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Clown

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Clown last won the day on April 29

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    Envoy of the Honkmother

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  1. Very good points! I hope we're able to find ways to address them, as I really do thing Skinwalkers are a pretty neat species.
  2. So with the implementation of Loadouts, I'm wondering if it would be possible to choose what type of Cyborg you start as with the loadouts. It's not too uncommon to have rounds where there just aren't any science, or the science that exist ignore your pleas. You could only give them basic modules, that way Robotics still has something to do. When I played SS13 I remember a feature where the borgs had an option to transform into one of the various borgs on their own, so perhaps that would be an easier solution.
  3. Well, I was thinking corpse consumption would be a lengthy process scaling with size. Sure, a mouse not take very long, but a raccoon or mid sized animal would take longer, and any human corpse would be rather long. I do like the meat spiking idea too, it would invite more RP around the kitchen. I don't know any coding so I'm not sure how hard any of this is to implement, sorry if anything would just be too much of a hassle.
  4. So I came back to play some good recently and discovered Skinwalkers. Quite frankly I love them, in spite of some of the jank that might come with them. I do understand that they're still in development, but I still think brainstorming is useful. So what's the issue? Well many think Skinwalkers are OP, and while I don't think they're entirely broken, I do think they could use some additional features. As it stands now, you effectively get two full lives. While Diona can be nymphs and reform, it does take some time (too much time imo), Skinwalkers get theirs instantly. I don't think this is an issue though as it makes them stand out from Diona. Many also take issue with the skeleton form, claiming they're too strong, and while sure, they ignore much of the dangers of SS14, they are extremely weak to Brute, the easiest and most common damage to deal, making them ill-suited for combat. In my opinion the problem comes from the human portion of the Skinwalkers, as you essentially are just a regular passenger until you go crit. I don't however believe we should remove this, but instead make it unique. My solution would be on top of giving them the option to gib at anytime, to add a flesh meter. This flesh meter would be a meter that would decrease over time, and would indicate the stability of your skin. The only way to refill this flesh meter would be to drink blood, eat corpses, and eat meat. Regular food, water, meds, would not effect it. You would still need medical care, but it would not fill the flesh meter. Things like blood and mice would only fill the flesh meter a small amount, where as meat would fill it a moderate amount, and corpses would fill it completely or a large amount. If this proves to be not enough, you could make them extremely vulnerable to fire in there flesh mode. This solution would serve to keep people from always picking Skinwalker, while keeping them interesting and fun. It would give the Skinwalkers something they have to maintain if they do not wish to be easily gibbed by Brute. Thank you for reading and do let me know your thoughts!
  5. Depends, I think every antag can be fun if done well, and every antag can be bad if done poorly. I'd have to say nukies, as if people aren't focused on doing their objectives it quickly just becomes nukies wiping out most of the station, and then like 10 people trying to survive while everyone else just sits around as ghosts.
  6. Anything that isn't train. Every other map has something neat about it and a nice layout. Box station is pretty neat, but variety is a wonderful thing.
  7. It's a situation you're probably all too familiar with, round begins, you wander around for a bit, chat with some people, then you happen to die. Not 5 minutes in and you're dead to Space Carps, Ninja, Nukies, a Lone Operative, or just some random shitter. What's even worse? You suit cords either aren't on, your body is gibbed/spaced, or nobody bothers to recover your body and you're left to rot five minutes into the round. No problem, there are ghost roles so you can still participate! Well, yes, but most are bound to just be mice or a PAI, and while they can offer some fun, many times they just aren't. While there are more interesting ghost roles like closet skeletons and NT-800s that can spawn, if there are multiple people dead, or you just don't have good timing, they're likely to be taken right away and it's back to PAIs and mice. The issue? Well where as SS13 had things like the Afterlife Bar, ghost drones, monkeys, and various other roles to come back into the round, SS14 largely lacks these things outside of admin intervention. It shouldn't be on the burden of admins to make things interesting for those who happen to be taken out of the round. It should be something that is built into the foundation of the game. The solution? I believe it's imperative to make your voice heard on this issue. While many will give you the "learn to code" response, making issues known is important, so long as it is done so in a productive manner. Ghost Drones should make a return to SS14, they were implemented a while ago, being able to conduct minor repairs around the station, but were removed due to reasons unknown to me. An afterlife bar should make a return as well, essentially a small, indestructible station, filled with various silly things to keep people entertained. An optional arena would be great as well for those who prefer combat to just chilling. Either way it's an issue I believe needs to be addressed for the health of the game.
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