oranges wrote: ↑Tue Aug 09, 2022 4:06 am
Shadowflame909 wrote: ↑Thu Aug 04, 2022 3:54 pm
I think end-game progression tator objectives need a large difficulty decrease. Currently they flop when they have to steal every high-end weapon that every other traitor is also guarding. Like Hos's gun, Hand Tele, CE's boots, etc.
Mainly I and a lot of other players just miss Romerol, and we have never seen a non-adminbus cascade.
These should be chaotic round ends! Not rarely seen and locked away potential endings! If someone can steal 1 heavily guarded station weapon. Syndicate should let them create a zombie apocalypse/send in the nukie ship/become a space dragon/cascade the sm and have it eat the station.
It'd be fun!
This is very funny cause I saw a manuel admin or player bitching the exact opposite on this viewpoint
I think there's a huge gulf in endgame obj difficulties and fun levels.
Cascade can be made impossible, even if you do the funny thing, by an engineering team skilled enough to prevent delamination (which isn't actually that hard), and is kinda cool the first few times but mostly it's just an eyesore to look at.
Space Dragon transformation rules but is carp-dependent unless you can use a plushie carp for it? I've never seen someone try. Also, it could maybe be a little stronger.
Romerol rules but is too infrequent.
Syndicate Battlecruiser rules, but Pirates are pretty boring and weak by comparison. Silver Scales are even more meh.
Station Weakpoint is (was?) famously the most hated endgame, for a dozen well-explored reasons that are pretty much all correct.
oranges wrote: ↑Tue Aug 09, 2022 9:22 pm
that is not a very strong incentive, so I find it very hard to believe that that was the sole piece of glue holding together tot teamwork.
the primary reason to work with others is and always has been story telling purposes, that you think it's soley mechanically based still continues to reveal more about your play style than anything.
I would also point out that progtots working together still happens plenty, when people can be bothered to ID each other, so the loss of sharing for Expensive Stuff doesn't seem to be an issue to me? I think a bigger problem by far is that most objectives (bug stuff and carry it around, put bugs in offices, kill pets) have no real gain from working together and they don't tell a story in any real way.
Nobody goes, "Damn, remember that round where I bugged the captain's office?" if something didn't go horribly wrong.