Changes up how Explosive Implants work.
They have become Microbomb Implants. They cost 1 TC each. Each implant you inject increases the size of the explosion. You gib when you activate them.
A Macrobomb implant was added for 20 TC, for those folks who want to buy 20 microbombs and inject them all. It is the equivalent of injecting 20 microbombs, aka 5, 10, 20, the maxcap.
I am not really sure if I like getting instagibbed by an undetectable suicide bomber who just goes all explosive implants for them lulz.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
If they spend 20tc on a suicide bomb instead of say, a gun and a bunch of ammo, more power to 'em.
Neat idea, but I still firmly believe that ops NEED default access to gib tier explosive implants to stop the rediculous loot pinata thing they have right now.
If you changed microbomb increments to say, 4tc, but every op started with one by default (also macro would then go down to 16, considering the cap), that would be neat.
CPTANT wrote:I am not really sure if I like getting instagibbed by an undetectable suicide bomber who just goes all explosive implants for them lulz.
They do so at the expensive of a valuable team member (themselves, meaning they sit the rest of the round out after their little gigglebomb fit) and a hefty chunk of TC. Nuke rounds tend to be short anyway.
I'm not really comfortable with ordinary traitors having macrobombs tbh. Mostly because traitor is such a common game mode, it tends to run longer than nuke, and every traitor has 20TC.
Put yourself in the shoes of a shitlord. If I were a shitlord, I'd go for a macrobomb every single round and just pop it if I'm about to die/be permabrigged/whatever. ESPECIALLY once I'm dragged to the brig and undressed -- bye bye, brig. If I can't get greentext, then everyone around me dies.
I have a feeling that it would become way, way too common. The more I think about it, the less comfortable with it I become, and the less welcoming I am of it in nuke as well.
Last edited by Babin on Tue Jun 23, 2015 11:25 pm, edited 1 time in total.
A single new bomb cap bomb will utterly assblast the entire brig (since it's mainly glass). Pretty meh if traitors can do that, especially considering you could get them in rng crates + extra shit.
In nuke ops it's fine because the rounds are short and bloody anyway.
PKPenguin321 wrote:just for the record, this will make double agent rounds even more fucking awful
I fucking hate double agents and I want it gone, but that's for a different time.
lumipharon wrote:A single new bomb cap bomb will utterly assblast the entire brig (since it's mainly glass). Pretty meh if traitors can do that, especially considering you could get them in rng crates + extra shit.
And? it's trivially easy to make a maxcap bomb in science nowadays, so it's really no different. If anything this one is worse because this one is guaranteed to kill you in the process.
The logic of 'toxins can do the same thing easily' can be sued to say there is no point in these implants (or any explosives) to begin with, since you can just do the same thing with toxins (or chem), with extra benefits.
Toxins is only accessible by a few people, and take some degree of time and effort.
Implants would let you cripple a whole department 20 seconds into the round.
The idea is still good, just, keep in mind how it can be abused in tator/DA.
PKPenguin321 wrote:just for the record, this will make double agent rounds even more fucking awful
Why would anyone use this they die too
>kill target without tc
>implant self with 20tc megabomb :^)
>assassin comes to kill you
>he does
>he dies and station is hit by maxcap bomb
>this happens multiple times per round, as if a toxin scientist had to do overtime and made 20 maxcaps
alternatively
>kill target without tc
>he explodes because :^) le bomb
>everybody loses
I seriously just would like to see Ops start off with these microbombs pre-implanted already, this whole situation is essentially one or two people versus everyone else on that issue and the sooner we stop dancing around the issue the better.
Suicide bombs are very fun, yes for the suiciding person. However it is very unfun for the 5* people who also get gibbed as a result. I wouldn't totally be against some sort of short term warning or alarm a bit before the actual detonation.
TechnoAlchemist wrote:Suicide bombs are very fun, yes for the suiciding person. However it is very unfun for the 5* people who also get gibbed as a result. I wouldn't totally be against some sort of short term warning or alarm a bit before the actual detonation.
What if the fuse for the explosive is triggered by shouting something?
I would assume so but they would have to die or deathgasp to trigger it. If they managed to succumb or something before it was put in I don't think it would work.
I still think syndie pins should be a cheap optional item. So if you buy an expensive gun, maybe a tc or 2 is worth making sure your enemy can't use it.
Would be even better because they wouldn't be syndie pinned all the time. So the crew wouldn't know until they fire it.
Less salty: The entire point of raising the bomb cap was so that traitors would have an incentive to do toxins, or to sneak into/steal from/murderously steal from toxins, instead of being able to buy a close-enough-to-max-cap bomb from their uplink with zero work whatsoever. Traitors implanting max-cap bombs into themselves is creative and takes work, and likely cooperation with/sabotage of other departments, which has a payoff and is everything tator is supposed to be. Being able to buy an instant implanted max-cap bomb, ie an instant-win button (particularly if they have the objective to DIE A GLORIOUS DEATH) is just lazy and stupid and results in boring traitoring.
That said, the idea of stackable microbombs is interesting, lethality is good, and I support ops getting explosive implants again, just don't put it anywhere near the goddamn bomb cap, holy shit. Maybe the old bomb cap. Even that is kind of much. The macrobomb doesn't even make much sense for ops anyway because 99% of the places they need to bomb (tcomms, into armory) work just fine with the standard bombs) and any other use would probably result in a total team kill.
Last edited by MisterPerson on Wed Jun 24, 2015 10:30 am, edited 2 times in total.
Reason:Removed hostilty
"I don't see any difference between ERP and rape." -- erro
Maybe make the macro as strong as a syndie bomb. This way, some officers and parts of the brig will survive a close encounter with the shit kind. (Or give officers x-ray goggles that can scan for implants in a body )
Also remember what it was like when DAs had access to 5tc syndie bombs? You could tell what round type it is by counting the number of explosions in the first 5 minutes. As a DA, there's little reason to NOT have a dead man's switch.
I think you should cap the max amount of implants in the body at 5 or something like that. You can always keep a syndibombcore in your backpack and trigger your implant if you want a larger explosion and I have a feeling that anything larger than a syndibomb explosion might be a bad idea.
Edit: Actually this doesn't work. The current implant just gibs you and ignores bombs you have on yourself. Disappointing.
Last edited by Tokiko2 on Thu Jun 25, 2015 1:20 am, edited 1 time in total.
keep in mind a syndie bomb on the other side of an r-wall from an apc or other machine will quite possibly not even damage it. It's that comparatively weak with the new code.
It costs twenty tc AND YOUR LIFE
for one max cap bomb, Jesus, yeah it's nice, but it's not exactly cheap, Why are people getting their panties in a wad?
I think it's brilliant honestly, And as they cost one it's good for extra TC leftover at the end as an extra "fuck you too" should you get got.
Even just one would be satifying to know you temporarily deafened the two assistants who vigilanted up to stop the tator with their toolboxes of justice.
and it's a clever middle ground between people who want loot denial automatically in nuke op, and people who don't, a couple extra TC leftover buys an implant or two to at least try to prevent the mime silently murdering the rest of the team with your shotgun.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
The reason I added the macrobomb is because I know that at some point someone's gonna look at the implants and go "hm what happens if I implant 20 of these?"
I'm saving that guy the hassle of having to inject 20 in a row.
Macrobombs are literally just 20 microbombs in 1. It's purely to save you the hassle of Inventory Management: The Game: The 3D Experience: On Ice
Think of it this way:
When these idiots suicide bomb at roundstart, the station is full on supplies and can repair it easily because engineering's supplies and crap haven't been effected.
If all the antags die, it mulligans and makes random people antags.
Therefore, it's BETTER for these guys to be dumb and kill themselves, because then you have a chance to become an antag.
Tokiko2 wrote:I think you should cap the max amount of implants in the body at 5 or something like that.
No. That's boring.
lumipharon wrote:I still think syndie pins should be a cheap optional item.
The Macrobomb is fine, your expending half your TC's for a action that results in your, essentially, permanent death. Its a final "fuck you" to whoever managed to capture you.
Steelpoint wrote:The Macrobomb is fine, your expending half your TC's for a action that results in your, essentially, permanent death. Its a final "fuck you" to whoever managed to capture you.
The reason I added the macrobomb is because I know that at some point someone's gonna look at the implants and go "hm what happens if I implant 20 of these?"
I'm saving that guy the hassle of having to inject 20 in a row.
Macrobombs are literally just 20 microbombs in 1. It's purely to save you the hassle of Inventory Management: The Game: The 3D Experience: On Ice
I am fine with the idea of 20 microbombs. What I'm not fine with is the cumulative effect being anywhere near the bomb cap. If you want a max-cap bomb implanted in you, you should have to acquire that max-cap bomb and implant that max-cap bomb by means more difficult and challenging and interactive than ordering it from an uplink.
"I don't see any difference between ERP and rape." -- erro
Seriously with 5 devastation currently it's basically whatever room you pop in, its done. There's no risk to using it either since you can activate it in various states of disabled. I'll honestly see no reason for officers to not just magdump SUSPECTED traitors from a safe distance in the event they just ackbar once cuffed.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Saegrimr wrote:Seriously with 5 devastation currently it's basically whatever room you pop in, its done. There's no risk to using it either since you can activate it in various states of disabled. I'll honestly see no reason for officers to not just magdump SUSPECTED traitors from a safe distance in the event they just ackbar once cuffed.
Besides any possible administrative issues, I suppose.
I code for the code project and moderate the code sections of the forums.
MisterPerson wrote:Besides any possible administrative issues, I suppose.
If people can roast a dude suspected of being a changeling then they can roast a greyshirt on suspicion of having their colon lined with extreme explosives.
I'd rather not have to deal administrative punishment for poorly thought out "features"
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.