What is Space Station 13 to you?
Posted: Sun Mar 13, 2016 7:22 pm
To me it's a lonely, poorly designed station with redundant airlocks mislabelled or otherwise solid when they should be glass, and medium amounts of redundant space -- not enough to get visually lost in but enough to facilitate traitor crime in med-high pop without people running who run by every 5 - 10 seconds seeing you because the entire room is visible from an all-access hallway. It's a place with an unsettling ambience constantly playing, and a quietness to the departments and hallways that eases off in public areas such as the bar which almost act like a safe haven due to their laggy shitty piano .midis and groups of people tabling each other and smashing bottles over each other's heads (because getting drunk is fucking pointless).
It's a place where you can die any second without warning, and people are afraid to stand next to each other or talk to each other for too long for fear the other person is a changeling, wearing stun gloves, or going to pull a revolver or ebow on them and drag them into maint or the nearest locker. It's a place where skilled players perform amazing feats of well-timed and perfectly executed violence, ala Hotline Miami, trouncing security and the rest of the crew and bringing the station to its knees singlehandedly through quick thinking and quick reactions (and good latency...).
Overall it's an imperfect, minimalist, scary, atmospheric, untrusting place where people are loathe to give you the objects needed to do your job in case you end up turning them against them or on someone else. It's a cruel place where life is cheap and generosity is scarce, as stopping to help someone can lead you to becoming the killer's next victim.
Now while I admit I'm not the best at painting a picture with words, and have probably left out some of the more emphatic aspects of my impression of SS13 through sheer forgetfulness, what we've evolved into is a highly polished, compact, colourful, streamlined chucklefuck's playground with Goon-like random bullshit materialising out of every corner to get its guaranteed kill through lack of balance, defibs to make up the ridiculous slowness of cloning and a bunch of shitty gimped after-death roles to optionally play if you get sick of watching and don't mind playing handicapped.
Anyway, while you're free to take offence to my opinion and shit on it or on me, I'd hope you'd concentrate on sharing your own vision for the game (despite it being harder) because I think it could spawn quite an interesting discussion with a few interesting ideas coming out of it.
tl;dr due to nerfs and meta no one takes the 'base game' seriously anymore so we're introducing tacky 'dlc' to make up for it rather than fixing the problem at its core
It's a place where you can die any second without warning, and people are afraid to stand next to each other or talk to each other for too long for fear the other person is a changeling, wearing stun gloves, or going to pull a revolver or ebow on them and drag them into maint or the nearest locker. It's a place where skilled players perform amazing feats of well-timed and perfectly executed violence, ala Hotline Miami, trouncing security and the rest of the crew and bringing the station to its knees singlehandedly through quick thinking and quick reactions (and good latency...).
Overall it's an imperfect, minimalist, scary, atmospheric, untrusting place where people are loathe to give you the objects needed to do your job in case you end up turning them against them or on someone else. It's a cruel place where life is cheap and generosity is scarce, as stopping to help someone can lead you to becoming the killer's next victim.
Now while I admit I'm not the best at painting a picture with words, and have probably left out some of the more emphatic aspects of my impression of SS13 through sheer forgetfulness, what we've evolved into is a highly polished, compact, colourful, streamlined chucklefuck's playground with Goon-like random bullshit materialising out of every corner to get its guaranteed kill through lack of balance, defibs to make up the ridiculous slowness of cloning and a bunch of shitty gimped after-death roles to optionally play if you get sick of watching and don't mind playing handicapped.
Anyway, while you're free to take offence to my opinion and shit on it or on me, I'd hope you'd concentrate on sharing your own vision for the game (despite it being harder) because I think it could spawn quite an interesting discussion with a few interesting ideas coming out of it.
tl;dr due to nerfs and meta no one takes the 'base game' seriously anymore so we're introducing tacky 'dlc' to make up for it rather than fixing the problem at its core