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So, can we perhaps disallow murderboning yet? Whether stealth murderboning everyone or running around the hallways with an ebow and esword, it really isn't fun for anyone except the person doing it.(And even then it is questionable.) It does not add anything meaningful to the rounds, and just leaves a lot of people sitting in deadchat waiting for the round to end so they can actually play again. And of course it doesn't help if you go onto one of the other servers, and within 5 minutes from arriving you are murderboned.Murderboning Policy Thread #859
- firecage
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Re: Murderboning Policy Thread #859
Antags are basically immune to the mood system and thus immune to hunger anyway, because reasons.obscolene wrote:this is a goofball-tier post. "me code thing and any and all adverse side effects of it whatsoever is intended feature, just deal with it. me no change it"oranges wrote:you'll have to be smaarter with how you hijack it then won't youwesoda25 wrote:>hijack shuttle due to objectivesoranges wrote:It's time for
Enforce no murderbone with mechanics rather than rules.
Moodloss on murdering
>get crippling depression and move at walk speed
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Re: Murderboning Policy Thread #859
For each objective you complete, you get +1tc next time you traitor - if you complete all your objectives.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
- teepeepee
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Re: Murderboning Policy Thread #859
this will just make it so captains cremate their antique, the HOS gun, the hand teles, the CE magboots and the hypospray every round lmaocharmisokay wrote:For each objective you complete, you get +1tc next time you traitor - if you complete all your objectives.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
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Re: Murderboning Policy Thread #859
They're powerful though so he'd be gimping a lot of people, opening him to quite a bit of backlash.teepeepee wrote:this will just make it so captains cremate their antique, the HOS gun, the hand teles, the CE magboots and the hypospray every round lmaocharmisokay wrote:For each objective you complete, you get +1tc next time you traitor - if you complete all your objectives.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
Voted best trap in /tg/ 2014-current
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Re: Murderboning Policy Thread #859
More buffs to already overbuffed antags really arent needed.
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Re: Murderboning Policy Thread #859
I'm pretty sure in a scenario like this, doing that would be considered powergaming like AI proofing Atmos at roundstart.teepeepee wrote:this will just make it so captains cremate their antique, the HOS gun, the hand teles, the CE magboots and the hypospray every round lmaocharmisokay wrote:For each objective you complete, you get +1tc next time you traitor - if you complete all your objectives.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
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Re: Murderboning Policy Thread #859
YeahSkillywatt wrote:I'm pretty sure in a scenario like this, doing that would be considered powergaming like AI proofing Atmos at roundstart.teepeepee wrote:this will just make it so captains cremate their antique, the HOS gun, the hand teles, the CE magboots and the hypospray every round lmaocharmisokay wrote:For each objective you complete, you get +1tc next time you traitor - if you complete all your objectives.
When you complete all your objectives (except for escape), you can press a button to add a new objective.
Also it would have the "antag murderbones and finishes 20 objectives for even more murderbone and/or romerol" problem
- Shezza
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Re: Murderboning Policy Thread #859
if murderboning is an issue now then why not just readd prescanning
Thanks for all the dopamine.
You (cough), you haven't won here. You and your mutie-bastard friends are gonna join me in a big ol' mushroom cloud sendoff. I just triggered the self-destruct. (Heh, heh; cough, cough,...) The work will go on. You didn't do nothing here, 'cept seal your own death warrants. Duty, (cough) honor... courage... Semper Fiiiii........
You (cough), you haven't won here. You and your mutie-bastard friends are gonna join me in a big ol' mushroom cloud sendoff. I just triggered the self-destruct. (Heh, heh; cough, cough,...) The work will go on. You didn't do nothing here, 'cept seal your own death warrants. Duty, (cough) honor... courage... Semper Fiiiii........
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Re: Murderboning Policy Thread #859
Rocks fall, everyone dies.NoxVS wrote:But what happens when the ERT fails to stop them
And the follow up deathsquad fails to stop them
And now you have a ninja with a pulse rifle riding an emagged borg killing everything in sight
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Re: Murderboning Policy Thread #859
the rocks being big space rocks and a forced shuttle call
thankfully former admin
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
- lmwevil
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Re: Murderboning Policy Thread #859
i always answer ERT messages with ERT if i know there are ghosts around (if only to order them to execute the guy who called them without need)
murderboning is a thing, if you're robust enough even an assistant with a bar of soap can kill a whole nuke ops team (i've seen this) so in short. git gud?
plus it's fun meming on murderboners like letting them see ghosts but nobody else
murderboning is a thing, if you're robust enough even an assistant with a bar of soap can kill a whole nuke ops team (i've seen this) so in short. git gud?
plus it's fun meming on murderboners like letting them see ghosts but nobody else
- SaveVatznick
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Re: Murderboning Policy Thread #859
Just add a pacifist badge like the 0 telecrystal wins badge.
Leora Fleebish is every bad part of me stuffed into a 32x32 sprite.
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Re: Murderboning Policy Thread #859
Traitors are meant to be undercover nanotransen operatives. Stealth makes sense conceptually. But they get played like ops with fewer TC that start on station.
Solution: Completel retool the traitor uplink. Remove the super murderboney stuff(desword, carp) nerf most weapons, buff or rework the stealthier stuff and add new items to fill any perceived gaps.
Solution: Completel retool the traitor uplink. Remove the super murderboney stuff(desword, carp) nerf most weapons, buff or rework the stealthier stuff and add new items to fill any perceived gaps.
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Re: Murderboning Policy Thread #859
that would make traitor rounds soooo fuckiiing borrrriiiiingZybwivcz wrote:Traitors are meant to be undercover nanotransen operatives. Stealth makes sense conceptually. But they get played like ops with fewer TC that start on station.
Solution: Completel retool the traitor uplink. Remove the super murderboney stuff(desword, carp) nerf most weapons, buff or rework the stealthier stuff and add new items to fill any perceived gaps.
every traitor would be "stealthy" by not doing anything for 59 of the 60 minutes that the round would last before the shuttle gets called from boredom
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
Spoiler:
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Re: Murderboning Policy Thread #859
The only real nonantag and antag methods of stealth gameplay/combat have been nerfed to worse than a steaming hot pile of dogshit (most stealth things are just subtle stuns you cant react to without powergaming like a massive shitter, not to say that i'm advocating for said stealth items)
Lethality overall has also been buffed wiith melee weapons dismembering and disemboweling, and most higher tier melee weapons completley deflecting the most abundant projectile weapon type on station
Murderboning is also theraputic as hell but if you want it changed it's a code thing rather than a policy thing if you want to discourage that playstyle
I know this is a salt thread but in the future people should probably elaborate on what they mean by murderboning, do they want low violence and slower rounds when it comes to antags or are they complaining about half the traitors roundstart purchasing ebows/eswords/revolvers/explosives and going on a rampage?
Lethality overall has also been buffed wiith melee weapons dismembering and disemboweling, and most higher tier melee weapons completley deflecting the most abundant projectile weapon type on station
Murderboning is also theraputic as hell but if you want it changed it's a code thing rather than a policy thing if you want to discourage that playstyle
I know this is a salt thread but in the future people should probably elaborate on what they mean by murderboning, do they want low violence and slower rounds when it comes to antags or are they complaining about half the traitors roundstart purchasing ebows/eswords/revolvers/explosives and going on a rampage?
- TribeOfBeavers
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Re: Murderboning Policy Thread #859
We have decided not to change the rule on antagonist freedom, and continue to allow murderboning.
In general, we don't want to restrict antagonist freedom as it is a fairly important part of server culture.
Extreme cases are still covered under rule 1. For example, wiping out an entire crew on lowpop and delaying the shuttle until you get everybody would fall under rule 1, especially if it becomes a common occurance.
In addition, admins are free to intervene in the round as needed to make it interesting/enjoyable for the players. Stuff like helping the crew to put up a fight, sending an appropriate ert, running an event etc. Are all fine to do. (Note this is a case by case sorta thing and up to admin discretion, so don't take that as an exhaustive lost of allowed things. They're just examples)
In general, we don't want to restrict antagonist freedom as it is a fairly important part of server culture.
Extreme cases are still covered under rule 1. For example, wiping out an entire crew on lowpop and delaying the shuttle until you get everybody would fall under rule 1, especially if it becomes a common occurance.
In addition, admins are free to intervene in the round as needed to make it interesting/enjoyable for the players. Stuff like helping the crew to put up a fight, sending an appropriate ert, running an event etc. Are all fine to do. (Note this is a case by case sorta thing and up to admin discretion, so don't take that as an exhaustive lost of allowed things. They're just examples)
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