Jamini Posted March 24, 2015 Share Posted March 24, 2015 I'm going to preface this real quick. This isn't a complaint! I repeat. This is not a complaint! I will say this. Merc rounds of late have gotten... boring for me. Formulaic. The same shit every time. While yes, the standard "blow everything up" does keep the round exciting at times... I'm finding myself getting kind of bored with merc on Aurora. It's the same >Quiet 30 minutes >Telecomms blown up/Teleporter stolen >Some things stolen >Operative spotted >Hostages taken >ERT called >Bombs detonated >Banter over comms >Operatives bug out so they don't die. It's getting kind of... boring. At least to me. I'd, personally, like to see a little more variation, both for the operatives, and for command. So, I have a few suggestions for everyone, this includes myself. I am as guilty as anyone else for bad nuke rounds. This applies to everyone who plays nuke on both sides, for the sake of making what can be a very fun team-antag round even more fun and interesting. Operatives Part of the removal of objectives from nuke, directly from the person that did it in the first place (That would be Zuphayr) was to free them up a bit from the syndicate/need to blow up the station. To let them do oddball things, like be waffle salsemen... or traveling entertainers...or cannibal chefs...or refugees from a station that NT "amputated"...or corrupt, but legit, inspectors from Central. A breath of variety and change to what is probably the most formulaic mode in SS13 (except maybe Mutiny) So... can we try it? I'd like too, as a community, see us make a concerted effort to think of interesting and fun things that merc teams can do and actually try and implement them. I know on Bay it's pretty common for mercs to talk in LOOC about what shtick they want to do before they start. Sometimes it fails, often there are disagreements, but just as often you get some truly epic rounds from it. You don't need to be afraid of losing as a merc. Your role is to make fun for the whole crew, isn't it? It's worth dying or losing, if the community says at the end that they had a fun round. Or at least it should be. Things I would like to see Operatives do 1. Talk quietly at the beginning of the round. Work out a story, from simple, to complex. 2. Work out concrete goals. Try and make your objectives tricky, and something the crew actually cares about. Nothing is worse than a round where the operatives are not seen at all. Difficult goals are better than easy ones. 3. Try and trust the station staff a little more. Hostage trades are possible. I've done them in the past as a Vox, and Merc. Yes, it's frightening, but trading people you capture back in good faith can make for very interesting, tense situations. 4. Don't bug out at the first sign of danger. You can win against an ERT with proper tactics/communication, or you could even try and bargain with them. Remember, you signed on as an operative. Be willing to risk yourself for your goals. 5. Don't take what you can't keep. If you can't keep a hostage entertained/alive, why are you bringing them back with you? 6. Don't be afraid to limit yourselves! Working around voluntary restrictions can be fun! Command and Security and ERT The second half of the nuke equation, command and security can be... problematic sometimes. We are very, very quick to call the ERT on Aurora as a whole, and I am just as guilty of doing this as anyone else is. People talk big and act big, sometimes bigger than they should when the situation doesn't call for it, or are just flat-out excessively oppressive. Things to keep in mind as Command and Security 1. Remember, operative doesn't necessarily mean hostile. Armed doesn't necessarily mean dangerous. Use actions, rather than assumptions and meta, to guide how you respond. 2. Give non-standard operatives a bit of room to work with! If the ops are going out on a limb and trying something funky/nonstandard, try and roll with it! The best way to ensure a violent, bloody, boring round end is to be a dick to a merc team that is trying to do something cool. Worst case? You get punked for it. That's no different than dying to a standard operative team. 3. The ERT should be a last resort. Yes, I know Icly operatives can be really scary. But really; unless you have severe casualties, extensive damage, or station-destroying threats you should stay your hand on the ERT and try to work with what you have. Holding back a little can make the round much more fun for all involved, and that's why we play. Not to win. 4. At the end of the day, remember that everyone loses eventually. Yes, it can suck and tempers can be high at the end of a rough round. However once things end, for better or for worse, it's best to move on. Dwelling on a bad operative round, for you, isn't good for anyone. Administration Hoo boy, I'm opening a can of worms here! I'm sure some of you will probably completely disregard this, or scoff at it but... Try and help the operatives a little bit! Nonstandard merc rounds can be ridiculously fun for everyone involved. If the mercs want to try something cool, why not pitch in and help them a little bit? Giving "cannibal space chefs" a bit of equipment to help with their disguise, or making "suprise vox synicate joint commission!" teams could be very fun! kikikiki! Possibly giving teams that are having trouble thinking of a good plan some gentle guidance, as experienced players, would not be remiss either! Some Ideas So, that's about it! Again, this isn't really a complaint. More of a request/suggestion for everyone than anything. Next time you get op, why not try something cool and interesting? The worst case, you fail miserably and everyone complains like they do anyway, right? Anyway, I'm going to close with some ideas that you can read over, discard, or feel free to add too. 1. Asylum Seekers -Premise: You are traitors to the syndicate. You are low on fuel, oxygen, and food. Convince the station to give you safe passage to Odin and pardon you for your crimes, or steal enough supplies to escape. -Self-Limitations: You can only move the ship three times after the initial landing. -Goal: You must either be given asylum by the station staff, be smuggled into Odin by the crew, or aquire 500units of plasma, 5 full oxygen canisters, and significant quantities of food. 2. It's Payday, fellas! -Premise: You are a team of professional thieves.Minimize damage, maximize payout. -Self-Limitations: No bombs. -Self-Limitations: Try and be a Payday reference, and bring your bank-robbin' masks -Goal: You must infiltrate the station and successfully steal the contents of the vault, 11 levels of research, and a significant quantity of slime cores. 3. We come to sell... Waffles -Premise: You are exactly as it says on the tin. Waffle salesmen of the 25th century. Who knew that they'd be packing heat and selling LSD-laced goodies! -Self-Limitations: Minimize casualties -Goal: Sell dat fukking waffle! 4. Inspection Team -Premise: You are corrupt inspection/IAA officials from Odin, and intend to shut the Aurora down and seize it's plasma reserves. -Self-Limitations: You may not use weapons unless attacked. -Special: Administration needs to legitimize you -Goal: Close down at least three departments, shut down the station, seize as much of the station plasma as you can. 5. Emergency Fuckup Team -You are an Emergency Response team! Wait, why were we called? There's no alert? Are you SURE? We better make sure! -Self-Limitations: You must act as inept as possible at anything but robusting. -Self-Limitations: Try NOT to bomb people! Your the EFT after all! -Goal: Get a real ERT called, then arrest them as impostors. 6. Bluespace Technical Assistance -You are assistants to the legendary (and imaginary) Bluespace Technician! You've been called to investigate all bluespace devices on the Aurora! -Self-Limitations: You are actually legitimate! See if the crew meta you as ops! -Special: Be a bit dickish, ICly, to get the crew to hate you enough to resist you. -Goal: Gain access to telecomms and science 7. Transfer of Command -By any means, try and have the operatives take the place of the command staff of the aurora. -Goal: Become the commanders of the NSS-Aurora. -Feel free to add your own! Quote Link to comment
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