Bad takes, Mechanics Edition.

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Itseasytosee2me
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Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #657815

Let me hear your worst, most absolutely disagreeable opinions on game design and what mechanics in this game should be like?
- Sincerely itseasytosee
See you later
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Itseasytosee2me
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Re: Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #657816

I'll begin.

Don't let people spessmen pass other spessmen while they are in combat mode even if they are crawling.
- Sincerely itseasytosee
See you later
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Farquaar
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Re: Bad takes, Mechanics Edition.

Post by Farquaar » #657817

The new multi-tile food cart should be reverted back into a one-tile portable fridge.
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EmpressMaia
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Re: Bad takes, Mechanics Edition.

Post by EmpressMaia » #657819

Atmospherics should be easily approachable
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Re: Bad takes, Mechanics Edition.

Post by TheSmallBlue » #657820

Treat the player like a fucking idiot, but like subtly.
Don't know what to do with thing? Examine thing, thing says "do this with me"
Some things, like mechs, already do this, it should be global.

Also burgerstation's left click = left hand, right click = right hand is fucking GENIUS and should be adapted to literally every codebase
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Re: Bad takes, Mechanics Edition.

Post by bastardblaster » #657821

stuns good
combat should be incredibly unfair
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Pandarsenic
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Re: Bad takes, Mechanics Edition.

Post by Pandarsenic » #657825

bastardblaster wrote: Thu Dec 01, 2022 8:14 pm stuns good
combat should be incredibly unfair
Bring back tasers, make them do the down-after-a-short-delay like batons

Make slips dangerous again

Bring back easy E-bows and Para-Pens

Less wounding so antagonists are less likely to die of bleedout/infections after getting in open fights

Faster revival - cheap death, cheap life

:newcop:
(2:53:35 AM) scaredofshadows: how about head of robutts
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Re: Bad takes, Mechanics Edition.

Post by Mice World » #657826

If your arms get hit you should have a small chance to drop whatever you're holding.

Backpacks shouldn't be fireproof.
It keeps getting worse!?
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Re: Bad takes, Mechanics Edition.

Post by RedBaronFlyer » #657829

You should drain stamina whenever you run anywhere.
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Re: Bad takes, Mechanics Edition.

Post by Agux909 » #657833

Deep cuts, piercing wounds and embedded items should have a high chance of giving you organ damage , or straight up making an organ non-functional.
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Re: Bad takes, Mechanics Edition.

Post by Capsandi » #657834

I should be able to instantly pop non-combat masks off faces with a crowbar
holding a gun while jittery should shoot it at random (not frequently)
GAS should FLOW SLOWER and DO MORE DAMAGE
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Re: Bad takes, Mechanics Edition.

Post by chocolate_bickie » #657836

Engineering should be able to make walls out of supermatter.
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blackdav123
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Re: Bad takes, Mechanics Edition.

Post by blackdav123 » #657837

I wish space was way less dangerous and cold didnt slow you to a crawl
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Re: Bad takes, Mechanics Edition.

Post by toemas » #657844

i think that the game needs to lean in to the retro sc-fi aesthetic and stuff that just doesnt fit that style needs to be removed. Our setting sucks
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Re: Bad takes, Mechanics Edition.

Post by toemas » #657847

toemas wrote: Thu Dec 01, 2022 11:14 pm i think that the game needs to lean in to the retro sc-fi aesthetic and stuff that just doesnt fit that style needs to be removed. Our setting sucks
perfect example: pdas being replaced by pda tablets
gameplay wise, it was a huge improvement
sprite wise? they look like ipads. Totally soulless and boring. PDA's were cool and retro
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Re: Bad takes, Mechanics Edition.

Post by chocolate_bickie » #657850

toemas wrote: Thu Dec 01, 2022 11:19 pm
toemas wrote: Thu Dec 01, 2022 11:14 pm i think that the game needs to lean in to the retro sc-fi aesthetic and stuff that just doesnt fit that style needs to be removed. Our setting sucks
perfect example: pdas being replaced by pda tablets
gameplay wise, it was a huge improvement
sprite wise? they look like ipads. Totally soulless and boring. PDA's were cool and retro
Time to take it one step further and replace the ipads with metaverse.
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Re: Bad takes, Mechanics Edition.

Post by HeyHey » #657851

Make decompression explosive. Did some asshole just fireaxe a window? congrats now everyone will be fire-locked in and die without pressure in seconds.
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Re: Bad takes, Mechanics Edition.

Post by Turbonerd » #657856

Decomposed brains should be impossible to fix and irreversible.

Lethal combat should be less about sending a person into critical condition via getting their health to 0, and more about making vital organs fail or cutting/slowing brain oxygen access. There should be a hilarious amount of gore. Decapitations and loss of organs should be common in lethal combat.

Explosions run on atmos ss, and is just a phenomena of hot high pressure gas expanding. Fusion leaks would basically be an explosion.

Radiation would be less binary. Absurdly extreme radiation pulses would be able to melt walls and structures, and dust people.
Last edited by Turbonerd on Wed Dec 07, 2022 2:10 pm, edited 1 time in total.
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Re: Bad takes, Mechanics Edition.

Post by TheSmallBlue » #657863

toemas wrote: Thu Dec 01, 2022 11:14 pm i think that the game needs to lean in to the retro sc-fi aesthetic and stuff that just doesnt fit that style needs to be removed. Our setting sucks
fuck this answer i wish there were more star trek TNG references
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Re: Bad takes, Mechanics Edition.

Post by Tearling » #657866

Itseasytosee2me wrote: Thu Dec 01, 2022 7:54 pm Let me hear your worst, most absolutely disagreeable opinions on game design and what mechanics in this game should be like?
For game design:
I have no idea if it would be feasibly possible without completely re-writing the code, but I would love a gigantic map. Not like multi-z level shit, but just one huge map with several departments completely detached from the core station, only connected with teleporters, which if disconnected would require space-travel to get to and fro the station. Or, remove the teleporters, and make a tram map that actually requires a tram to get from one section of the station to another.
I know this idea would be really shit for multiple reasons, even if it was possible, which I'm not sure it is, but It'd still be cool.

For mechanics:
Make it so regular shoes don't have 100% protection against glass shards. Make it like a 70% glass shards do nothing, but a 30% that stepping on them with regular shoes it'll pierce through.
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Re: Bad takes, Mechanics Edition.

Post by NoxVS » #657868

Space should not exist. I don't know if it should be a case of there just being a giant fence around the entire station, but there should not be anything beyond the station, lavaland/icemoon, and the gateway. This is a social multiplayer game, and players going off alone to either die without anyone realizing or come back with a ton of gamer gear they had to interact with nobody to retrieve goes against the entire point of the game. Especially when it gets to the point where the easiest method of looting a place is memorized and speedrun.
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Re: Bad takes, Mechanics Edition.

Post by Pandarsenic » #657875

Bring back Trek Chem
(2:53:35 AM) scaredofshadows: how about head of robutts
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Re: Bad takes, Mechanics Edition.

Post by Pandarsenic » #657876

Plastic can stay but it's on thin ice
(2:53:35 AM) scaredofshadows: how about head of robutts
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Itseasytosee2me
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Re: Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #657884

Life should be cheap but we shouldn't make revival easier.
- Sincerely itseasytosee
See you later
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Farquaar
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Re: Bad takes, Mechanics Edition.

Post by Farquaar » #657889

Itseasytosee2me wrote: Fri Dec 02, 2022 4:34 am Life should be cheap but we shouldn't make revival easier.
Yes please
I unironically love seeing (or being) one of the figurative redshirts murdered by the big bad spurring everyone else to run away in terror. Scrambling away in fear of one's life really amplifies the chaos factor that makes SS13 crazy and fun.
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Re: Bad takes, Mechanics Edition.

Post by Epicgamer545 » #657890

Can’t we just add Intents but make it so you can change it from combat to intents? So we have the best of both worlds, instead of removing a super cool design from ss13? Some servers already have this and many would be happy if intents were toggleable.
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Re: Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #657893

Epicgamer545 wrote: Fri Dec 02, 2022 5:50 am Can’t we just add Intents but make it so you can change it from combat to intents? So we have the best of both worlds, instead of removing a super cool design from ss13? Some servers already have this and many would be happy if intents were toggleable.
I’m afraid we might be past the point of no return on that one, friend.
- Sincerely itseasytosee
See you later
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Re: Bad takes, Mechanics Edition.

Post by Epicgamer545 » #657894

Itseasytosee2me wrote: Fri Dec 02, 2022 6:40 am
Epicgamer545 wrote: Fri Dec 02, 2022 5:50 am Can’t we just add Intents but make it so you can change it from combat to intents? So we have the best of both worlds, instead of removing a super cool design from ss13? Some servers already have this and many would be happy if intents were toggleable.
I’m afraid we might be past the point of no return on that one, friend.
The code for help, disarm, grab, and harm already exist, just with different triggers. I’d still see that would take a lot of effort. Maybe when some miracle coder has the time to refactor it entirely (or we can just mirror it from another server).
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Re: Bad takes, Mechanics Edition.

Post by datorangebottle » #657904

apparently my disagreeable bad takes are as follows:
Xenobiologist should be a separate job from Scientist so we don't get king of the hill pissing matches over who gets to run xenobio today.
Atmospherics Technician should be rolled into Scientist and Engineer instead of being a separate job, with engineer having the repair duties/access and science having the funny gas duties.
Hulk and Virology are bad for the game and should just not exist.
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Re: Bad takes, Mechanics Edition.

Post by Drag » #657905

*taps mic

Stun combat is bad and anyone who says otherwise has a skill issue.
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Re: Bad takes, Mechanics Edition.

Post by Farquaar » #657907

Xenobiologist and toxins researcher should be their own jobs, rather than being rolled into "scientist". Engine specialist and hull engineer should be separate jobs from engineer as well. In fact, there should be as many "unique" jobs as possible, with access overlap to maximize freedom without compromising flavour. Medbay does this correctly, with MD, Paramed, Chemist, Virologist, and (formerly) Geneticist each being their own jobs having enough freedom to cover other duties if the need arises. It's adds fun and enhances paranoia/disguise potential.
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Re: Bad takes, Mechanics Edition.

Post by chocolate_bickie » #657911

Drag wrote: Fri Dec 02, 2022 9:05 am *taps mic

Stun combat is bad and anyone who says otherwise has a skill issue.
How do you feel about stamina based combat?
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Re: Bad takes, Mechanics Edition.

Post by Cheshify » #657912

Melee combat sucks, spam clicking and wiggling is lame, having something more directional would be cool.
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Re: Bad takes, Mechanics Edition.

Post by BlueMemesauce » #657915

Cheshify wrote: Fri Dec 02, 2022 10:49 am Melee combat sucks, spam clicking and wiggling is lame, having something more directional would be cool.
ss14 has that
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Re: Bad takes, Mechanics Edition.

Post by Omega_DarkPotato » #657916

I think it'd be funny if there was a science borg with stuff for xenobio/genetics/sci scanning
give it the standard tools instead of the engi upgraded tools so that it's not Just Another Engineer, a sci scanner, a materials holder for construction purposes, genetic syringe holder for genetics, and biobag for xenobio

still can't build borgs/do robotics for reasons (we cant let borgs build themselves thatd be bad for society apparently) but it can do other sci jobs i think thatd be neat
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Re: Bad takes, Mechanics Edition.

Post by Jackraxxus » #657933

Every species should have a unique genetics mutation.
Like lizard's fire breath
Give felinids retractable claws, ethereals the shock-hand that more useful for spraypainting and LARPing as a cultist/heretic than actually shocking people (Which is currently made from insulated + radioactive), mothpeople a shortrange X-ray, think 3-4 tile radius etc.
Maybe even invent some for rarer/event species like flypeople or vampires.
Make vampire bat transformation a genetics mutation, surely that could not go wrong. Have it be like Hulk to humans, where only vampires can take the mutation.
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Re: Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #657935

toemas wrote: Thu Dec 01, 2022 11:19 pm
perfect example: pdas being replaced by pda tablets
gameplay wise, it was a huge improvement
sprite wise? they look like ipads. Totally soulless and boring. PDA's were cool and retro
Ooh we should make DOS interface pdas
- Sincerely itseasytosee
See you later
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Re: Bad takes, Mechanics Edition.

Post by saprasam » #657937

solo antags should be overpowered to encourage teamwork to take them out
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Farquaar
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Re: Bad takes, Mechanics Edition.

Post by Farquaar » #657938

saprasam wrote: Fri Dec 02, 2022 7:03 pm solo antags should be overpowered to encourage teamwork to take them out
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Re: Bad takes, Mechanics Edition.

Post by blackdav123 » #657941

sorry for my bad take but I love the current combat system
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Re: Bad takes, Mechanics Edition.

Post by BlueMemesauce » #657942

bad take: The new combat system changed nothing except for keybinds and was completely useless except for messing up muscle memorization. Otherwise combat mode and intents are basically the same thing except you cant press 2 for disarm or 3 for grab anymore and can only use hotkeys. we should just go back to intents, help and harm sounds better and is easier to say than combat mode on and combat mode off.
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Re: Bad takes, Mechanics Edition.

Post by RedBaronFlyer » #657963

More tedium is always good. (more of a bad idea list but w/e)
  • Make it so that you have to fill out paperwork in order for a cargo order to be ordered successfully.
  • Make it so that CT's have to do a missing item report whenever there's a shipment error.
  • Have a random chance that the cargo shuttle is destroyed during transit. if this happens, any and all cargo heading from the station to centcom, or from centcom to the station, is destroyed and requires paying 50,000 credits for a replacement. You must send a missing shuttle report to centcom via fax.
  • Have it so that you have to go by the HOP's desk to file income taxes.
  • Make it so that scientist research requires filling out an essay that gets sent to centcom and requires it to be peer reviewed and have a verification that you haven't just plagarized.
  • Make chef food randomly give food poisoning if there's any blood or filfth in the room that the food was prepared.
  • Remove techfabs and autolathes and make it so that there's an entire factory job dedicated to printing out five billion multitools at round start.
  • Make it so that if you wanna play Manuel you have to do an IC job application at centcom as a civilian.
  • Require all starting players to play intern assistant and they have to do a further job interview with centcom prior to getting a position. This requires 300 intern assistant shifts.
  • Have people randomly have the chance to no-show for work (which assistants roll upwards of 50%) which just ghosts them after they hit "join." If this happens within 180 intern assistant shifts after the interview, you are blacklisted from employment at Nanotrasen (perma banned)
  • Sec officers must file a report and fax it to centcom for any usage of equipment during an arrest. Each laser shot is an additional supplementary report.
  • Have any food out in the open expire within ten minutes if it's not in a sub-32 degree Fahrenheit (or 0 C for you filthy outsiders)
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Re: Bad takes, Mechanics Edition.

Post by BeeSting12 » #657970

I miss stun combat. I can't be arsed to acquire skill in the new combat system so I'll be forever bad in it when I play my 1-2 rounds per month. Losing stun combat, combined with the slowdown with dragging people, also was a significant nerf to security, and it feels like a lot of antags didn't take the same nerf (ie. blood cult). Combat in ss13 will always be who has the best ping and ability to consistently click sprites no matter how you code it, the removal of stun combat just drags it out. The new intent system is also shit, like bluememesauce said all it did was serve to mess up muscle memory and make certain interactions more confusing.

Virology is a dumb feature and should be removed. Here's why:

Nonantag viro gameplay: Don't interact with anyone while making OP heal virus. Making OP heal virus consists of playing casino on a computer. Wordlessly spray people with heal virus so it spreads. Whole crew gets OP heal virus and their chat spammed by symptom messages. Optionally, viro is lynched for this.

Antag viro gameplay: Don't interact with anyone while making OP kill virus. Making OP kill virus consists of playing casino on a computer. Wordlessly spray people with kill virus so it spreads. Whole crew gets OP kill virus and their spammed by symptom messages, eventually dying. Optionally, viro is lynched for this.

Does not encourage player interaction no matter how it is played and people only actually play it for the 5% times they get antag so they can kill everyone, much like toxins.
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Re: Bad takes, Mechanics Edition.

Post by Drag » #657990

chocolate_bickie wrote: Fri Dec 02, 2022 10:32 am
Drag wrote: Fri Dec 02, 2022 9:05 am *taps mic

Stun combat is bad and anyone who says otherwise has a skill issue.
How do you feel about stamina based combat?
Also bad. It's just diet stun combat
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san7890
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Re: Bad takes, Mechanics Edition.

Post by san7890 » #658041

Stun Batons are good, actually. You shouldn’t have to be an absolute sweat in order to do your job as a security officer
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Re: Bad takes, Mechanics Edition.

Post by iwishforducks » #658042

we should make more complicated antags
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stairmaster
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Re: Bad takes, Mechanics Edition.

Post by stairmaster » #658065

prog traitor should be removed or at the very least static traitor should still be a thing in some situations
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Re: Bad takes, Mechanics Edition.

Post by Agux909 » #658066

stairmaster wrote: Sun Dec 04, 2022 4:37 pm prog traitor should be removed or at the very least static traitor should still be a thing in some situations
Sorry but this isn't a bad take. You have failed.
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Re: Bad takes, Mechanics Edition.

Post by Itseasytosee2me » #658069

stairmaster wrote: Sun Dec 04, 2022 4:37 pm prog traitor should be removed or at the very least static traitor should still be a thing in some situations
*LOUD BUZZER*

Whoops sorry buddy looks like you failed the game and lost the chance to win 1,000,000 Canadian dollars.
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See you later
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Re: Bad takes, Mechanics Edition.

Post by Bawhoppennn » #658102

Are we sure any of these are bad takes
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