keinto Posted April 8, 2015 Posted April 8, 2015 From what I've seen and experienced, vampire rounds always end up being pretty boring. Even with two (I think that's the limit with our average player number), there isn't much involving the crew during these, and I don't think it's the antagonists fault. It's hard to become a powerful vampire to the point where you can start interacting with the crew and be able to fend off against Security without firstly killing a bunch of people, unless you work in a department that enables you to acquire protohumans easily, and monkeys too? (Forgot if monkey's blood works) What I propose is to increase the number of vampires at the start of the round. Normally, I'd say we begin with an verage of 15 players ready, but several more join right after round start, making the mechanic of "x amount of ready'd up players equals x amounts of antags" somewhat useless. The number that I would like to increase it to is at least 2 to 3 per round with the minimum amount of players needed for the gamemode, whatever that is. In my opinion, most of these problems also apply to changeling rounds as well, but Vampire is the one where it does get annoyingly slow. What do you think?
Vanagandr Posted April 8, 2015 Posted April 8, 2015 So, something like Autotraitor, creating more vamps to match an increasing crew?
Guest Posted April 9, 2015 Posted April 9, 2015 Maybe give the vampire the ability to make more vampires by using a special power that takes a lot of blood? And then they can make a vampire coven thats sired to them :3
Vanagandr Posted April 9, 2015 Posted April 9, 2015 Maybe give the vampire the ability to make more vampires by using a special power that takes a lot of blood? And then they can make a vampire coven thats sired to them :3 His complaint, as I understood it, is that by the time a vampire has enough blood to do something like that the round's already mostly over.
Jamini Posted April 9, 2015 Posted April 9, 2015 Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource.
Serveris Posted April 9, 2015 Posted April 9, 2015 Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource. Perhaps lower the blood costs for powers? Or provide vamps with more starter blood?
Jamini Posted April 10, 2015 Posted April 10, 2015 Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource. Perhaps lower the blood costs for powers? Or provide vamps with more starter blood? Doesn't change the fact that they need blood to get going at all. Nor the fact that once a vamp is caught, the antagonist part of the round is over.
Alberyk Posted April 10, 2015 Posted April 10, 2015 Maybe give the vampire the ability to make more vampires by using a special power that takes a lot of blood? And then they can make a vampire coven thats sired to them :3 I like this idea, we should do it.
Valkrae Posted April 13, 2015 Posted April 13, 2015 We should go about fixing the bugs with the Vampire abilities in general. Vampires are waaay weaker than 'lings when it comes to this. And as such, the Vampire rounds tend to be really boring up until a five minute gun fight in the hallway, followed by immediate transfer.
duck Posted April 13, 2015 Posted April 13, 2015 As far as I know, vamp abilities should be working now. I don't really get how people are messing up vampires though. They've basically got a more spammable area parasting, and hypnotize prevents calling for help over the radio. I did nerf glare-- it would have radiosilenced people previously but I thought it'd be overwhelming maybe. Could add that back? They're kind of already ganking machines. Fully drain one body and you get-- thermals! Plus shapeshift and cloaking, which does not really work. Okay. I can see how we might want to move some useful stuff here. Drain two. Bats, screaming, the ability to give people space cancer with a touch. Shadowstepping. You start getting your big guns here. Admittedly, I kind of nerfed scream maybe a little too hard-- it costs 90 blood. It was originally like 30. Should it be dropped to like 45? This would give vamps a very possibly stupid amount of firepower. Oh, and your rejuvenate starts to heal you. Drain three and you get jaunt and enthrall, which makes you a threat roughly on par with a wizard-- as long as you have blood. Sip a fourth and you get the full xray vision, plus being able to resist the chaplain's null rod and use vamp powers in the chapel. If vamps start killing, they'll get a lot of power and fast. If they take babysips, it's going to take a long time to get to the point where you can, say, put down an entire security team. Which powers should be moved where? Should we decrease blood costs? New power suggestions?
K0NFL1QT Posted May 16, 2015 Posted May 16, 2015 Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource. Bahahahah! A Vampire has everything they need to incapacitate and kill another character right from the start. Glare -> Cablecuffs -> Headset Strip -> Drain to death. The good vampires are the ones that let you live. I honestly don't play Vampire enough to say whether or not we need more of them. I remember a good Vampire round, a lot of Glareganks and almost always getting torn apart by those bats.
Jamini Posted May 18, 2015 Posted May 18, 2015 Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource. Bahahahah! A Vampire has everything they need to incapacitate and kill another character right from the start. Glare -> Cablecuffs -> Headset Strip -> Drain to death. The good vampires are the ones that let you live. I honestly don't play Vampire enough to say whether or not we need more of them. I remember a good Vampire round, a lot of Glareganks and almost always getting torn apart by those bats. And this is different from lings how? Silence Sting > Armblade thrice > Cablecuff > Headset Strip > Eat. High-end lings are just as bad as vampires too. Death sting, lots of alternate identities, and greater form, etc.
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