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Prevent Shuttle Calling On Certain Modes

Posted: Wed Jan 24, 2018 11:24 pm
by Jzoid
before any of you say it, because I know this community loves to be a tad bit bitchy when it comes to suggestions

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With that out the way, here's the suggestion.
Prevent Shuttle Calling On Certain Modes, these modes include;
Blood Cult
Clockwork Cult
Nuclear
Revolution
Wizard
Xenomorphs


Restricting shuttle calls to the most basic game modes, or to a one hour mark, it allows us to actually have fleshed out rounds without having some salty person call the shuttle because they didn't hit that sweet antag role. Rounds will be interesting, and the only way rounds should be able to end is if the antag team gets ended. The reasons for this could range from Nanotrasen not wanting cult infiltration, to the ship being too costly to lose.


"oh but won't this cause meta game?"
well simply have it so it won't LIFT OFF from the station if it gets called and docked, this prevents meta-bait as the shuttle still gets called so you can't tell what type of game mode there is, and if you're calling shuttles without really knowing what game mode it is in the first place, the shuttle calls are really questionable.

Re: Prevent Shuttle Calling On Certain Modes

Posted: Wed Jan 24, 2018 11:27 pm
by BeeSting12
its smart to tell the community you want your idea accepted by that theyre bitchy

Re: Prevent Shuttle Calling On Certain Modes

Posted: Wed Jan 24, 2018 11:29 pm
by Anonmare
Cults can be hard to 100% stamp out since all it takes is one savvy cultist cutting out a dead man's loyalty implant to slip in amongst the loyalists.

And yes it can be done, just have an empty case in your hand when you get to the implant removal step and it'll automatically put the implant in the implant case. All you need then is an implanter

Re: Prevent Shuttle Calling On Certain Modes

Posted: Wed Jan 24, 2018 11:30 pm
by Jzoid
BeeSting12 wrote:its smart to tell the community you want your idea accepted by that theyre bitchy
somehow I knew it would be you to point that out. you or oranges was my guess.
simple solution: don't act bitchy
i am sorry for speaking what i feel, but perhaps there's merit to why I feel this way? oh wait, there is

either case, don't de-rail from the suggestion

Re: Prevent Shuttle Calling On Certain Modes

Posted: Wed Jan 24, 2018 11:57 pm
by Wyzack
Cult is fucking awful and if as captain I cannot call the shuttle i will probably just kill myself instead

Re: Prevent Shuttle Calling On Certain Modes

Posted: Thu Jan 25, 2018 1:51 am
by PKPenguin321
>xenomorphs kill literally every human
>have to watch them jack their xenodicks for a half hour before you can get a new round
no thanks

Re: Prevent Shuttle Calling On Certain Modes

Posted: Thu Jan 25, 2018 2:05 am
by Super Aggro Crag
PKPenguin321 wrote:>xenomorphs kill literally every human
>have to watch them jack their xenodicks for a half hour before you can get a new round
no thanks
Pkpenguin321 is correct

Re: Prevent Shuttle Calling On Certain Modes

Posted: Thu Jan 25, 2018 3:55 am
by ShadowDimentio
PKPenguin321 wrote:>xenomorphs kill literally every human
>have to watch them jack their xenodicks for a half hour before you can get a new round
no thanks
ERP is banned

Re: Prevent Shuttle Calling On Certain Modes

Posted: Thu Jan 25, 2018 4:00 am
by SpaceManiac
have it so it won't LIFT OFF from the station if it gets called and docked
As far as I can tell, this is already true for blobs, revs, clock cult, and code delta (nuke ops and malf AI). Wizard is often tasked to escape on the shuttle and while Xenomorphs don't have an explicit greentext I usually interpret their goal as to escape on the shuttle (spread).

Re: Prevent Shuttle Calling On Certain Modes

Posted: Thu Jan 25, 2018 4:35 am
by Ayy Lemoh
I think making sec players, heads of staffs, and non-important roles not suiciding when they hear an announcement about xenomorphs is a better idea than making xenomorphs more hated.

EDIT: Also xenomorph has no end-game condition anyways.

Re: Prevent Shuttle Calling On Certain Modes

Posted: Fri Jan 26, 2018 6:21 am
by EagleWiz
Jzoid wrote: Blood Cult
Jzoid wrote: the only way rounds should be able to end is if the antag team gets ended.
"sorry guys, I know we stopped the cult from summoning and now most of both sides have been wiped out along with half the station, but centcom says we can't leave the station because there's one cultist hiding in lavalands or some space ruin"

edit: and nuke ops is probably an even worse idea. I've seen a number of rounds end with all-but-one nuke op dead and that one op being ridiculously cautious. Removing the time pressure from the ops team would allow for a lot of new strategies and most of them would be really obnoxious and unfun.