Dreamix Posted July 11, 2023 Posted July 11, 2023 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.
Carver Posted July 12, 2023 Posted July 12, 2023 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.
OolongCow Posted July 13, 2023 Posted July 13, 2023 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.
Fluffy Posted November 9, 2023 Posted November 9, 2023 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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