Make nuke ops admin-only.
Posted: Sat Feb 01, 2020 7:32 pm
Nuke ops are not fun to play as or against. They end rounds too fast so it's impossible to do any fun projects on a nuke round.
Moving to policy discussion as this would be a config-side disableL_Nacho_Chaos_L wrote:Nuke ops are not fun to play as or against. They end rounds too fast so it's impossible to do any fun projects on a nuke round.
No to both you and the OPYenwodyah wrote:This but only war ops
Arathian wrote:No.
Tarchonvaagh wrote:Arathian wrote:No.
Boris wrote:Tarchonvaagh wrote:Arathian wrote:No.
This statement is true but it shows more that War Ops should evolve as a gamemode and blitz/stealth ops should be hard reworked if not removed entirely. Stealth Ops can be fun, really, but needs more of a dedicated focus and could be another gamemode as Stealth options are rather lacking. Blitz Ops is garbage.wesoda25 wrote:War ops should be removed and blitz/stealth ops balanced. Right now as shit as it is war ops is the best balanced version of the gamemode
Boris wrote:Tarchonvaagh wrote:Arathian wrote:No.
How would you do that? It's been 10 thousand yearswesoda25 wrote:we COULD bring back infiltrators
Pretty much this - blitz just wastes 80% of everyone's time without involving them. Stealth could be okay but I feel it should be it's own game mode with a different load out to regular nukies. War let's everyone know beforehand that the round is just tdm and not to waste your time being productive.zxaber wrote:War ops is the only way that nuke ops is bearable. People are given a warning not to start any projects and a chance to fight back, rather than being blind-sighted half-way through a gimmick by an antag they have near-zero chance of winning against. Even if command and security as a whole manage to defend successfully against the nukies, the experience for basic crew members against non-war is pretty terrible.
I think many find the crew experience terrible, on war ops. I suicide every single time.zxaber wrote:War ops is the only way that nuke ops is bearable. People are given a warning not to start any projects and a chance to fight back, rather than being blind-sighted half-way through a gimmick by an antag they have near-zero chance of winning against. Even if command and security as a whole manage to defend successfully against the nukies, the experience for basic crew members against non-war is pretty terrible.
People want to play the videogame and engage with the round. A gamemode that doesn't engage most of the station isn't very good. And as someone who's queued for Ops a lot, Blitz is the most boring option to both play and play against. You're just slamming against the station with breakneck speed armed to the teeth with mods that make you basically immune to anything it throws at you. Unless the Ops team is blatantly incompetent or faffs around instead of blitzing, the blitz ops always win a few minutes into the shift and everyone gets to be upset.Shaps-cloud wrote:I think it's sad that people see war ops as the default nuke ops experience now and that standard hit and run ops is seen as the lesser option. The panic and scrambling of security and command when someone reports operatives or a bomb goes off and decimates comms, not to mention the deadchat tradition of getting to follow along with the operatives as they get picked off one by one, are some of my favorite core experiences in ss13. Removing the looming threat of a commando raid that seeks to wipe out the station with no negotiation and no nonsense about diplomacy would be a big loss for the game, and one that I think is selfish on the part of the people who lobby for it. You can't always be the star of the show, and sometimes rounds end without warning and you don't get 3 hours to finish whatever project you had in mind. That's fine! You were a background character to the real conflict that round, and another group of people were the ones with the spotlight. SS13 shines best when people rotate being the focus of the round, and the inability to let other people enjoy a unique experience of panicking in the face of a paramilitary threat because your project (that you can do any other round) got cut short is sad and goes against the spirit of a roleplaying game with this many people
This is such a brainlet takeVekter wrote:Nuclear hot take: Remove warops.
War ops is already the most unbearable and boring gametype in the game.Sheodir wrote: Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game
That's a no from me Mr Mouseman
Warops is literally "Open the armory, give everyone guns, round is now deathmatch". At least things are exciting when we're suddenly getting raided by the Syndicate.Sheodir wrote:This is such a brainlet takeVekter wrote:Nuclear hot take: Remove warops.
Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game
That's a no from me Mr Mouseman
Exciting is one way to put it. I just get demoralized when I'm half-way through a project and ops show up out of nowhere. Whether you win or not, the round is going to be ending soon, be it by nuke or nukie death or escape shuttle. From the point of view of someone who is trying to create their own fun, all possible outcomes with stealth ops are a loss. There's no point in continuing the project, hope you roll the same role next shift and you can try again.Vekter wrote:Warops is literally "Open the armory, give everyone guns, round is now deathmatch". At least things are exciting when we're suddenly getting raided by the Syndicate.Sheodir wrote:This is such a brainlet takeVekter wrote:Nuclear hot take: Remove warops.
Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game
That's a no from me Mr Mouseman
That's one of the problems that dynamic would help with; instead of just suiciding because your project is gone no matter what, if you help with the op situation you have a better chance of returning to status quo and continuing that project until the next threat shows up.zxaber wrote:Exciting is one way to put it. I just get demoralized when I'm half-way through a project and ops show up out of nowhere. Whether you win or not, the round is going to be ending soon, be it by nuke or nukie death or escape shuttle. From the point of view of someone who is trying to create their own fun, all possible outcomes with stealth ops are a loss. There's no point in continuing the project, hope you roll the same role next shift and you can try again.Vekter wrote:Warops is literally "Open the armory, give everyone guns, round is now deathmatch". At least things are exciting when we're suddenly getting raided by the Syndicate.Sheodir wrote:This is such a brainlet takeVekter wrote:Nuclear hot take: Remove warops.
Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game
That's a no from me Mr Mouseman
When a traitor or changeling comes at you, there is a chance you can get back to what you were doing if you survive. Revs, cult, and to some extent wiz tend to make themselves known early on, and so you can focus on that. But stealth ops can wait up to (or exceeding) half an hour if they're not doing blitz, which is more than enough time to get settled into a project or gimmick or something. That's why it's terrible when they suddenly show up.
Manuel is new so I'll give you a pass on not knowing the fun RP opportunities provided by a War Ops where you can't just dunk on the Cap for the disk or demand an armory bolted open. Although it helps if it's Dynamic and other antags might still be around.Vekter wrote:Warops is literally "Open the armory, give everyone guns, round is now deathmatch". At least things are exciting when we're suddenly getting raided by the Syndicate.Sheodir wrote:This is such a brainlet takeVekter wrote:Nuclear hot take: Remove warops.
Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game
That's a no from me Mr Mouseman