lethality mechanics

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John_Oxford
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lethality mechanics

Post by John_Oxford » #250988

so stick with me here.

instead of attempting to balance the crew, antagonists, and security with equipment, disadvantages and advantages, admin privilages, and buffs and debuffs.

what if we changed and added things to where all the equipment most if not everyone had was in some shape or form insanely overpowered and robust.

crew:
>stun gloves
>pocketable stun prods
>4x4 hull breaching IED's
>trip wires
>stacking spears
>coilguns that dismember
>arc gloves that throw lightning bolts but have a chance to bounce back to the user

security:
>tactical vests that hold loads of equipment
>round start projectile weapons with different ammo types
>round start grenade variants and grenade launchers
>additional tiers of body armor (tier v and vi)
>the thing fuze has from rainbow six
>flashers that don't burn out
>eight barrier grenades
>all r-wall brig

antagonists:
>dual energy swords are now 7 tc
>revolvers are now 5 tc
>nuclear operatives recieve 100 points by default for each operative

ect ect

the point being to give everyone equipment that can go toe to toe with things that would otherwise be very lethal. a well placed stun glove hit can mean the death of a nuclear operative. the addition of content that would absolutely fuck up whoever you attack's day with the addtional cause that they ALSO have access to this content by default.

tl;dr increase the lethalness of the game so high that it automatically balances out everything because everyone can die so fast it doesn't matter if their armor had a additonal 1 brute resist.
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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
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Re: lethality mechanics

Post by Deitus » #250991

i like some of the ideas but i dont like the "just make everything op" mindset
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Wyzack
Joined: Fri Apr 18, 2014 11:32 pm
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Re: lethality mechanics

Post by Wyzack » #250993

might be fun to try for an april fools type event, but i think hyper weapon saturated lethality will get dull quickly and make the team deathmatch shit worse
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Dagdammit
Joined: Fri Sep 09, 2016 12:42 am
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Re: lethality mechanics

Post by Dagdammit » #251000

If you wanna test it, make it so everyone spawns with a Death Box in their inventory containing the fitting kit for their role.
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XDTM
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Re: lethality mechanics

Post by XDTM » #251062

Can't wait to play these 30 minute rounds while staying dead for 20 minutes each
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Sweets
Joined: Sun Dec 11, 2016 6:19 am
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Re: lethality mechanics

Post by Sweets » #251064

>8 barrier grenades
>All Rwall brig
>Somehow insanely op or imbalanced

It sounds like a reasonable and needed buff to sec. Do it.
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captain sawrge
Joined: Thu Apr 17, 2014 6:13 pm
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Re: lethality mechanics

Post by captain sawrge » #251074

Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
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Cobby
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Re: lethality mechanics

Post by Cobby » #251105

captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Isn't this how stuns became king
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PKPenguin321
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Re: lethality mechanics

Post by PKPenguin321 » #251106

John_Oxford wrote:security:
>tactical
dropped
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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captain sawrge
Joined: Thu Apr 17, 2014 6:13 pm
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Re: lethality mechanics

Post by captain sawrge » #251107

ExcessiveCobblestone wrote:
captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Isn't this how stuns became king
remove stuns in all honesty
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
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Re: lethality mechanics

Post by cedarbridge » #251110

captain sawrge wrote:
ExcessiveCobblestone wrote:
captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Isn't this how stuns became king
remove stuns in all honesty
I think that was the goal in adding disablers over tasers.
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captain sawrge
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Re: lethality mechanics

Post by captain sawrge » #251112

yeah then we half assed it and let everyone keep tasers anyway for some reason?
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Dagdammit
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Re: lethality mechanics

Post by Dagdammit » #251144

captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Consequence like what, lasting status ailments?
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
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Re: lethality mechanics

Post by cedarbridge » #251148

Dagdammit wrote:
captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Consequence like what, lasting status ailments?
I'm honestly surprised we even have dismemberment considering the long standing fight against status ailments in general. At one point we were having the discussion about modifying the nutriment requirements in a round's duration to motivate the cook to cook and the crew to eat what the cook cooks. This was opposed strongly because "nobody wants to have something annoying slow you down." Losing an arm or a leg is rarely fun for the person who loses it and the loss certainly slows the victim down until it can be replaced. I suppose maybe we're at the stage of the game's development where people are comfortable with this sort of thing. Maybe we can start doing things like adding bones (and fractures), organ damage (could be interesting and require surgery to replace or heal).
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