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Quadruple(or more) all gun/projectile damage


kyres1

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Posted

I think lethality should be increased, in whichever and whatever way we try it.

I can think of many situations where I'd be involved in a firefight or whatever, and even without armor, come out with minor injuries. A few days ago I'd got hit with a PEAC round, and basically just shrugged it off.

I think I'd even say, I'm more afraid of falling down a elevator, or running out of air, than being shot at. (Though I rarely play security, so if I do get shot at, it's a hostage situation, or a stray bullet, or the like.)

 

14 minutes ago, Rookie Eyes said:

I agree that combat should feel more dangerous, and punishing; however, I don't think the answer is to make it more immediately lethal. I don't think it's fun for anyone to get clicked into a twenty minute wait, clicked into lying-on-a-surgery-table-for-the-rest-of-the-round-RP, or to have other types of RP interrupted by trigger happy antags/security. I'd be more in favor of what Oolong suggested, or something similar.

If anything, increased lethality would potentially make these bad situations less common. Especially the RP interruption part - if a shootout is lethal, it'll end quickly, and not drag out around the whole ship. Personally I'd also rather just die and watch the rest of the round as a ghost, rather than suffer the X minutes of surgery, and then Y minutes of recovery.

Posted

You may speak for yourself on that, I'd rather have a surgical recovery than have to wait out upwards of 1h30m to play again where I may as well then log out and play another game in the meantime because an antag decided his gimmick is gank - or security smelled a bad air and decided that's good justification to bring out .45s.

PEACs being poor vs personnel is something I'd hope remains given you shouldn't have Security bringing out an anti-mech/anti-IPC weapon on every single engagement of note.

Posted
On 11/07/2023 at 08:27, Dreamix said:

If anything, increased lethality would potentially make these bad situations less common. Especially the RP interruption part - if a shootout is lethal, it'll end quickly, and not drag out around the whole ship. Personally I'd also rather just die and watch the rest of the round as a ghost, rather than suffer the X minutes of surgery, and then Y minutes of recovery.

This is literally never the case in any server that tries it. Suddenly combat becomes a game of "gotcha"s where you try to do any slimy trick possible to click the other guy and instantly kill him first. Literally nobody wants to play a game where the first person to aim hand (which currently and even after this will not have ANY non-antag armor) with a rifle-sized gun and shoot the other guy instantly wins because now 70% of guns in the code are unusable until the person gets a cybernetic replacement due to instant ashing/exploding into gore.

I would not qualify "the only way I can win and not get permanently killed due to the buffed damage is if I shoot him first" as conducive to roleplay.

  • 3 months later...
Posted

This suggestion has been rejected by maintainers in its current form, though feel free to open a new suggestion thread to discuss a more nuanced approach to balancing damages/pain from weapons.

Locking and archiving.

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