Romeral
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Romeral
25TC, 30 unit bottle. The chemical gives you a latent/undetectable zombie disease, it has no effect on your character until you die. About 90 seconds after you die, you come back as a zombie and your melee attacks will give anyone you hit the zombie disease as well. Zombies move slow (duffelbag speed) and are immune to suffocation/radiation/poison but are vulnerable to most of the other stuff that affects humans (slips, stuns, fire, brute, explosions, etc.)
My impression is that this would be fine at 20TC. Zombies are incredibly easy to kill with any kind of stun, a telescopic baton/stunprod/baton guarantee that zombies a non-threat. A taser/shotgun/egun/etc. makes anything short of a zombie horde trivial to shut down.
Because the item has an incredibly high TC cost, requires mass infection AND mass casualties, it's likely to remain a meme for the foreseeable future, especially once people learn that they can be stunned. This kind of deviates from my original vision of zombies as something that security would lack an easy answer for, but could be taken on by the average crew member with a decent melee weapon. I think another compromise would be to either make them stun resistant (simply recover from stuns more quickly) or to have stuns simply "stagger" (root) the zombie so they can't move for the duration of the "stun" but they can still retaliate in melee. Keeping slips seems acceptable as a makeshift defense for crewmembers.
My impression is that this would be fine at 20TC. Zombies are incredibly easy to kill with any kind of stun, a telescopic baton/stunprod/baton guarantee that zombies a non-threat. A taser/shotgun/egun/etc. makes anything short of a zombie horde trivial to shut down.
Because the item has an incredibly high TC cost, requires mass infection AND mass casualties, it's likely to remain a meme for the foreseeable future, especially once people learn that they can be stunned. This kind of deviates from my original vision of zombies as something that security would lack an easy answer for, but could be taken on by the average crew member with a decent melee weapon. I think another compromise would be to either make them stun resistant (simply recover from stuns more quickly) or to have stuns simply "stagger" (root) the zombie so they can't move for the duration of the "stun" but they can still retaliate in melee. Keeping slips seems acceptable as a makeshift defense for crewmembers.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Romeral
>we couldn't trust admins to not overdo zombies
>trust players to
I dunno
also it seems like this would fit high pop more than low pop
>trust players to
I dunno
also it seems like this would fit high pop more than low pop
The patched, dusty, trimmed, feathered mantle of evil +13.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Romeral
When there was a chance of zombies being on lavaland they made it to the station a massive number of rounds and it got real unfun real fast. What has changed that will cause this to not be the case if we make them even EASIER to get onstation?
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
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Caleb Robinson laughs.
Arthur Thomson catches fire!
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- Arianya
- In-Game Game Master
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Re: Romeral
Even with stun immunity/resistance, why would sec not just shotgun them dead? Or harm baton them to death? These both seem like exceedingly easy answers?This kind of deviates from my original vision of zombies as something that security would lack an easy answer for, but could be taken on by the average crew member with a decent melee weapon.
Frequently playing as Aria Bollet on Bagil & Scary Terry
Source of avatar is here: https://i.imgur.com/hEkADo6.jpg
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Romeral
It is meant to be a rare gimmick that you won't see regularly, not a reliable traitor tactic.
Maybe they're too weak without stun immunity/resistance but all the previous iterations of zombies usually wiped out the station every time.
Maybe they're too weak without stun immunity/resistance but all the previous iterations of zombies usually wiped out the station every time.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Romeral
Lets not just throw stun immunity on everything as a bandaid buff either. Hulks are already cancer enough and sentient npcs being stun immune is also a joke against anyone but security and other traitors. Removing everyone else on the station's ability to half-way fight them is tad much.Kor wrote:It is meant to be a rare gimmick that you won't see regularly, not a reliable traitor tactic.
Maybe they're too weak without stun immunity/resistance but all the previous iterations of zombies usually wiped out the station every time.
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
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Re: Romeral
The lowest this would go is 21 TC, because it has to be either "Traitors teamed up" or "Traitor dunked Traitor 2" thing, that's the idea I came up with to balance coiax's PR, and it's the one we went with.
25 may be too high, I literally plucked that number from thin air, but since it shouldn't go <= 20, I'd say the lowest is 21 (but since that's ugly lets round it to a nice 22)
25 may be too high, I literally plucked that number from thin air, but since it shouldn't go <= 20, I'd say the lowest is 21 (but since that's ugly lets round it to a nice 22)
私は完璧
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Romeral
Because they were in xenobio. And if xenobio could summon zombies they could summon effectively limitless golems to turn into free zombies, then it's just a matter of 7 zombies barreling out of sci and gangbanging everyone they see before sec can get their guns.Kor wrote:It is meant to be a rare gimmick that you won't see regularly, not a reliable traitor tactic.
Maybe they're too weak without stun immunity/resistance but all the previous iterations of zombies usually wiped out the station every time.
Set this to 20 TC, if you want zombies you have to fully commit to it and not fuck up or else you lose your round. Also who changed it so zombies can get stunned? That's dumb, bring old zombies back.
Spoiler:
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Romeral
Except it was just as bad when they were on lavaland and did not have golems to snowball with
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
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Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
lavaland/xenobio zombies were:
-Stun/slow immune
-Moved at human run speed until they died
-Instantly zombified anyone who was crit or dead
Romerol zombies are:
- Fully vulnerable to all stuns and slows
- Slower than crew by default
- Take 90 seconds to make a dead person rise again
HUGE difference.
-Stun/slow immune
-Moved at human run speed until they died
-Instantly zombified anyone who was crit or dead
Romerol zombies are:
- Fully vulnerable to all stuns and slows
- Slower than crew by default
- Take 90 seconds to make a dead person rise again
HUGE difference.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Romeral
Thank you for answering my question about what has changed, i legitimately did not know.
I still think that giving something capable of derailing one of our non-team antag modes into a pseudo team antag mode is not a good idea though, regardless of how unlikely it is to snowball out of control
I still think that giving something capable of derailing one of our non-team antag modes into a pseudo team antag mode is not a good idea though, regardless of how unlikely it is to snowball out of control
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Romeral
They have always been slower than humansOldman Robustin wrote: -Moved at human run speed until they died
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
https://github.com/tgstation/tgstation/pull/16164Kor wrote:They have always been slower than humansOldman Robustin wrote: -Moved at human run speed until they died
#They are now speed = 2, so you can outrun them. If they catch you, you kinda deserve it. (Rule #1 Cardio)
I'm the one who made them slow Kor, zombies used to be SpeedyMcMurderMobs. They were probably slow for part/most of their lavaland era but during the xenobio era they were almost exclusively run speed.
Last edited by Oldman Robustin on Tue Jan 31, 2017 8:45 pm, edited 1 time in total.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Romeral
Speed = 1 means 1 slowdown, which is like a human wearing a space suit. They've never been as fast as humans.
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
I thought 1 was normal and 0 was turbo.Kor wrote:Speed = 1 means 1 slowdown, which is like a human wearing a space suit. They've never been as fast as humans.
Maybe they should be moved back to 1 in that case because Romerol zombies aren't a threat to anyone right now. I can bring the zombies my victims but the zombies aren't able to kill anyone on their own, they always need 3rd party intervention, which kinda makes them a pretty pointless threat.
Aside from the more controversial proposals I think the following should be pretty straightforward:
1) The revive time is too long for zombies in their current state. Takes 2 minutes now that I timed it, that was justifiable back when zombies were strong but on top of being weak the zombies are also stunned for about 5 seconds upon reawakening. 30-60 seconds is a much more tolerable turnover and actually makes the spread of the virus feel more like an "outbreak".
2) Being killed with romerol in your system needs to a give a VERY LARGE message that you're not dead 4ever. Too many of my victims get killed by me after I've romerol'd them only to close the game and not realize they were coming back.
3) Zombies might be tolerable in their current state of balance IF catatonic zombies worked like regular hostile mobs. Might allow for some hilarious monkey--->human---->zombie memes.
Last edited by Oldman Robustin on Tue Jan 31, 2017 10:03 pm, edited 1 time in total.
- D&B
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- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: Romeral
Maybe there should be special meme uplink items that are randomized every round. Like this might show up one round and the next could be a (enter thing that could be fun unless it's every round). That way this won't be as common, but it's still obtainable.
- Armhulen
- Global Moderator
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Romeral
If we had job specific antag items we could have this for virologists or scientists.BeeSting12 wrote:Maybe there should be special meme uplink items that are randomized every round. Like this might show up one round and the next could be a (enter thing that could be fun unless it's every round). That way this won't be as common, but it's still obtainable.
Spoiler:
- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Romeral
Or stick it in bundles if you want some rare but neat items that you don't want people grabbing every round.ShadowDimentio wrote:If we had job specific antag items we could have this for virologists or scientists.BeeSting12 wrote:Maybe there should be special meme uplink items that are randomized every round. Like this might show up one round and the next could be a (enter thing that could be fun unless it's every round). That way this won't be as common, but it's still obtainable.
- XDTM
- Github User
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Re: Romeral
This should really be a job reward rather than in the uplink, much like xenobio has the toxin that turns you into a slime or can make spider armies. Maybe as an uranium virus symptom? That way it could spread non-manually, which would make the chaos happen more fluidly since what everyone thought was a healing virus actually made everyone a potential zombie.
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Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Romeral
https://github.com/tgstation/tgstation/issues/12816
If you tested locally it's because of that bug, but I adjusted the server mob config speeds to compensate for that back in 2015, so speed 1 = space suit speed for basil and sybil.
If you tested locally it's because of that bug, but I adjusted the server mob config speeds to compensate for that back in 2015, so speed 1 = space suit speed for basil and sybil.
- calzilla1
- Joined: Wed Jun 01, 2016 5:55 pm
- Byond Username: Calzilla1
Re: Romeral
M A C R O I M P L A N TBeeSting12 wrote:Maybe there should be special meme uplink items that are randomized every round. Like this might show up one round and the next could be a (enter thing that could be fun unless it's every round). That way this won't be as common, but it's still obtainable.
Life is too short for anything meaningful and too long for anything memeingful
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Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
Ugh, so maybe I will set those zombies to 1 then, I want them to be outran but not so stupidly slow they're incapable of killing anything thats not already on the precipice of death.Kor wrote:https://github.com/tgstation/tgstation/issues/12816
If you tested locally it's because of that bug, but I adjusted the server mob config speeds to compensate for that back in 2015, so speed 1 = space suit speed for basil and sybil.
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- Joined: Wed Apr 23, 2014 12:23 am
- Byond Username: Kromgar
Re: Romeral
Make it so if zombies eat brains they get normal movespeed for a couple minutes
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- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Romeral
Honestly zombies don't belong on a space station :^)
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Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
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- Location: U S A, U S A, U S A
Re: Romeral
https://www.google.com/#q=dead+space+gamekevinz000 wrote:Honestly zombies don't belong on a space station :^)
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
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- Github Username: bazelart
- Location: The Grand Tournament
Re: Romeral
>those zombiesPKPenguin321 wrote:https://www.google.com/#q=dead+space+gamekevinz000 wrote:Honestly zombies don't belong on a space station :^)
- Have mutated scythe arms
- Run at you through vents
- Never stop chasing you, no communication
- Toys-r-us hands
- Slowly shamble towards you
- "DON'T KILL ME I'M THE CAPTAIN UGH JESUS I HATE YOU"
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
SS13 is a sentient meme so I think our zombies are pretty well suited. See:
Xenos already fill the niche of dead-raising, vent-crawling, super speedy assfuckers.
Our zombies are a slow menace that induces horror through sheer numbers and momentum. Seeing zombies pour into your department and start gathering outside your door is a pretty "OH SHIT" moment.
I think my biggest issue remains the stunability of the zombies. I'm still trying to experience these new zombies (Coiax took mine, which acted like mobs, and made them far more human-like) but I just don't know if zombies can achieve their desired effect when a spray bottle full of water/lube makes you untouchable. Zombies are slow enough at "2 speed" that they might still be balanced if we took out their stun vulnerability. On the other hand I always felt like a crewmember shouldn't feel helpless in the fight. Zombies are a lot shittier when they become just another antag that you depend on security to save you from. I could make them more fragile but make them unstunnable...
Perfect.Armhulen wrote: [*]"DON'T KILL ME I'M THE CAPTAIN UGH JESUS I HATE YOU"
Xenos already fill the niche of dead-raising, vent-crawling, super speedy assfuckers.
Our zombies are a slow menace that induces horror through sheer numbers and momentum. Seeing zombies pour into your department and start gathering outside your door is a pretty "OH SHIT" moment.
I think my biggest issue remains the stunability of the zombies. I'm still trying to experience these new zombies (Coiax took mine, which acted like mobs, and made them far more human-like) but I just don't know if zombies can achieve their desired effect when a spray bottle full of water/lube makes you untouchable. Zombies are slow enough at "2 speed" that they might still be balanced if we took out their stun vulnerability. On the other hand I always felt like a crewmember shouldn't feel helpless in the fight. Zombies are a lot shittier when they become just another antag that you depend on security to save you from. I could make them more fragile but make them unstunnable...
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Romeral
How does one get 25tc?
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
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- Github Username: BeeSting12
- Location: 'Murica
Re: Romeral
By buying TCs from another person's uplink and putting them in yoursLumbermancer wrote:How does one get 25tc?
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Romeral
Or the discount RNG.BeeSting12 wrote:By buying TCs from another person's uplink and putting them in yoursLumbermancer wrote:How does one get 25tc?
I just scream my words in all caps on radio and try to team up. The ONLY round I've really gotten a zombie takeover was when we got 3 traitors to team up with 2 lings to create enough mayhem to zombify most of the station. Even then it was mostly a rogue AI/shocked everything/plasmafire everywhere doing the work.
Only a matter of time before some Shitler HOS throws me in perma for emphasizing certain words in my sentences near roundstart though.
- Steelpoint
- Github User
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- Github Username: Steelpoint
- Location: The Armoury
Re: Romeral
Zombies seem to be only a threat if a large portion of the crew is infected with the virus.
Perhaps Traitors should also be given a perfume kit that disguises themselves to appear as Zombies to other Zombies, so they gain some form of immunity to attack.
Perhaps Traitors should also be given a perfume kit that disguises themselves to appear as Zombies to other Zombies, so they gain some form of immunity to attack.
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