh, you're tajaran" isn't exactly nice for both the player, and the inevitable staff complaint. EDIT: However, I'll relay your suggestions regardless to Mofo. Edited April 16, 2019 by ComradeCorbyn
Munks Posted April 16, 2019 Posted April 16, 2019 (edited) 4 minutes ago, ComradeCorbyn said: CCIA isn't the problem, and we aren't going to be biased anytime soon. I don't think it takes a genius to predict that in an Incident Report, where your character can be permanently removed from the server - however many hours you might have - is just removed because "oh, you're tajaran" isn't exactly nice for both the player, and the inevitable staff complaint. Just because you're not willing to actively enable and support the existing benefit of being human doesn't mean that benefit isn't there, or intended. Humans have advantages and they don't need to be made super difficult to kill. If the intent is to remove the IC oppression of xenospecies then let aliens be Captain already. Then maybe we can talk about making humans borderline invincible because they're just not snowflakey enough and clearly entitled to their own special mechanics Edited April 16, 2019 by Munks
ComradeCorbyn Posted April 16, 2019 Posted April 16, 2019 1 minute ago, Munks said: Just because you're not willing to actively enable and support the existing benefit of being human doesn't mean that benefit isn't there, or intended. Humans have advantages and they don't need to be made super difficult to kill. It's not my decision to make, and the benefit doesn't exist if nobody does said benefit. None the less, we need something at least to set humans a distinction between others rather then just the ability to "look, I can run long distances on a space station but that doesn't matter because why would I need to run across half the station?"
Munks Posted April 16, 2019 Posted April 16, 2019 Just now, ComradeCorbyn said: None the less, we need something at least to set humans a distinction between others rather then just the ability to "look, I can run long distances on a space station but that doesn't matter because why would I need to run across half the station?" Why?
Ornias Posted April 16, 2019 Posted April 16, 2019 (edited) I'd tend to agree with Munks, despite his presentation. The benefits of being a human are roleplay-oriented; you're far, far more trusted than anyone else bar Skrell, whom you are naturally physically dominant over. I think it is quite upsetting to hear that there's no level of bias in CCIA - though I think, again, it comes from no-one really being clear what it is CCIA is meant to do. The original suggestion feels WEIRD. Yes, humans can survive a lot of shit, but they don't cover from it over the course of an hour naturally. Just lower their death point to -150 if you want to represent that kinda thing mechanically. Also, 29 minutes ago, ComradeCorbyn said: That would be nice and all, but that mostly doesn't exist. Captains aren't one-hundred percent human now, and most Heads of Staff are non-human. Additionally, institutional discrimination almost never occurs - and when it does, people white knight and call it out in an instance, likely just leading to an arduous IR. This is upsetting and indicative that we have an issue. We need to fix this; not try to make up for it mechanically. There are still people out there discriminating, and it should be more low-key as a rule of thumb, but we should encourage people not to white-knight, if only because of how unrealistic it would be in our setting considering how commonplace xenophobia is. Edited April 17, 2019 by Ornias
ComradeCorbyn Posted April 17, 2019 Posted April 17, 2019 Make a policy suggestion. I digress, we're hijacking this thread now.
Itanimulli Posted April 17, 2019 Posted April 17, 2019 I really don't give two craps about the whole "Well they have an advantage because of IC bias" because that's kind of whack IMO. Alcohol tolerance, too. I really don't see that as anything other than a roleplay athstetic. When does it....ever....come in handy? Like ever? I will say I'd be more onboard with pain tolerance than....buffing resistances to certain damages. As it stands, I'd much rather wait, altogether, for actual lore-based biomods, because they're just cooler overall. I really don't understand the whole athstetic of healing so fast. That's what medical is for.
Crozarius Posted April 17, 2019 Posted April 17, 2019 As an Unathi player, I can say that you Humans also get to sprint for more than 2 seconds. You can also wear gloves and shoes without hassle, etc. Furthermore, why do these things have to be balanced? This isn't Dota, it's a HRP server.
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