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Remove Revenants from the secret rotation


DatSamTho

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26 minutes ago, DriedMilk said:

A solid gamemode once the tweaks are in, although it has a couple of things that I'm not a fan of:

-Light shattering ability that after a while the station just goes pitch dark because of how much it gets used. Perhaps change it to not shatter lights and instead disable them temporarily or gives other characters a debuff?

 

-Revenants having to vent areas of the station in order to get inside or using venting for combat/annoyance. This one is certainly hard to tackle on, but revenants actively venting places in order to target crew or to just get inside the station feels 'eh' to me, especially considering how unforgiving vacuum exposure is.

As far as 1. is concerned, I disagree. The lights being broken is an interesting situation that the station has to work around, and helps cultivate a horror atmosphere. One thing the crew can do to easily compensate for the darkness is to make cheap exosuits with floodlights.

 

2. Is valid, however. I'd recommend making it so revenants spawn within maintenance - right now, the only thing preventing the station from always getting vented is that some revenants are polite enough to create emergency shutter airlocks. This is not always the case.

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3 minutes ago, DanseMacabre said:

As far as 1. is concerned, I disagree. The lights being broken is an interesting situation that the station has to work around, and helps cultivate a horror atmosphere. One thing the crew can do to easily compensate for the darkness is to make cheap exosuits with floodlights.

 

2. Is valid, however. I'd recommend making it so revenants spawn within maintenance - right now, the only thing preventing the station from always getting vented is that some revenants are polite enough to create emergency shutter airlocks. This is not always the case.

Fair point with point 1 considering it's mostly my side that I find annoying havinng to strain my eyes in order to see the game (even the night lighting setting on the APCs makes me have to strain my eyes in order to see properly).

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2 hours ago, Camellia said:

The story is this;
Research has a portal from an alien civilization and they run experiments on it, this causes a weakening in the fabric of reality or something. This causes a few things;
Science needs to extract some mcguffin from the portal, let's say its a source of renewable phoron here.
Revs are reaching out into that slight rip in reality and are causing issues, minor ones at the start, this can take the form of brief power outages, communications being disabled, doors being bolted, Research levels being reduced, etc. Engineering has to fix these issues, Service has to export this material, this gives the station money that security can use to arm themselves, this opens up a lot of opportunities for the departments to get involved and feel a sense of dread.

Eventually, the revs breakthrough if Research hasn't prepared enough and what happens then is up to the players.
I'm thinking something like the necromorphs/markers from Dead Space here if further inspiration is needed.

I felt I should contribute with this counter suggestion, hopefully it's useful in a way.

I feel that the problem with that, is that you're not guaranteed to have research engineering or service. What if there isn't anybody in research? Do the revs just make station go boom while not rping for the first half an hour?

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