Buffing TC's to 30
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Buffing TC's to 30
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?
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?
- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
- Byond Username: TechnoAlchemist
Re: Buffing TC's to 30
This will make implants much more common, sucks for security.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Buffing TC's to 30
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.
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.
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Buffing TC's to 30
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
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=3879
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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- Joined: Fri May 23, 2014 3:29 am
- Byond Username: Amelius
Re: Buffing TC's to 30
Majority, in-large, says greater than 24. Just saying.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
- Takeguru
- Joined: Wed May 07, 2014 5:20 pm
- Byond Username: TakeGuru
Re: Buffing TC's to 30
I'd say bump syndiebombs to 16 TC, just so every traitor isn't buying 2 to grief every fucking round
- invisty
- Joined: Tue May 26, 2015 12:02 am
- Byond Username: Invisty
Re: Buffing TC's to 30
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.
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.
Mime: Depresso
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Buffing TC's to 30
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.
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.
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: Buffing TC's to 30
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.
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.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Buffing TC's to 30
Traitors usually don't work together for more than five minutes.
Also, I love your lizard names, Lumi.
Also, I love your lizard names, Lumi.
- Zaffre
- Joined: Mon Jul 07, 2014 5:37 pm
- Byond Username: Zaffre
- Location: UK
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Buffing TC's to 30
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.
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.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Buffing TC's to 30
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.
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Buffing TC's to 30
increase the amount of traitors first
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Buffing TC's to 30
Miauw wrote:increase the amount of traitors first
plplplplp WOOOOooo hahahhaha
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Buffing TC's to 30
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.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Buffing TC's to 30
Do I raise or lower the traitor coefficient?
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Buffing TC's to 30
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.
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.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Buffing TC's to 30
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
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
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