Scheveningen Posted February 27, 2020 Posted February 27, 2020 This is technically a massive buff, which is why I don't have a PR up for it yet and want to gauge feedback first. Justification for the suggestion: to prevent anyone from metagaming the wizard and pulling off their hat to prevent them from using their more powerful spells. It's kind of lame this mechanic exists anyway on an HRP server where you cannot know that magical clothing is somehow the source of a wizard's power. Said wizard would not tell you this anyway. Adverse effect is that wizards flinging off spells while in cuffs will get gunned down faster. Most wizard spells are extremely powerful, however. I'm sure most wizards would rather go down flinging spells like a mad(wo)man instead of being left to languish in a cell muzzled all shift.
Garnascus Posted February 28, 2020 Posted February 28, 2020 Ehhhhhhhhhhhhhh 2 hours ago, Scheveningen said: Justification for the suggestion: to prevent anyone from metagaming the wizard and pulling off their hat to prevent them from using their more powerful spells. I am sure this happens because i personally have seen it too. I am super skeptical of it happening enough to warrant removing the clothes requirement because that IS a massive buff. You can wear a space suit without buying the gemstone spacesuit for example and no matter how many times you evade sec you can always jaunt away. So they will have to kill you and this might inadvertently make sec kill the wizard quicker because in the back of our minds we will know "there is no possible way i can contain this guy".
Scheveningen Posted February 28, 2020 Author Posted February 28, 2020 What's considered a worse outcome in your mind, getting your hat pulled off as a wizard to disable you from casting most of your spells, or sec deciding to escalate to lethals if they see that they can't catch and contain you? Actually curious, not a rhetorical question. The containment bit seems to be centered around the fact jaunt exists as an "oh shit" button that doesn't have enough of a cooldown to justify its power. Escape methods should still exist in my mind, but jaunt's very powerful.
Garnascus Posted February 28, 2020 Posted February 28, 2020 12 minutes ago, Scheveningen said: What's considered a worse outcome in your mind, getting your hat pulled off as a wizard to disable you from casting most of your spells, or sec deciding to escalate to lethals if they see that they can't catch and contain you? Honestly not sure. I mean ninja apparently does pretty well and they are essentially impossible to arrest non-lethally. Then when they do die most people back away because they know the explosion is coming. This might be worth trying but it would probably need some spells tweaked. I do at the very least think the clothes requirement is really really annoying because its not like a RIG suit or a module that offers an actual benefit. You just literally cannot function without them.
geeves Posted February 28, 2020 Posted February 28, 2020 i would be fine with this, if we remove some of the teleporting spells. spatial wizards are fucking awful to fight against. if you approach them to speak, they just whizz away.
Peppermint Posted February 28, 2020 Posted February 28, 2020 Balance would really need to be looked at tho. Some wizard archetypes are already aids to fight against, let alone with body armor/RIGs/whatever else on top.
Carver Posted February 28, 2020 Posted February 28, 2020 Isn't there an option to spend wizard-crystals or whatever the spellbook currency is to remove said clothing requirement? It's only an issue for those unwilling to invest resources.
Scheveningen Posted February 28, 2020 Author Posted February 28, 2020 Spending a spell point for it is pretty silly, is the major issue.
Carver Posted February 29, 2020 Posted February 29, 2020 How so? You're spending a resource to mitigate a critical weakness, it's no different than spending to reduce/remove a weakness in other roles. I'd rather not see a buff causing the role to become a ubiquitous yakkety-sax even more than it already can be, potentially making it quite hated in the process. The only suggestion I'd make to change/buff wizards would be porting Technomancers from Polaris, who can at least lock their source of power (battery backpack) on. In a similar vein, if you want to make wizard robes (not the gem voidsuit) take longer to remove, then that'd be a far cleaner buff that would still allow for capture but would require downing them for a length of time first.
Recommended Posts