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Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:11 pm
by Hornygranny
The next test to be run for an undetermined period of time is the removal of the general radio channel. A lot of players have commented that this game is supposed to simulate paranoia on a deathtrap, but given how easy it is to share information with the crew, you essentially know everything that's happening at any given time.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:12 pm
by Bawhoppennn
I can get behind this, it will help make it more balanced for stealth antags.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:12 pm
by oranges
Makes the game too boring.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:14 pm
by Shaps-cloud
Didn't we try this a few months ago and agree it was dumb

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:16 pm
by onleavedontatme
It will essentially turn every weapon into parasting. Nobody in your department, or your coworker is the one killing you? Radio may as well not exist.

It will kill social interaction. Everyone will be sitting in their little forts alone not communicating.

Our entire combat system (stuns) is balanced around being able to yell for help. I don't think this is worth it.

But people have been suggesting it for years so may as well try I guess.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:26 pm
by Luke Cox
This is a horrible idea and you should feel horrible. Have you ever considered talking to the community before you implement these things?

Edit: Hijacking my top comment to shill the strawpoll: https://strawpoll.me/7156553/

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:29 pm
by Super Aggro Crag
retarded

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:29 pm
by iamgoofball
Luke Cox wrote:This is a horrible idea and you should feel horrible. Have you ever considered talking to the community before you implement these things?
thats what this thread is for, my undershit memer

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:31 pm
by WarbossLincoln
Even if you have someone in your department to yell for help to how do they contact security? Would they have to go find an officer to tell them that someone in their department was killed and drug off into maint?

How would public facing jobs make station wide announcements. Like the chef requesting bodies for meat, or that he just cooked a bunch of something special. How would you report a hull breach to engineering?
It will kill social interaction. Everyone will be sitting in their little forts alone not communicating.
This would be a big problem.

I guess all inter-department communication would have to rely on PDA messages and the request consoles.

I guess it could work, would take a lot of getting used to. Might be worth a limited trial but I highly doubt enough players would support it permanently.

Station will need more bounced radios. Although this would give intercomms a use.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:31 pm
by Luke Cox
iamgoofball wrote:
Luke Cox wrote:This is a horrible idea and you should feel horrible. Have you ever considered talking to the community before you implement these things?
thats what this thread is for, my undershit memer
I mean more like "Hey, I'm going to try X, is that a good idea or should I kill myself?" rather than "I am doing X. React."

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:35 pm
by WarbossLincoln
Luke Cox wrote:
iamgoofball wrote:
Luke Cox wrote:This is a horrible idea and you should feel horrible. Have you ever considered talking to the community before you implement these things?
thats what this thread is for, my undershit memer
I mean more like "Hey, I'm going to try X, is that a good idea or should I kill myself?" rather than "I am doing X. React."

It's more "I'm running a test of X. What do you think" It's not permanent. They do take in feedback after the tests. We got AIs back after the test, but secborgs stayed out. While I don't think this test will turn out well I do like that they're trying these major changes. It keeps the game fresh.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:42 pm
by captain sawrge
Luke Cox wrote:
iamgoofball wrote:
Luke Cox wrote:This is a horrible idea and you should feel horrible. Have you ever considered talking to the community before you implement these things?
thats what this thread is for, my undershit memer
I mean more like "Hey, I'm going to try X, is that a good idea or should I kill myself?" rather than "I am doing X. React."
i dont think you actuall y care about nay of these changes becuasie m noticing a trend were u just fallow hg around on forums and get angry at him

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:43 pm
by Luke Cox
I'm a little more irked about this one because it makes the game borderline unplayable for a large number of people and absolutely guts all social interaction. I'm really, really curious as to what made HG think that this would be a good idea.

Of course, he refuses to post on the server's official forums, so I doubt we'll ever get any acknowledgment

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:46 pm
by captain sawrge
Removal of the public radio station does wonders to prevent every single antag interaction turning into ";hep being bmurderd in dorms pelase help Tator Fagot is ckilling me,"
It also encourages people to make more use of the lounge areas like dorms or the bar to take a break and chat every now and then

Anyway intercoms still exist and are fucking everywhere

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:49 pm
by TrustyGun
I think this is a bad idea, but that's why we have these tests huh?

When will the test be applied?

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:49 pm
by Luke Cox
A better test would be to make telcoms less secure, so that antags can sabotage them. It pisses me the fuck off that we're dumbing things down because antags are too cheap to buy a bomb to fuck up telcoms. There's the need to balance things, and then there's antags that need to git gud.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:51 pm
by Cheimon
cmspano wrote:Even if you have someone in your department to yell for help to how do they contact security? Would they have to go find an officer to tell them that someone in their department was killed and drug off into maint?

How would public facing jobs make station wide announcements. Like the chef requesting bodies for meat, or that he just cooked a bunch of something special. How would you report a hull breach to engineering?

I guess all inter-department communication would have to rely on PDA messages and the request consoles.

I guess it could work, would take a lot of getting used to. Might be worth a limited trial but I highly doubt enough players would support it permanently.

Station will need more bounced radios. Although this would give intercomms a use.
Assuming I'm reading this right, this is the removal of the general radio channel, not any of the department ones. Each department has its own radio channel, and security has one officer for each department. A call for help should be made on the department radio: the sec officer, the ai, or colleagues in the same department should then get in touch with security (the head of staff shares a command channel with the head of security, for example) who can try to respond to the issue.

Likewise, inter-department communication can be facilitated on the radio through heads of staff (though there's nothing wrong with PDA messages and the request consoles being more used), and the AI.

Meanwhile the crew, as always, can make public announcements by PDAing the AI with a request.

Additionally, intercoms might still run. I don't know the exact terms of this, but if they still function then you have another means to, in an emergency, alert anyone near one that has the speaker on. At the very least, the AI is likely to hear you.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:55 pm
by Wyzack
I mean people will probably start to use the request consoles more which is nice

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:57 pm
by dionysus24779
I'm suprised people are so against this.

It makes antagging much easier and that is what is most important right? Because it makes the game so much more fun.

So I'm all for it.

Or is it that stuff like this is bad as soon as it inconviniences you?

I also have an idea for a future test, maybe we should try to include fields of vision so nobody is like a 360° guy anymore. Some other games have field of vision systems. That way people can sneak on others or attack them from a blind spot.

Would also play into the paranoia since now you can't turn your back to someone.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:58 pm
by Zilenan91
Ideally the situation goes where security will hear cries for help over the department they're assigned to, but realistically that won't happen because nobody plays security so antags are just going to silently murderbone for a week.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:58 pm
by Luke Cox
We're against it because the common channel is the primary form of social interaction on the server. This change kill social interaction.

Edit: Also what Zil said. This operates under the massive assumption that security is fully staffed. It will never work in medium or low population rounds.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 8:59 pm
by Shaps-cloud
dionysus24779 wrote:I'm suprised people are so against this.

It makes antagging much easier and that is what is most important right? Because it makes the game so much more fun.

So I'm all for it.

Or is it that stuff like this is bad as soon as it inconviniences you?

I also have an idea for a future test, maybe we should try to include fields of vision so nobody is like a 360° guy anymore. Some other games have field of vision systems. That way people can sneak on others or attack them from a blind spot.

Would also play into the paranoia since now you can't turn your back to someone.
Gutting the main form of interaction and coordination with most of the crew (in a roleplaying game) just to make things easier for lazy traitors who can't just blow up comms is dumb.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:02 pm
by Bawhoppennn
Yet again all the anti-change crybabies have come out of the woodwork.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:03 pm
by Luke Cox
Bawhoppennn wrote:Yet again all the anti-change crybabies have come out of the woodwork.
Nice strawman. I'm all for change (my most active board is the ideas board), it's just that this change is retarded.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:04 pm
by captain sawrge
Oh I didn't know this included intercoms
I think if anything it'd work better if it was just the regular earpiece radios

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:05 pm
by ThanatosRa
captain sawrge wrote:Oh I didn't know this included intercoms
I think if anything it'd work better if it was just the regular earpiece radios
I actually assumed that and was about to post to that effect, stating that Intercomms should be left in. And I've actually been playing lately. a couple rounds every couple days.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:06 pm
by Luke Cox
Earpiece only I still wouldn't like but it isn't breathtakingly retarded. Both is absolute AIDS.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:08 pm
by oranges
cmspano wrote:We got AIs back after the test...
Yeah but I started the thread and poll for it before implementing the change and only implemented the change after we had a majority vote for the test.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:09 pm
by DanielRatherman
Sounds like something worth trying out.

I agree it would make more sense to remove headsets from non-security and command personnel and leave intercoms and request consoles functioning.

If someone wants to have a nice chat over radio they can enable the microphone in their workplace and talk while working.

That doesn't gimp the social aspect of the game- means people who are actually working are safer- and generally makes the hallways, maint, and in-between areas ambush points which is a nice way to encourage thoughtful antag tactics.

Basically- not a bad idea but might need calibrating to find exactly what works to remove "HALP IS KILL BAR" but prevent the death of cooperation between departments and banter.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:16 pm
by Luke Cox
Strawpoll is here: https://strawpoll.me/7156553

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:17 pm
by FantasticFwoosh
Oh boy. Time to play cargonia and never leave our department since we have the high ground on radio production (with mandatory killswitch microphone activation if you die to catch foolish last words) and clutch minerals (in which without, science can't really do a lot to help or build their own radios/communications)

Might as well just spawn assistants without headpieces now.

Atleast the AI wont be bombarded with requests.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:17 pm
by Ikarrus
Luke Cox wrote:Strawpoll is here: https://strawpoll.me/7156553

Misguided poll is still lacking the "I want to test it before deciding first" option.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:18 pm
by Zilenan91
Removing headsets from everyone but sec/command wouldn't work because there's a ton of spare regular radio headsets in every locker in the dorms and locker rooms, and also spare department headsets in department lockers.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:21 pm
by MisterPerson
It's a dumb idea and that's the point

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:23 pm
by Luke Cox
Ikarrus wrote:
Luke Cox wrote:Strawpoll is here: https://strawpoll.me/7156553

Misguided poll is still lacking the "I want to test it before deciding first" option.
The option exists, it's called "don't vote yet"

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:25 pm
by Ikarrus
Luke Cox wrote:
Ikarrus wrote:
Luke Cox wrote:Strawpoll is here: https://strawpoll.me/7156553

Misguided poll is still lacking the "I want to test it before deciding first" option.
The option exists, it's called "don't vote yet"
too late I spoiled your poll but now I can't change my vote

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:31 pm
by ShadowDimentio
Removing secborgs was a horribly stupid idea.

This is so, so much worse.

Codecuck Granny you've exceeded my expectations in the worst possible ways

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:40 pm
by lzimann
it's so easy to disrupt comms if you really need to do it, no need for this change tbh

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:48 pm
by Shad0vvs
Lifeweb has comms and there's still plenty paranoia, this change is just punishing for no reason.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:50 pm
by Zilenan91
Ideally paranoia comes with dying quickly. Lifeweb does it by having really meaty, juicy combat and very quick death. Here it's the opposite, we're flour bags of health that take a while to die.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:55 pm
by Shad0vvs
Zilenan91 wrote:Ideally paranoia comes with dying quickly. Lifeweb does it by having really meaty, juicy combat and very quick death. Here it's the opposite, we're flour bags of health that take a while to die.
Then change everyones health from 200 to 100(100 crit to 50 crit) instead of this change that fucks a critical aspect of the game.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:55 pm
by Malkevin
cmspano wrote:Even if you have someone in your department to yell for help to how do they contact security? Would they have to go find an officer to tell them that someone in their department was killed and drug off into maint?

How would public facing jobs make station wide announcements. Like the chef requesting bodies for meat, or that he just cooked a bunch of something special. How would you report a hull breach to engineering?
It will kill social interaction. Everyone will be sitting in their little forts alone not communicating.
This would be a big problem.

I guess all inter-department communication would have to rely on PDA messages and the request consoles.

I guess it could work, would take a lot of getting used to. Might be worth a limited trial but I highly doubt enough players would support it permanently.

Station will need more bounced radios. Although this would give intercomms a use.
I assume intercoms still exist and are functional?
Zilenan91 wrote:Ideally paranoia comes with dying quickly. Lifeweb does it by having really meaty, juicy combat and very quick death. Here it's the opposite, we're flour bags of health that take a while to die.
This

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:55 pm
by Zilenan91
But that just makes everyone die quicker without making combat more fun, that would just be frustrating.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:57 pm
by Shad0vvs
Zilenan91 wrote:But that just makes everyone die quicker without making combat more fun, that would just be frustrating.
I'm sure this would do the same, if not quicker then more without anyone noticing, and more one by one.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:57 pm
by Luke Cox
Holy fuck Zil stop making so many insightful comments you're starting to scare me

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 9:57 pm
by Puglord
I want to get off HG's wild ride.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 10:30 pm
by ShadowDimentio
We've been at this all of a few days and hell has already flooded over

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 10:35 pm
by Luke Cox
*hours

Of all the tests this one is the most retarded by far. AI removal had a decent support base, and even removing silicon policy wasn't this unpopular.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 10:50 pm
by FantasticFwoosh
Playing AI with these changes especially without a nearby intercom (looking at you metastation) is frustration incarnate because you can't scream out OBVIOUS DANGER, IM SHUTTING THAT DOOR DOWN, DONT YOU DARE!! over comms anymore.

Re: Test 4: PARANOIA ON A DEATHTRAP

Posted: Tue Mar 22, 2016 10:59 pm
by CPTANT
Stupid change, if you can't kill someone without him screaming out as a traitor you are doing it wrong.

You can even kill people easily with the stetchkin without them screaming out.