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lethality mechanics

Posted: Thu Feb 02, 2017 7:05 pm
by John_Oxford
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.

Re: lethality mechanics

Posted: Thu Feb 02, 2017 7:10 pm
by Deitus
i like some of the ideas but i dont like the "just make everything op" mindset

Re: lethality mechanics

Posted: Thu Feb 02, 2017 7:16 pm
by Wyzack
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

Re: lethality mechanics

Posted: Thu Feb 02, 2017 7:34 pm
by Dagdammit
If you wanna test it, make it so everyone spawns with a Death Box in their inventory containing the fitting kit for their role.

Re: lethality mechanics

Posted: Thu Feb 02, 2017 9:15 pm
by XDTM
Can't wait to play these 30 minute rounds while staying dead for 20 minutes each

Re: lethality mechanics

Posted: Thu Feb 02, 2017 9:19 pm
by Sweets
>8 barrier grenades
>All Rwall brig
>Somehow insanely op or imbalanced

It sounds like a reasonable and needed buff to sec. Do it.

Re: lethality mechanics

Posted: Thu Feb 02, 2017 9:55 pm
by captain sawrge
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.

Re: lethality mechanics

Posted: Thu Feb 02, 2017 11:01 pm
by Cobby
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

Re: lethality mechanics

Posted: Thu Feb 02, 2017 11:04 pm
by PKPenguin321
John_Oxford wrote:security:
>tactical
dropped

Re: lethality mechanics

Posted: Thu Feb 02, 2017 11:05 pm
by captain sawrge
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

Re: lethality mechanics

Posted: Thu Feb 02, 2017 11:08 pm
by cedarbridge
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.

Re: lethality mechanics

Posted: Thu Feb 02, 2017 11:09 pm
by captain sawrge
yeah then we half assed it and let everyone keep tasers anyway for some reason?

Re: lethality mechanics

Posted: Fri Feb 03, 2017 12:38 am
by Dagdammit
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?

Re: lethality mechanics

Posted: Fri Feb 03, 2017 12:51 am
by cedarbridge
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).