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Porting /VG/station's kick and bite

Posted: Sun Mar 06, 2022 5:29 am
by Tohg7.
Before anyone asks me, yes, i know /VG/station is a dumpster-fire of a server, but that does not excuse the fact that they have some nice weapons and mechanics. That's why i thought we port /VG/station's kick and bite unarmed special moves to TG.

How /VG/station kicking and biting works, as quoted from the wiki: "Bite - Biting does slightly more damage than normal harm intent punches, but never stuns. Bites are also very easily stopped by any armor." and kicking: "Kicking does more damage than normal harm intent punches, but has twice the attack delay and lower stun chance. Combat boots, SWAT boots and jackboots can further increase kick damage. Kicking somebody who is lying on the ground turns the attack into a stomp, doubling the damage dealt. If done with magboots on, the victim will sustain heavy damage."

Of course we would have to convert the remake the bite and kick to be compatible with combat mode, like CTRL+M2 for kicking and Alt+M1 for biting with combat mode on, but in my opinion, i think it would be worth it to add this since there's currently no way to my knowledge to make a level 4 grab into certain death before the other player can break free other then stomping with active magboots.

Giving your input on this idea would be recommended, as i would like to know how to balance this before i start coding it. Possibly we could port some more stuff from VGstation into TG, like the fake traitor PDA that can put targets on a "do not tip" list, causing all the food they order to be poisoned, so there can be a reason why a traitor should kill the cook excluding objectives. And 50-60TC items that allow traitors to become different antagonists, like Cultists or Changelings via a "Cult or Nar'sie Pamphlet" or "Secure Vial" single-use item so traitors would have something to cooperate for.

Re: Porting /VG/station's kick and bite

Posted: Sun Mar 06, 2022 6:17 am
by Helios
I think MSO misunderstood me
viewtopic.php?f=45&t=30975
When I suggested making a forum for /tg/station ports, this is the type of threads I was talking about. Porting features from other stations to /tg/station, not video game adaptations of /tg/

Re: Porting /VG/station's kick and bite

Posted: Sun Mar 06, 2022 8:45 pm
by Tohg7.
Helios wrote: Sun Mar 06, 2022 6:17 am I think MSO misunderstood me
viewtopic.php?f=45&t=30975
When I suggested making a forum for /tg/station ports, this is the type of threads I was talking about. Porting features from other stations to /tg/station, not video game adaptations of /tg/
you should message MSO about what you meant by that, something tells me that he took things out of context.

Re: Porting /VG/station's kick and bite

Posted: Wed Mar 09, 2022 8:18 pm
by Valorium
Changing the transmission method for romerol to bites would be interesting and provide some counterplay for zombies beyond running away. That way we can have all the thrilling “did that attack penetrate my armor” action of Project Zomboid with half the graphical fidelity.

Re: Porting /VG/station's kick and bite

Posted: Mon Mar 14, 2022 11:20 am
by FantasticFwoosh
I don't think they'd take very nicely to co-operate with you after calling them a dumpster fire, just a idea.

Honestly if you're enamored with the design of lifeweb to port their intents, it should just be a button hooked up to trigger on MMB.

Re: Porting /VG/station's kick and bite

Posted: Mon Mar 14, 2022 3:50 pm
by Farquaar
Anyone who's played Dwarf Fortress knows the value of biting when all your limbs have been hacked off.

Re: Porting /VG/station's kick and bite

Posted: Wed Mar 16, 2022 11:22 am
by PKPenguin321
We sort of already have stomping, it's a thing with Krav Maga iirc