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Buffing TC's to 30

Posted: Sun Jul 19, 2015 11:20 am
by Steelpoint
I intend to put up a PR to buff Traitor and DA TC's to 30 from 20.

The general consensus from the few people I've talked too seems positive, so long as I increase the price of a syndi bomb to 16 TC's.

What are your opinions on this proposed change?

Re: Buffing TC's to 30

Posted: Sun Jul 19, 2015 11:24 am
by TechnoAlchemist
This will make implants much more common, sucks for security.

Re: Buffing TC's to 30

Posted: Sun Jul 19, 2015 11:26 am
by Steelpoint
I like a challenge.

I want to keep buffing the price of items to a minimum, there's little point in buffing the amount of TC's if we're just going to match the price of most traitor equipment.

Re: Buffing TC's to 30

Posted: Sun Jul 19, 2015 11:45 am
by CPTANT
I think a relatively small increase will already have a pretty large effect. I suggest looking first looking at the effects of a smaller increase.

https://tgstation13.org/phpBB/viewtopic.php?f=9&t=3879

Re: Buffing TC's to 30

Posted: Sun Jul 19, 2015 12:15 pm
by Amelius
CPTANT wrote:I think a relatively small increase will already have a pretty large effect. I suggest looking first looking at the effects of a smaller increase.

https://tgstation13.org/phpBB/viewtopic.php?f=9&t=3879
Majority, in-large, says greater than 24. Just saying.

Re: Buffing TC's to 30

Posted: Sun Jul 19, 2015 8:02 pm
by Takeguru
I'd say bump syndiebombs to 16 TC, just so every traitor isn't buying 2 to grief every fucking round

Re: Buffing TC's to 30

Posted: Mon Jul 20, 2015 12:07 am
by invisty
I approve of this, in a sense. Traitors should be thr game mode where we have a variety of threat and DANGERSTATION coming in a vareity of different forms. One of those, currently, is that traitors are the best antagonist at "misusing" the station's facilities to cause hell.

Unfortunately, this avenue is still of questionble viability due to how quickly you get screwed for using it.

What I would rather prefer is that traitor items that are less popular be buffed and have reduced cost. The EMP Flashlight, for instance, could do with having its BRIGHT RED TEXT removed or reconsidered.

Re: Buffing TC's to 30

Posted: Mon Jul 20, 2015 12:16 am
by lumipharon
Of all the items that need to be buffed, the flashlight is not one of them.
It's one of the most robust fucking items a traitor can get.
It can be used as a ghetto emag to open doors.
It can be used to mute people's comms
It wrecks borgs
It cripples sec officers

All of that while looking like a perfectly normal item to be walking around in maint with.

One thing I thought about, is that traitors tend to be rather good in the once in a blue moon that they work together.
What if sometimes, the game would group 2 (or more) traitors together?
The fluff could be several people from the same syndicate faction, that have an extra, shared objective.

So Gobbles-the-Cocks might have:
1) Assassinate X
2) Escape alive
and then 3) Nanotrasen's scientific efforts must be stopped! Work with the other Gorlex Marauder agents to kill all science personnel!

Then part of the notes would be "You work for the Gorlex Marauders with Rubs-the-Chest and Fondles-the-Tail. Work together to achieve your mutual objectives!"

2 or 3 traitors working together can be far more deadly then the sum of their parts.

Re: Buffing TC's to 30

Posted: Mon Jul 20, 2015 12:23 am
by Falamazeer
Oh fuck yeah.

I've always said that a good double team is the uggliest nastiest way to fight ever (Usually in reference to metacoms)
It's really hard to fight a committed pair that sticks together.

That being said, it's a dream, one that never will work, look at cult, nuke, wiz apprentices etc etc
Team antagonists always disperse to lone ranger, so in practice I doubt it would change much.

Re: Buffing TC's to 30

Posted: Mon Jul 20, 2015 5:33 am
by DemonFiren
Traitors usually don't work together for more than five minutes.

Also, I love your lizard names, Lumi.

Re: Buffing TC's to 30

Posted: Mon Jul 20, 2015 1:17 pm
by Zaffre
It could just be as simple at 'Make sure Melts-the-Beam escapes Alive'

Re: Buffing TC's to 30

Posted: Wed Jul 29, 2015 1:21 pm
by CPTANT
This idea was unfairly shot down without debate and despite having major backing.

A new PR for this or a 25 TC variant should be made, as it is still the single best way to bring back traitor influence to a level more like it used to be.

Re: Buffing TC's to 30

Posted: Wed Jul 29, 2015 1:28 pm
by Steelpoint
I could easily put up a new 30 TC PR with more adjustments from what we discussed during the mass controversy. Though odds are it will get shut down in four minutes not four hours.

Re: Buffing TC's to 30

Posted: Wed Jul 29, 2015 3:43 pm
by Miauw
increase the amount of traitors first

Re: Buffing TC's to 30

Posted: Wed Jul 29, 2015 3:54 pm
by Scones
Miauw wrote:increase the amount of traitors first

Re: Buffing TC's to 30

Posted: Wed Jul 29, 2015 4:03 pm
by Steelpoint
I've been suggesting that but to no avail, at least from MSO.

Re: Buffing TC's to 30

Posted: Sat Aug 01, 2015 1:43 am
by Luke Cox
What if every traitor had one buddy that they share objectives with, and have a com link with? Like a reverse double agent sort of thing.

Re: Buffing TC's to 30

Posted: Sat Aug 01, 2015 2:01 am
by onleavedontatme
Do I raise or lower the traitor coefficient?

Re: Buffing TC's to 30

Posted: Sat Aug 01, 2015 3:36 am
by lumipharon
more traitors.
50% of traitors do nothing/do their objective in the last 5 minutes
30% of traitors get dunked after 5 minutes
20% of traitors do something retarded like suicide bomb

and we only have like, 4 traitors in a 30 man round.

Re: Buffing TC's to 30

Posted: Sat Aug 01, 2015 3:47 am
by onleavedontatme
I meant do I raise or lower the coefficient to raise or lower the traitor number because it doesn't say in the config option file.

I looked at the code though and lowered it from 6 to 5, so we'll now have 1/5 people be traitors instead of 1/6