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Nuke Ops Player Requirement


Guest Menown

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I don't care who like and who doesn't like Nuke.

I don't care what happened on X round.

I don't care that /some/ players are bad nuke op.

I don't care that /some/ players are bad at security.

I don't care that it only takes one vote more for a game mode to win.

I don't care if you play other round types or don't play because it's X gamemode




This is a game for eveyone! Just because you don't like it and others do does /NOT/ give you the right to call them dumb, manipulate the ready up status, complain in ooc the moment it gets chosen.



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If I don't like it, don't play it. Wait - I can say the same thing for nuke! Don't like it, don't play it! Oh, wait. Don't like it, everyone won't get to play, even those who do like it. Don't like it, stick around because it's got the option to go into revote. Every other roundtype can draft antags in, and ahelp can get them out. Nuke never gets that chance because it can't start.

 

That is because every other round can work with a single antag, except maybe Cult. I wouldn't be surprised if cult didn't function without enough people readied up but that doesn't happen because Cult isn't a horrible mode that half the server hates. So there's that. But that's absolutely true, if you don't like it, don't play it. But the difference is Nuke requires a minimum number, because of sheer mechanics. It doesn't work, as a mode, without enough people. So it can be voted for by a simple majority but it can't actually function with one.


This isn't about manipulating ready up status. It's about the fact that the number of people needed to play nuke and the number of people needed to SELECT nuke are not the same. So sometimes the game type will be voted for when there aren't enough people to play it. That's not manipulation. You can't FORCE people to play a game mode they loathe.

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Reasons as to why I'd support a 30 day player age requirement for nuclear emergency.


-As stated above, the sheer amount of mechanical knowledge needed generally do your mission as a hostile operative.

--Basic knowledge of when the rules can prevent an antag from doing something that a nonantag should never do.

--Knowledge of how basic combat works.

--Knowledge of gunplay, not just energy weaponry.

--Knowledge of how stuns work and nuke-exclusive items that stun.

--Knowledge of how traitor items work and when those items are necessary.

--Knowledge of going EVA.

--Knowledge of first aid after combat.

--Knowledge of utilizing cover to prevent the player from getting hit.

--Vision, or, suffice to say, the ability to see a multitude of possible actions that could occur in the near future, e.g., getting robusted or robusting another. Weighing in chance and ensuring that chance remains in your favor.

--Communication, as nuclear emergency is optimally played as a team. Results are best when nuke sticks together.

--Knowledge of construction and deconstruction.

--Knowledge of how bombs work. Arguably, this part makes or breaks a team. A bomb set off right away without any thought is wasteful. A bomb used to create tension and a clear and present threat can force the crew to hesitate.

--Playing by your own rules in combat, not by anyone else's. Do not forsake your mission for 'an honorable 1v1 e-swords only duel' with security. They wouldn't give you the luxury, why should you give them it?


And many others, but these are the pretty big ones. A lot of people who are new get operative and don't know what to do. They're better off trying traitor before going overboard here.

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Lowering it to maybe 12 or something. It's annoying to have to restart because a small group of people feel like holding out because they don't like the round type.

Topic got sidetracked and the subject was lost.


No change is getting made.

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