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The current state of abductor objectives

Posted: Sat Apr 28, 2018 6:24 am
by Shadowflame909
Coderbus abductors need some love! They're pretty memey but since the objectives make no sense, no one really does anything with them. One of my previous idea forum posts evolved into an abductor objectives post, and I say we should have a general abductors objective forum post. Especially since there are thoughts and game modes going around making them a roundstart antagonist.

An idea to improve this is to if they appear at roundstart, give the brainwashed more zany objectives. Such as spacing high class items like the captains gun and the HoS's gun. Ian, (the clown) Golden Head of staff member IDs. Just generally important things. Lastly, what are your current thoughts on abductor objectives? Do you feel like they need improvements or are you fine leaving them the way they are?

Re: The current state of abductor objectives

Posted: Sat Apr 28, 2018 9:53 am
by Selea
Honestly, abductors needs some love. Because I barely know their objectives.

Re: The current state of abductor objectives

Posted: Thu May 03, 2018 4:11 am
by The Clowns Pocket
As much as I would like to see more abductors, making them a roundstart antag would mean the game would have to be balanced around them some. The moment someone gets a whiff of the zany objectives it'll just become a headhunt for the aliens

Re: The current state of abductor objectives

Posted: Thu May 03, 2018 4:36 am
by bandit
the sad thin is they used to be even worse, I got rid of some of the memier ones but

Re: The current state of abductor objectives

Posted: Thu May 03, 2018 4:39 am
by ShadowDimentio
If they become a full antag their objectives will need a rework, especially since coderbus is furiously against any more conversion antags and abductor is conversion lite.

Re: The current state of abductor objectives

Posted: Thu May 03, 2018 4:41 am
by The Clowns Pocket
bandit wrote:the sad thin is they used to be even worse, I got rid of some of the memier ones but
like what?
If they become a full antag their objectives will need a rework, especially since coderbus is furiously against any more conversion antags and abductor is conversion lite.
pack it up. Its doubtful that it'll become a full mode then.

Re: The current state of abductor objectives

Posted: Sun Jun 24, 2018 5:05 pm
by Yakumo_Chen
Teleport anywhere antags were a mistake and I wouldn't want to see them roundstart. They're already cancerous enough as a side antag or antag trade since they can steal and space everything and remove the AI from the round with zero effort and near-zero risk.

Wizards can do this too, but you can at least just expect them to do this because (((wizards))) and you should not expect any other antags in a round with one (not counting antag the wizard made)

Re: The current state of abductor objectives

Posted: Sun Jun 24, 2018 6:36 pm
by Deitus
Show me on the doll where the abductors touched you yakumo

Re: The current state of abductor objectives

Posted: Sun Jun 24, 2018 7:19 pm
by Yakumo_Chen
I've been removed from the round countless times by abductors even if im not actively giving a shit about them, they do it just to be dicks, and then they keep me in their ship where I will never be recovered and can't do anything because I'm in a locked down card, you might as well consider it N2O jailing but for AIs, unable to kill myself because law 3. At least with cult wraiths or wizards or whatever you at least leave a recoverable core or card and you can ghost.

Re: The current state of abductor objectives

Posted: Sun Jun 24, 2018 7:38 pm
by Ayy Lemoh
Yakumo_Chen wrote: unable to kill myself because law 3.
Try asking an admin if you can suicide/let them kill you.

If they say no then try asking them what their argument for this being fun is and if they would want to be in the same situation UNLESS for some reason the abductors want to build an AI which is an 0.01% chance.

Re: The current state of abductor objectives

Posted: Sun Jun 24, 2018 10:15 pm
by DemonFiren
if you could attack the ghost thing that indicates where the ayy is going to teleport and damage it that way/disrupt the tele or shit maybe jumping into an AI core that has live turrets would be discouraged just a tiny bit but what do I know

Re: The current state of abductor objectives

Posted: Mon Jun 25, 2018 1:58 am
by Anonmare
I have actually started moving pingsky right in front of my core roundstart and overload it because that shit has really, really gotten old

Re: The current state of abductor objectives

Posted: Mon Jun 25, 2018 6:41 am
by DemonFiren
this is p much what I do as standard
that and lethaling my core turrets
and locking everything down tighter than a lizard virgin

Re: The current state of abductor objectives

Posted: Tue Jun 26, 2018 2:46 am
by oranges
FYI OP, the zanyness of the objectives is intended and is unlikely to change.

It may be a good idea to prevent the abductors teleporting directly into the AI sat however

edit:Ai sat, not upload