Moderators: In-Game Game Master, In-Game Head Admins
Arianya wrote:I'll be the first to admit the rule isn't as stringently enforced as it could be, mostly because it requires watching the nuke op shuttle/general comms for any mention of the shuttle and then ensuring they didn't follow a nukie/pinpointer.
Luke Cox wrote:That alone is reason to scrap the policy. Like I said, anyone can just say that they followed a nukie and there's basically nothing you can do to prove them guilty unless you decide to arbitrarily presume guilt.
The guard duty thing makes sense, but you could just as easily argue that the crew having to sit around for 20 minutes not being able to do anything productive is also boring for most of them. I don't think sacrificing one nukie is really a problem. You say that war ops have a cost, but then why is nearly every ops round a war round? Clearly the cost is not steep enough, and a lot of players agree that it's a problem when half the station kills themselves out of frustration when it happens. Right now war ops means tons of free shit for the ops at the cost of half the station killing themselves for you.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Kel wrote:the solution here is to add a tc item that buffs turrets massively and allow shuttle hunting on war rounds
Denton wrote:Kel wrote:the solution here is to add a tc item that buffs turrets massively and allow shuttle hunting on war rounds
I don't think that would work, you can cheese anything AI with hit&run, abusing the tick rate, lockers, shooting from off screen, etc.
Kel wrote:Denton wrote:Kel wrote:the solution here is to add a tc item that buffs turrets massively and allow shuttle hunting on war rounds
I don't think that would work, you can cheese anything AI with hit&run, abusing the tick rate, lockers, shooting from off screen, etc.
buff their HP and damage massively and let people try and cheese it, eventually they'll misstep and get crit in 1 shot and if not they just spent x amount of time clearing out buffed up turrets to hopefully meet the nuke ops returning to their shuttle
and even if not, oh well maybe if you guys were that concerned about defense they should've done a better job.
or just give the nuke ops a motion detector ping attached to the turrets or some shit so they know when the shuttle is under attack
or just give them a TC item that automatically jumps the shuttle the moment a turret goes down
Kel wrote:you know what else is unfun and doesnt have a policy against it despite the fact it causes outrage every time it happens?
being murderboned by changelings/traitors
security going full blown concentration camp against revolutions
the awful ass deconversion system forcing you to be executed rather than deconverted in cult (alternatively: the cult existing in general)
wizards playing like absolute pussies with multiple mobility spells
there are ways to play around your nuke getting stolen, and hell i'd argue its actually pretty hard to steal the nuke considering you have to be full blown prepared to do it or you're not going to achieve much
adding a simple gameplay mechanic that adds additional counterplay against nuke theft (thus allowing nuke within the rules) would open up a lot more potential excitement in the end game of nuke, which is normally incredibly binary (practically impossible to lose from this point)
Kel wrote:literally every single antag in the game gets foiled by blowing up a maxcap on them, let alone nuke ops. why is it such a god damn tragedy for the nuke ops to lose their nuke? its just a incredibly detrimental setback that realistically is impossible to recover from, but you know what that shit also happens to cults and revs so why are nuke ops so special?
Kel wrote:there is very clearly a inherent glaring design flaw with the nuke ops as a whole with either:
the shuttle itself as a concept
the turrets are fucking worthless
having to use your own single limited resource nuke
which has forced a administrative policy on something for all intents and purposes should be a code issues (you wouldnt ban people for using a gun just because its ridiculously overpowered would you?), thus a code solution should be in order.
enforcing gameplay balance with administrative polices has only spawned the current era of nuke ops in which such a large portion of roles literally commit suicide because the odds of them being able to do anything for the next 30-40 minutes are zilch because they didnt spawn close enough to the armoury. i'm sure the suicide statistics would be even more intense if crew always got a heads up of a nuke ops round weither or not it was war ops, even if less (considering people who probably commit suicide out of unwillingness to prepare for 20 minutes).
Arianya wrote:You're welcome to suggest a rework of nuclear operatives in the Ideas forum or PR an implementation of it yourself. Otherwise noting that something "should be a code issue" is meaningless, since the vast majority of administrators are not in a position to even begin to implement such a solution, let alone PR it to github in a state acceptable to the head coder/maintainers.
As I've mentioned before, these suicides are not solely symptomatic of disliking war ops, but also of people who want to get one of the ghost recruiting roles. Regardless, I suspect you would be liable to see similar suicide rates for any shorter round type (i.e. wizard) if it was announced at round start.
Kel wrote:this is a policy discussion. we're discussing the policy. i'm arguing that it should be invalidated (for war ops, as it makes no sense to not know they are coming) as it makes no sense. people are arguing it needs to be a policy because of game imbalance. game balance is not the territory of administrators, it is the territory of the coders. a entire gameplay style revolving around subterfuge has effectively been utterly removed as a nuclear option as a response to poor balance. i know i cant force any coders to do anything and god knows i cant code in a fix, but that doesnt change the fact that this policy should be invalidated for war ops. it just doesn't make any damn sense. war ops have equipment out the ass and extra reinforcements. have somebody defend, keep the shuttle mobile, or just accept that an aspect of the game that can punish blind attacks with no regards to defense will, in fact, punish blind attacks with no regards to defense.
maybe people are bigger gamblers than i realize but it seems to me most people generally announce their distaste to the mode when they commit suicide, not eagerness to join the enemy faction. i don't blame them, a lot of jobs are worthless on nuke rounds if they arent handed a gun.
Nabski wrote:18
8 EVA
Captain, Prototype (RD), HOS, CE, CMO
Two security suits, Two Engineer suits, 1 Atmos suit
You could do something like double the map size to increase the amount of blank space so you can be more than 20 tiles away from the station. Give it a cloaking device so you can't see the shuttle unless you're right next to it/wearing some special thing tied into the nuke suits. We could fill the shuttle with a million syndicate theme'd beepskys. You could make it invunerable!
There's a handful of ugly code solutions out there that technically work but remove the chance for fun when people actually fairly get to the shuttle.
There's other "doing this makes you a shitter" things in the game, like checking every radio channel on someone's headset in the hopes it's an uplink.
WarbossLincoln wrote:I still think giving the option of detonating the station self destruct terminal is a good idea. It could even cost TC. I don't know how much, but it could be an option for the OP leader's uplink to buy the SSD codes(and activate it, I assume that the SSD terminal won't blow up unless admins activate it so you can't put the nuke disk in and start entering codes and get lucky as a grey shit).
Arianya wrote:Spoiler:
As far as I'm aware we utilize the maximum z-level size allowed for by the BYOND engine, so I don't believe there'd be any way to increase the map size.
Screemonster wrote:Add a shuttle transponder item that allows the ops to dismiss/recall the shuttle, or a fuckin' cloaking device that literally makes the thing invisible or something
if you really wanted to be a dick to shuttlehunters have the cloaked shuttle have the same properties as a containment field (as in damage and throw away anyone or anything on an adjacent tile - your maxcap you just threw at it is now on its way back to you at high fucking speed and good luck BoH-bombing something that repels singularities) and have the turrets inactive while it's cloaked
Congratulations, now if the crew want to assault the shuttle they have to capture an op's gear somehow
Arianya wrote:You see the shuttle "accidentally" while drifting around the station? Too bad, you didn't actually see it.
Putting one person on permanent guard duty is boring for the person who's there, and doesn't solve issues like the crew dropping maxcaps/welderbombing/etc
Anuv wrote:-Nukes should be instantly replaced if stolen unfairly, no questions asked.
-Shuttle walls should be indestructible.
iksyp wrote:1. "oh i guess this giant fucking spaceshit that is SHOOTING BULLETS AT ME doesn't exist"
2. "waaah i got bombed by the crew"
3. "my unguarded nuke got stolen wtf? mods???!?!"
if you leave your fucking ENDGAME unguarded ripe for the picking of any sensible crew member to instantly ruin your round you are dumb and deserve to lose. it's not unfair, it's being outplayed.
4. "my stationary ship got bombed this is stupid, mods??"
Ayy Lemoh wrote:iksyp wrote:really mean and insensitive quotes that make people feel bad
1. Depends. If all of us agreed that Nuke Ops require a 'no metagaming rule' then if you're inside the station and something just fucking randomly shoots at your window or you can literally see the turret while in the station then it clearly fucking exists.
3. Where the fuck are you supposed to place it then? Nuke Ops don't get a button where they choose a wall to hide their nuke at so the nuke doesn't drift off. They don't get metasense where they know which side of the map is closest to a space ruin. The worst part is that, from what I remember, there is a fucking exploit/bug in my opinion which some people don't even consider a fucking bug and say that it is completely fair to just be able to waltz in and not get attacked by any turrets at all. Maybe that was fixed though however if the nuke is stolen in a way that is basically borderline exploiting then they shouldn't get fucked.
4. You're right however only five people have mastered this skill. Even fewer have mastered using this skill while confidently thinking to themselves 'yeah no other ops died and their headset isn't stolen/no one found a syndicate headset/no one can hear me say THE SHIP IS NORTHWESTEAST and just maxcap it.' You don't get a beacon on the nuke op shuttle so you know where it is even if someone griefs it so either you better fucking pay attention to chat or be lucky. The first choice of 'paying attention' sounds easy until you consider how fucking stressful it is for the people who don't play nuke op in the most powergaming way possible.
Ayy Lemoh wrote:however the solution will sadly always be 'git gud' and nothing will change that besides pulling a fucking blood cult where only blood cultists nuke ops can track nar'sie's target the shuttle.
iksyp wrote:
leibniz wrote:iksyp wrote:
do you honestly think you can hide the nuke in maint in highpop? in war?
iksyp wrote:leibniz wrote:iksyp wrote:
do you honestly think you can hide the nuke in maint in highpop? in war?
yes
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