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Vampires have no Heartbeat/Gameplay Tweaks


Fortport

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Posted (edited)

A lore suggestion, but not really. This is to further outline vampires as undead, while also giving additional, subtle hints that they're not natural.


Analyzers and stethoscopes wouldn't detect anything either, and if you try to check their pulse by hand you simply won't feel anything. Medical could detect something wrong with vampires during an examination. Credible proof that something unnatural is happening with the vampire crewman would lend legitimacy to the fact that they are supernatural, and not just insane.


There are other mechanics that could be implemented to reflect their still heart, and we could decide the lore for this. What if their heart only beats when they have blood inside it? What if, because their heart cannot beat to have medication pass through it, injections and IV drips couldn't work on them?


It makes no sense to me when I watch a vampire get drugged. You shouldn't be able to sedate them like they're an ordinary person. But that's beside the point. My pain point is for them to have no pulse, and the rest is optional fluff.

Edited by Guest
Posted

Neat but it will probably just be used to metagame instead of create interesting roleplay.

 

If people want to metagame, that's another issue. If they would be reasonable, they could assume their scanners are malfunctioning. Or that the patient/individual is sick. Proper escalation is key.


More lore for these undead creatures would be helpful for roleplay as well. How did they become vampires? What's their backstory? There are many things people can already metagame with vampires, such as their social powers. But we don't really have a problem with it, as far as I know.

Posted

I kinda wanted to avoid easy-to-use and understand gimmicks for identification whenever I designed and wrote vampire. The problem is, well, as Garnaboo said, meta. And not even outright meta. If you're given an easy to use method for identifying a certain type of antagonist, then you will probably start using it/noticing that identifier subconciously and suddenly the round changes a little in nature.


I'm open to more methods for identifying and interacting with vampire, in fact I want to implement some more cult synergy with them, but I'd rather it not be tied to a simple action. Kinda like how you can realize there's a vamp around from having people with inexplicable oxyloss coming it. It's a bit harder to grasp than just shift-clicking them and seeing a message, "They have bite marks on their neck! Le gasp!"

Posted

I kinda wanted to avoid easy-to-use and understand gimmicks for identification whenever I designed and wrote vampire. The problem is, well, as Garnaboo said, meta. And not even outright meta. If you're given an easy to use method for identifying a certain type of antagonist, then you will probably start using it/noticing that identifier subconciously and suddenly the round changes a little in nature.


I'm open to more methods for identifying and interacting with vampire, in fact I want to implement some more cult synergy with them, but I'd rather it not be tied to a simple action. Kinda like how you can realize there's a vamp around from having people with inexplicable oxyloss coming it. It's a bit harder to grasp than just shift-clicking them and seeing a message, "They have bite marks on their neck! Le gasp!"

 

You could make it so that they start with a little blood and require blood to have an 'artificial' heartbeat of sorts.

Posted

I'd like for bite marks to be identified in some way, such as by aiming for the mouth and examining their wounds closely through a passive help intented grab, or for something to show up in autopsies.

Posted

I'd like for bite marks to be identified in some way, such as by aiming for the mouth and examining their wounds closely through a passive help intented grab, or for something to show up in autopsies.

 

Not gonna happen in the way described, sorry. I played Goon for a few good years, and was able to see what kind of an effect the ling blood boil test had on gameplay. At best it was irrelevant. At worst it was used as a tool to powergame. So basically, the mechanic either added nothing, or it detracted a good bit from the gameplay.

Posted

You could make it so that they start with a little blood and require blood to have an 'artificial' heartbeat of sorts.

While I don't agree with the others, I agree with this one.


Something like this could force vampires into actually getting some blood as soon as possible instead of walking around doing nothing as they increase their chance of detection.

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