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About mutant races

Posted: Sun Nov 15, 2015 11:28 am
by InsaneHyena
/tg/ without liggers has been a wonderful experience for me so far. Can we keep it that way?

Re: About mutant races

Posted: Sun Nov 15, 2015 1:04 pm
by TheNightingale
Is it that hard not to say the n-word that you resort to saying "ligger" instead?

Re: About mutant races

Posted: Sun Nov 15, 2015 2:14 pm
by Bluespace
nigger nigger nigger fuck liggers gas the kikes.
this topic is a meme.
lizards add more roleplay.

Re: About mutant races

Posted: Sun Nov 15, 2015 2:22 pm
by DemonFiren
Bluespace is being Bluespace, Nighingale is being tumblr, Hyena is disgustingly human and I fully expect the glorious reptilian master race to be back shortly.

Re: About mutant races

Posted: Sun Nov 15, 2015 5:44 pm
by ShadowDimentio
Lizards are a meme.

But a good meme.

All you sluts crying about lizards are probably just assblasted that a lizard dunked them once

Re: About mutant races

Posted: Sun Nov 15, 2015 6:01 pm
by Steelpoint
Lizards are fine considering they're restricted from certain Jobs and lose Silicon protection. They're a ok side race to Humans and they don't appear in the majority.

Plasmamen will be acceptable since there are massive drawbacks to playing as one, most likely making them very rare to be seen on station.

Anything else would be too much in my opinion. The game should focus primarily on Humans with one ancillary race on the side, in this case Lizards. PMen get away with it due to them likely being just a footnote.

Re: About mutant races

Posted: Sun Nov 15, 2015 11:02 pm
by PKPenguin321
i actually agree with OP
i can't say exactly why but it just feels like there's more going on in the game now
probably because every round there's at least one retarded confrontation that is "wow you are a lizard/human you are not my race fuck you," but now that lizards are gone that's not really a thing any more

Re: About mutant races

Posted: Sun Nov 15, 2015 11:22 pm
by Zilenan91
Perhaps the problem with that was that our playerbase is retarded and thinks that being racist will earn them friends.

Re: About mutant races

Posted: Sun Nov 15, 2015 11:33 pm
by Zilenan91
Punishing extreme racism I guess, and by that I mean knowingly treating people like shit because of cosmetics. Nobody cares about passive aggressive ligger mentions, but doing things that will actively fuck over players rounds like locking them in cryo tubes full of morphine or jumping them in the bar or randomly demoting them to assistant for minor transgressions because they got scales should be punished more harshly.

Then again, I've had all of these things happen to me so maybe I'm a bit salty, but none of these should be okay.

Re: About mutant races

Posted: Mon Nov 16, 2015 12:34 am
by 1g88a
InsaneHyena wrote:/tg/ without liggers has been a wonderful experience for me so far. Can we keep it that way?
There are cat people now though, which are infinitely worse than lizards ever could possibly be. Lizards are cool.

Re: About mutant races

Posted: Mon Nov 16, 2015 2:59 am
by Super Aggro Crag
i want more mutents

Re: About mutant races

Posted: Mon Nov 16, 2015 5:32 am
by Luke Cox
No.

Lizards add variety, and Plasmamen are hardmode.

Re: About mutant races

Posted: Mon Nov 16, 2015 6:24 am
by Lumbermancer
Lizards are fine.

Plasmamen are contrived quasi-job. Also stolen from other servers, modified slightly. Say no to Plasmamen.

Re: About mutant races

Posted: Mon Nov 16, 2015 10:17 am
by Cheimon
Plasmamen are an intriguing addition, and actually look mechanically different, which suggests they're a better sort of lizard.

Re: About mutant races

Posted: Mon Nov 16, 2015 10:31 am
by DemonFiren
The obvious solution is to make lizards mechanically different.

#racialtraits2015

Re: About mutant races

Posted: Mon Nov 16, 2015 1:49 pm
by Jacquerel
Lizards should be able to shed their tails to distract pursuers

Re: About mutant races

Posted: Mon Nov 16, 2015 2:15 pm
by DrPillzRedux
Lizards should wag when they move on run intent, and be able to detatch their tails at will that will slip people who run over it.

Re: About mutant races

Posted: Mon Nov 16, 2015 2:23 pm
by Remie Richards
just do *wag if you want your tail to wag.

Re: About mutant races

Posted: Mon Nov 16, 2015 3:04 pm
by DrPillzRedux
It makes sense though.

Re: About mutant races

Posted: Mon Nov 16, 2015 3:04 pm
by DemonFiren
But what if I only want to wag once?

Re: About mutant races

Posted: Mon Nov 16, 2015 3:28 pm
by DrPillzRedux
Then you best check your wag privilege.

Re: About mutant races

Posted: Mon Nov 16, 2015 3:40 pm
by Aloraydrel
Adios lizards

Re: About mutant races

Posted: Mon Nov 16, 2015 3:40 pm
by Jacquerel
Maybe lizards could be like that one species that can rupture its own blood vessels and spray blood out of its eyes.

Re: About mutant races

Posted: Mon Nov 16, 2015 4:57 pm
by Anonmare
Remove Lizards, remove Humans, remove Silicons. We Plasmaman station now

On a more serious sidenote, I think xenobiology should have more ability to convert willing (and unwilling) crewmembers into other mutant races with the upsides/downsides that come with them. They can already do that with slimepeople but xenobiology is pretty uninvolved with the station when compared to the other science departments like RnD and Robotics
An example of a mutant race they can convert others to is Shadowpeople (not shadowlings that would be too funoverpowered) who'll probably be most popular when all the lights blow and nobody can be bothered to fix them, or, used by a murderous xenobiologist to kill someone in broad fluorescent light and/or convince everyone they're a Sling and let the grey lynch mob chase them for their valids
I would probably keep the antag races out of the list of mutant races since that would make things too blurry, it already get's fairly confusing with xenobio Changelings.

Re: About mutant races

Posted: Mon Nov 16, 2015 6:09 pm
by Jacquerel
I don't know if xenobio should be able to turn people into plasmamen because they wouldn't like, suddenly grow an environment suit or anything.
You can say that would be intended but it would probably end up being fairly undesirable.

Re: About mutant races

Posted: Mon Nov 16, 2015 6:32 pm
by Anonmare
Well you'd grab a spare/print a suit off/get one from a vendor or what-have-you and put one on before doing the conversion if you wanted to be one, the suits aren't injection-proof so no need to worry about that and you're an idiot if you didn't grab a tank of plasma from atmospherics/toxins. And it'd be a pretty impressive way to kill someone if you were someone less-than-wholesome.

Re: About mutant races

Posted: Tue Nov 17, 2015 1:45 am
by DrPillzRedux
Can we just remove humans?

ᵀʰᶦˢ ᵖᵒˢᵗ ʷᵃˢ ˢᵖᵒᶰˢᵒʳᵉᵈ ᵇʸ ᴹᶦᶜʳᵒˢᵒᶠᵗ'ˢ ᵂᶦᶰᵈᵒʷˢ 10™

Re: About mutant races

Posted: Tue Nov 17, 2015 2:16 am
by PKPenguin321
DrPillzRedux wrote:Can we just remove humans?

ᵀʰᶦˢ ᵖᵒˢᵗ ʷᵃˢ ˢᵖᵒᶰˢᵒʳᵉᵈ ᵇʸ ᴹᶦᶜʳᵒˢᵒᶠᵗ'ˢ ᵂᶦᶰᵈᵒʷˢ 10™
probably not because humans have the ez majority rule

Re: About mutant races

Posted: Tue Nov 17, 2015 6:07 pm
by Incoming
Lizards can be reenabled without any issue now on sybil (and bagil if it updates) by readding:

Code: Select all

JOIN_WITH_MUTANT_RACE
To game_options.txt

If you want to be fancy you could also add:

Code: Select all

## Roundstart Races
##-------------------------------------------------------------------------------------------
## Uncommenting races will allow them to be choosen at roundstart while join_with_muntant_race is on

## Disabling humans is possible but a bit buggy. Some code relies on the notion that white people exist in space.
ROUNDSTART_RACES human

## Races that are strictly worse than humans that could probably be turned on without balance concerns
ROUNDSTART_RACES lizard
#ROUNDSTART_RACES fly
#ROUNDSTART_RACES plasmaman
#ROUNDSTART_RACES shadow
#ROUNDSTART_RACES shadowling

## Races that are better than humans in some ways, but worse in others
#ROUNDSTART_RACES jelly
#ROUNDSTART_RACES golem
#ROUNDSTART_RACES adamantine
#ROUNDSTART_RACES abductor

## Races that are straight upgrades. If these are on expect powergamers to always pick them
#ROUNDSTART_RACES skeleton
#ROUNDSTART_RACES zombie
#ROUNDSTART_RACES slime
#ROUNDSTART_RACES pod
##-------------------------------------------------------------------------------------------
To game_options.txt for future shenanigans.

And no this doesn't mean plasmamen are fixed, just that races are now properly separable so lizards can be on while plasmamen are off.

Re: About mutant races

Posted: Tue Nov 17, 2015 6:19 pm
by DemonFiren
Jacquerel wrote:Maybe lizards could be like that one species that can rupture its own blood vessels and spray blood out of its eyes.
Nah, just code in dismemberment and let them have a random chance for a bite attack that guarantees limb removal.

Then laugh if it hits the groin.

Re: About mutant races

Posted: Tue Nov 17, 2015 6:21 pm
by Steelpoint
#ROUNDSTART_RACES fly
Admins, you know what to do.

Re: About mutant races

Posted: Wed Nov 18, 2015 12:41 pm
by Ricotez
DemonFiren wrote:
Jacquerel wrote:Maybe lizards could be like that one species that can rupture its own blood vessels and spray blood out of its eyes.
Nah, just code in dismemberment and let them have a random chance for a bite attack that guarantees limb removal.

Then laugh if it hits the groin.
I looked at making lizard tails their own separate limb, but the code appears to be balanced around having four limbs, a chest and a head.

changing that might have a lot of unintended effects on gameplay......or not

Re: About mutant races

Posted: Wed Nov 18, 2015 2:08 pm
by Remie Richards
All you'd have to do is automatically do what Pete did when he removed hands and feet, move the damage/health values around, probably a species datum proc, setup_limbs() or something.

eg, I'd knock 5 off of arms and legs (75 -> 70) which makes 20 damage there, and maybe leave it there, giving lizards a (weak) but extra limb.

Re: About mutant races

Posted: Wed Nov 18, 2015 2:27 pm
by Steelpoint
Outside of Dismemberment somehow being finished the addition of a extra limb for Lizard's won't be any balance issue.

Hmm, well it depends if the tail is covered by armour or not. Could be a minor weak spot.

Re: About mutant races

Posted: Wed Nov 18, 2015 9:30 pm
by Luke Cox
With the impending addition of plasmamen, I feel like lizards should have a few weaknesses in addition to being nonhuman. Not as extreme as plasmamen, but still present. Perhaps they should be more vulnerable to cold, or something along those lines.

Re: About mutant races

Posted: Wed Nov 18, 2015 9:41 pm
by DemonFiren
They already get shit on by everyone harder than plasmamen ever will, and they can't hulk.

Re: About mutant races

Posted: Thu Nov 19, 2015 3:28 pm
by bandit
lizards should have to sun themselves in the holodeck every so often

which places them in convenient position for plasma gas

Re: About mutant races

Posted: Thu Nov 19, 2015 3:45 pm
by Anonmare
bandit wrote:lizards should have to sun themselves in the holodeck every so often

which places them in convenient position for plasma gas
And vulnerable to malpractice surgery with the new medical program

Re: About mutant races

Posted: Thu Nov 19, 2015 8:54 pm
by Scones
666 kill em all

scales = into the ovens

Re: About mutant races

Posted: Thu Nov 19, 2015 9:15 pm
by Luke Cox
DemonFiren wrote:They already get shit on by everyone harder than plasmamen ever will, and they can't hulk.
Nice try, filthy ligger

Re: About mutant races

Posted: Fri Nov 20, 2015 1:02 am
by Shadowlight213
Well lizard players are complaining about being shit on due to lizard in policy threads. Guess it's time to disable.

Re: About mutant races

Posted: Fri Nov 20, 2015 1:24 am
by Anonmare
palpatine213 wrote:Well lizard players are complaining about being shit on due to lizard in policy threads. Guess it's time to disable.
Replace them with Skellingtons fam

Re: About mutant races

Posted: Fri Nov 20, 2015 1:30 am
by Zilenan91
We will spook the degeneracy out

Re: About mutant races

Posted: Fri Nov 20, 2015 3:11 am
by Luke Cox
The whole point of shitting on lizards is to discourage people from trying to be special snowflakes, and it's the only thing going against them other than nonhuman status.

Re: About mutant races

Posted: Fri Nov 20, 2015 3:13 am
by Zilenan91
If someone is being a special snowflake (something we don't really have a problem with currently) then call them on their shit in OOC or after the round if they're being annoyingly snowflakey. One of two things will happen, they'll cut it out or they'll keep doing it and get ridiculed until they stop.

Re: About mutant races

Posted: Fri Nov 20, 2015 7:57 am
by Sweaterkittens
Honest to god, one of the hardest things about getting people to open up to the idea of Plasmamen was the fact that lizards had made such a poor first impression as nonhumans. It's too bad, because nonhuman races are very cool, and add variety and roleplay potential. If people are interested, and like what I've done with Plasmamen regarding racial traits and drawbacks, I would be happy to try and tackle lizardpeople next. By giving them a few cool traits in exchange for a slew of drawbacks, they'd be brought into line with Plasmamen, so to speak. I think this would potentially fix a lot of the problems that people are upset about right now, where they're basically reskinned humans with a motive to start race wars built in, and are typically played by people who want to meme and start fights. If they were made to be more of a "hardmode" as Plasmamen are, the people who still really love lizards would still play them, less shitters would be drawn to them, and you'd likely see less of them as well as less "race war" type activity aboard the station - not to mention the roleplay opportunities that playing a functionally different race would bring.

Re: About mutant races

Posted: Fri Nov 20, 2015 8:29 am
by Luke Cox
I just can't understand why anybody would oppose Plasmamen. They are objectively a total pain in the ass to play. They are hardmode.

Re: About mutant races

Posted: Fri Nov 20, 2015 10:40 am
by Saegrimr
I just want to watch someone try to ERP with a plasmaman, forgetting its a plasmaman, and fucking ignite eachother once the jumpsuit comes off.

Re: About mutant races

Posted: Fri Nov 20, 2015 12:15 pm
by Jacquerel
Saegrimr wrote:I just want to watch someone try to ERP with a plasmaman, forgetting its a plasmaman, and fucking ignite eachother once the jumpsuit comes off.
These are the flames of my passion.

Re: About mutant races

Posted: Fri Nov 20, 2015 2:23 pm
by Gun Hog
I believe that lizards/cat-people are hated because people associate them with "furry" fetish communities, which are viewed in a negative light themselves. It is an extension of the behavior found in high and middle school children, who ostracize the others based on traits or preferences that differ from their own. As this practice is not openly tolerated in real world public space, the opportunity to express a modified version of the behavior is present here in this community; An opportunity that is used as frequently as possible.

Plasmamen, on the other hand, have no such associations. Furthermore, flaming skeletons are much more accepted as masculine and 'cool' than lizards or cat-people. I expect their addition to be well met once any balance issues are ironed out.