Kaed Posted May 1, 2016 Share Posted May 1, 2016 PROBLEM ONE: There is a current issue in place where constructs made with soul stones are unable to speak to anything non-cultist related, thus causing them to be unable to communicate or even be heard by non-cultists. On the surface, you may think this is an intentional mechanic that works fine, but let me explain why it is, in fact, a poorly thought out trash decision, or simply an accident. 1) Being unable to communicate with anyone but cultists severely limits ones ability to roleplay. The only interaction they are allowed to take in relation to crew (unless they get around it by using me verbs to emote talking), is attacking. This server is not about rabidly attacking everything on sight, and this mechanic discourages attempts to do anything but that. 2) Cultists are not the only people with access to constructs. Wizards, in fact, have an option start out with soul stones to create constructs. Except, as coded, their constructs cannot speak to them. They can only issue orders and have their constructs silently obey them. (Technically, you can even find soul stones on the asteroid, though unless it's a wizard or cult round, there's not much you can do with them) PROBLEMA DOS: Cult constructs are brought into existence by inserting a captured soul into a shell, then they are shot to death by security, permanently removing them from the round. There is no way to reclaim a soul once you put into a construct, it is locked into that shell until the shell is inevitably destroyed, then lost forever. I think there needs to be a way to recapture the soul from a construct, and put it in a new, less damaged one. Possibly this will only work if the construct is heavily damaged. But inability to recycle a finite resource (players active in the round) and allow for everyone to participate is a pretty awful idea. PROBLÈME TROIS: Constructs are very low on customization. They are assigned a role by their captor, then given a generic name with a number next to it like a monkey or mouse. The game even registers them as an animal on the post-round summary. Give them a way to select or be given a name. Bringer of Darkness, Despoiler of Hope, etc. Just because it's edgelordy doesn't mean it's bad. Cultists are already pretty edgelord, cutting themselves and praying to a fucking blood god from beyond space and time. Plus, people remember the Darkspawn Bloodletter much better than Juggernaut (274), and it helps immerse. Link to comment
Nanako Posted May 1, 2016 Share Posted May 1, 2016 I like 1 and 3. I don't agree with 2. Cult is overpowered enough, being able to perma-kill constructs is one of their limiting factors. Players can et back into the game by respawning as a crewmember, if the round lasts another half hour. I think that's fine enough Link to comment
Dreviore Posted May 1, 2016 Share Posted May 1, 2016 Constructs can't even talk to cultists. Link to comment
Kaed Posted May 1, 2016 Author Share Posted May 1, 2016 I like 1 and 3. I don't agree with 2. Cult is overpowered enough, being able to perma-kill constructs is one of their limiting factors. Players can et back into the game by respawning as a crewmember, if the round lasts another half hour. I think that's fine enough Oh, you can still permakill them, but there should be some method to restore constructs who escape from battle before they are destroyed. I don't think you can even heal them, now. Borg can be repaired, or even rebuilt. Denying that to constructs because 'you think they're overpowered anyway' is kinda biased. As it is, this idea requires you to have a soul stone AND a construct shell on hand to reconstitute a heavily damaged construct. These are, actually, in finite supply for cultists unless they sprung for the support construct model, which is useless in actual combat. And what if you decide that a juggernaut would be a more useful model for your single captured soul than a Wraith? There is no way to change it, now. Again, I reference borg, who have a built in mechanic to change modules. Constructs can't even talk to cultists. Hahah, that's even worse. I sort of assumed at least cultists could hear them, but yeah, wow. Link to comment
Dreviore Posted May 1, 2016 Share Posted May 1, 2016 I like 1 and 3. I don't agree with 2. Cult is overpowered enough, being able to perma-kill constructs is one of their limiting factors. Players can et back into the game by respawning as a crewmember, if the round lasts another half hour. I think that's fine enough Oh, you can still permakill them, but there should be some method to restore constructs who escape from battle before they are destroyed. I don't think you can even heal them, now. Borg can be repaired, or even rebuilt. Denying that to constructs because 'you think they're overpowered anyway' is kinda biased. As it is, this idea requires you to have a soul stone AND a construct shell on hand to reconstitute a heavily damaged construct. These are, actually, in finite supply for cultists unless they sprung for the support construct model, which is useless in actual combat. And what if you decide that a juggernaut would be a more useful model for your single captured soul than a Wraith? There is no way to change it, now. Again, I reference borg, who have a built in mechanic to change modules. I fully agree with being able to repair a construct. Especially since people think it's powergaming if you smash open a wall to space during a hugely uneven fight. Link to comment
Kaed Posted May 1, 2016 Author Share Posted May 1, 2016 I fully agree with being able to repair a construct. Especially since people think it's powergaming if you smash open a wall to space during a hugely uneven fight. Yeah, juggernauts are kind of a joke, right now. They move so slowly that all you get out of them is a one-sided fight where security kites them with lasers until they explode. Punch a hole into space and show those officers you mean business. ALSO. As an additional note... perhaps giving constructs limited access to runes would be a good idea. Such as the teleport runes, so they can use the cultie transportation network and not be left behind forever during emergency retreats. Link to comment
Guest Menown Posted May 1, 2016 Share Posted May 1, 2016 Artificers can repair all constructs. This is something I've seen and done, actually. Link to comment
Kaed Posted May 1, 2016 Author Share Posted May 1, 2016 Artificers can repair all constructs. This is something I've seen and done, actually. That's good to know, but it still doesn't address the issues of: -Changing the model of your construct -Recapturing a soul with a shard should you not have an artificers, and the construct is at like <10% health, making them utterly useless because one shot from anything will dust them From what you're saying, there's already precedent for constructs to not have one healthbar that can never go up again. This would give them more flexibility when they are sorely lacking it. Link to comment
Guest Menown Posted May 2, 2016 Share Posted May 2, 2016 I was mostly. Referring to the people that wanted the ability to fix constructs. Link to comment
Nanako Posted May 2, 2016 Share Posted May 2, 2016 -Recapturing a soul with a shard should you not have an artificers, and the construct is at like <10% health, making them utterly useless because one shot from anything will dust them Then have artificiers. If you don't, thats the cultists' fault for either not making them, or security's done something right by killing them. I'm fine with artificiers being a vulnerable weakspot that can cripple the cult by killing them This would give them more flexibility when they are sorely lacking it. They're lacking it because they're specialised killing machines, i personally don't want them to have more flexibility Link to comment
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