Midgame antagonists.

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cedarbridge
Joined: Fri May 23, 2014 12:24 am
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Re: Midgame antagonists.

Post by cedarbridge » #400595

Bottom post of the previous page:

Bombadil wrote:Please make swarmers spawn 3 hours into the round they ruin everything a nice calm round becomes instantly lost they move at the speed of fucking light. I swear they used to be a lot slower

Code: Select all

speed = 0
They're not faster. You're just slow.
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Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
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Re: Midgame antagonists.

Post by Lumbermancer » #400654

>round start revenants
how dumb
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Armhulen
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Re: Midgame antagonists.

Post by Armhulen » #400655

Lumbermancer wrote:>round start revenants
how dumb
that's a problem with revenants, not with placing them roundstart. revenants need some love. other side antagonists might need some tweaks but otherwise would work fine.
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Lumbermancer
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Re: Midgame antagonists.

Post by Lumbermancer » #400657

>real antagonist attempts to kill me
>survive and get healed
>due to blood loss loose consciousness
>revenant appears and sucks me off

Revenant needs no love, it needs to be removed.
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Armhulen
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Re: Midgame antagonists.

Post by Armhulen » #400658

Sure, remove, rework, whatever you want. You see that any problem a side antag has wouldn't be magnified by placing it roundstart. it would just make for a more interesting environment of different villains interacting with the station and each other
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Lumbermancer
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Re: Midgame antagonists.

Post by Lumbermancer » #400660

It can't interact with revenant, it's invisible.
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Armhulen
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Re: Midgame antagonists.

Post by Armhulen » #400661

Armhulen wrote:Sure, remove, rework, whatever you want.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Midgame antagonists.

Post by Anonmare » #400669

How about merging some of the low-power side antagonists into their own game mode. Preferably in a random combination so the crew can't ever be totally sure about what they're gonna face or if they're in the game mode or it's a coincidental event.

Though you'd probably need to make some more low-power side antags to get a good diversity going as most of the sides are pretty powerful.
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Lumbermancer
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Re: Midgame antagonists.

Post by Lumbermancer » #400675

How about simply removing midgame antagonists, and expanding ghost roles which goal wouldn't be death and destruction, and giving variety and spice to rounds this way?
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onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
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Re: Midgame antagonists.

Post by onleavedontatme » #400676

There is a pretty healthy overlap between people posting simultaneously posting that they want to remove all conversion modes, that they want to remove mid round antags, and that they want to remove lings.

Not to say those things are perfect but if you want to remove that much of the game it might be time to take a break.
onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
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Re: Midgame antagonists.

Post by onleavedontatme » #400677

Lumbermancer wrote:How about simply removing midgame antagonists, and expanding ghost roles which goal wouldn't be death and destruction, and giving variety and spice to rounds this way?
The exotic new ways to cause death and destruction, or to survive that death and destruction, is the spice and variety for SS13.
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Lumbermancer
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Re: Midgame antagonists.

Post by Lumbermancer » #400686

That's the job for normal antags. Side antags are one note, and provide little challenge, just annoyance.
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starmute
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Re: Midgame antagonists.

Post by starmute » #400695

Kor wrote:There is a pretty healthy overlap between people posting simultaneously posting that they want to remove all conversion modes, that they want to remove mid round antags, and that they want to remove lings.

Not to say those things are perfect but if you want to remove that much of the game it might be time to take a break.

Double posting aside, if you are saying that I should quit because I dislike a game mode which many people consider unfair, and that I criticize mid-round antagonist isn't fair and seems at face value a elitist argument.

"IE you don't like certain modes therefore you are wrong and should quit the game".

I don't care about conversion modes but... yeah its not right to say things like that... to anyone.
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IkeTG
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Re: Midgame antagonists.

Post by IkeTG » #400699

starmute wrote: Double posting aside, if you are saying that I should quit because I dislike a game mode which many people consider unfair, and that I criticize mid-round antagonist isn't fair and seems at face value a elitist argument.

"IE you don't like certain modes therefore you are wrong and should quit the game".

I don't care about conversion modes but... yeah its not right to say things like that... to anyone.
I think it's more along the lines of if you want to cut out so much of the gamemode content, it's entirely possible that the server just might not be the server for you.
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starmute
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Re: Midgame antagonists.

Post by starmute » #400700

IkeTG wrote:
starmute wrote: Double posting aside, if you are saying that I should quit because I dislike a game mode which many people consider unfair, and that I criticize mid-round antagonist isn't fair and seems at face value a elitist argument.

"IE you don't like certain modes therefore you are wrong and should quit the game".

I don't care about conversion modes but... yeah its not right to say things like that... to anyone.
I think it's more along the lines of if you want to cut out so much of the gamemode content, it's entirely possible that the server just might not be the server for you.

I see it as more about "You shouldn't criticize or have discussions about game modes or you should quit."

Honestly I don't think there is anything offensive about discussion. It helps and even if you have a bad idea you can bounce it off people and it can become a better idea.

I do not believe that grief ghosts and a mode that most people dislike are "essential" to the game. It's highly likely that most people if given a voice would take changeling out of rotation until it is re-coded.
somerandomguy
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Re: Midgame antagonists.

Post by somerandomguy » #400780

cedarbridge wrote:
Bombadil wrote:Please make swarmers spawn 3 hours into the round they ruin everything a nice calm round becomes instantly lost they move at the speed of fucking light. I swear they used to be a lot slower

Code: Select all

speed = 0
They're not faster. You're just slow.
Lower speed var is faster
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
Byond Username: Cedarbridge

Re: Midgame antagonists.

Post by cedarbridge » #400890

somerandomguy wrote:
cedarbridge wrote:
Bombadil wrote:Please make swarmers spawn 3 hours into the round they ruin everything a nice calm round becomes instantly lost they move at the speed of fucking light. I swear they used to be a lot slower

Code: Select all

speed = 0
They're not faster. You're just slow.
Lower speed var is faster
Default is 0 on carbon species
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Midgame antagonists.

Post by Anonmare » #400904

Swarmers used to have PASS_MOB I think but they don't anymore, just PASS_TABLE. They're much easier to handle than they used to be as projectiles would go over them unless you specifically shot them and they didn't move out of the way
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D&B
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Re: Midgame antagonists.

Post by D&B » #400921

Bombadil wrote:Please make swarmers spawn 3 hours into the round they ruin everything a nice calm round becomes instantly lost they move at the speed of fucking light. I swear they used to be a lot slower
A round ender.....

....ending rounds?

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