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The New Nuke (It'll be around forever, eh eh eh) - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: The New Nuke (It'll be around forever, eh eh eh) (/showthread.php?tid=4821) |
Re: The New Nuke (It'll be around forever, eh eh eh) - Frank_Stein - 09-29-2015 Hufflaw Wrote:They do end when all syndies die, but only if the nuke isn't already armed.Really? Because I had a syndi round the other night witg a low pop. I was the only syndicate and instead of bothering with the nuke I brought Vaughn Braun over and armed them with a gun and c-saber to test their combat effectiveness. I died without arming the nuke and the round continued. Re: The New Nuke (It'll be around forever, eh eh eh) - Ed Venture - 09-29-2015 Hufflaw Wrote:They do end when all syndies die, but only if the nuke isn't already armed. The round should end if the crew kills all the syndies and after they destroy the nuke. Re: The New Nuke (It'll be around forever, eh eh eh) - Ed Venture - 09-29-2015 Ed Venture Wrote:Hufflaw Wrote:They do end when all syndies die, but only if the nuke isn't already armed. Re: The New Nuke (It'll be around forever, eh eh eh) - Vitatroll - 09-29-2015 Popular opinion is that the round should end when all nukeops are dead and the nuke is destroyed/unused. Hell, a lot want to go even further and have the round end when the nuke is destroyed. These aren't snap reaction to change anymore, it's just how people think. Blob mode could be continued after station-victory. Those can end in a few minutes with little to no station damage depending on who does what. Nukeops? Sec, Engineering, or Reasearch; one of these vital areas will be thoroughly roughed up. A lot of active players dead with generally no hope of (I dnr, so no salt here) revival. What you're often left with is a mostly apathetic group of people on a dying station that do nothing but wait until somebody calls the shuttle. Whee. Ugh. I left this post open while I went to do stuff for a while. Re: The New Nuke (It'll be around forever, eh eh eh) - Frank_Stein - 09-29-2015 Frank_Stein Wrote:Incidentally, the monkey seems to prefer to use the item in the right hand, but swapped the csaber with a revolver in his left hand, so maybe they have a preference for guns?Hufflaw Wrote:They do end when all syndies die, but only if the nuke isn't already armed.Really? Because I had a syndi round the other night witg a low pop. I was the only syndicate and instead of bothering with the nuke I brought Vaughn Braun over and armed them with a gun and c-saber to test their combat effectiveness. Re: The New Nuke (It'll be around forever, eh eh eh) - Ed Venture - 09-29-2015 Vitatroll Wrote:Popular opinion is that the round should end when all nukeops are dead and the nuke is destroyed/unused. Hell, a lot want to go even further and have the round end when the nuke is destroyed. These aren't snap reaction to change anymore, it's just how people think. As said before sometimes no one even tries to stop the syndies cause if they win that means the round will end. Last week when I was a syndie we had to armed the nuke at RD central hub and the only people who came to stop us was the detective, a monkey and the RD. I really hope IsaidNo has the time to read this thread sometime soon. Re: The New Nuke (It'll be around forever, eh eh eh) - Huff H Law - 09-29-2015 Ed Venture Wrote:It does end though! I gibbed an AFK nuke op on LLJK 2 and it ended the round immediately! If the nuke ops are dead, the bomb armed and the bomb gets destroyed the round also ends! I didn't test it with the nuke ops alive and nuke dead though.Hufflaw Wrote:They do end when all syndies die, but only if the nuke isn't already armed. Re: The New Nuke (It'll be around forever, eh eh eh) - Sundance - 09-30-2015 Haven't played it yet but seen the changelogs: Recent change to nuke looks pretty boss Re: The New Nuke (It'll be around forever, eh eh eh) - Mageziya - 09-30-2015 Also in the camp of not having played the new nuke yet, but looking at the changelog, I will say this: Yes. The changes are everything that people have been asking for and more. Re: The New Nuke (It'll be around forever, eh eh eh) - Ed Venture - 09-30-2015 ![]() Re: The New Nuke (It'll be around forever, eh eh eh) - Vitatroll - 09-30-2015 Another one here to just say: ![]() ![]() ![]() I assume that quantifies as some sort of elation. If not, I'm elated. RE: The New Nuke (It'll be around forever, eh eh eh) - Ed Venture - 02-25-2016 Bumping this thread since nothing has changed with new nuke for months. To be honest I kinda hate the state that new nuke is in. MY issue with new nuke is that it forces you into one play style. Unlike old nuke where you could choose to lone wolf it and go stealth or go undercover and track the captain and constantly giving your team updates on where he was so all of you could execute a ambush. New nuke forces you into one play style. Plant the nuke and defend. There is no variety and it has become stale and boring and the coder working on it (isaidno) has pretty much vanished since they game mode got added. Now it's been said in this thread that if it came down to it another coder could pick this up and start working on it on his behalf. Now as unlikely as that is I have to say something. As the state new nuke is in I have to say it is far worse the old nuke, forcing players into one playstyle is unacceptable when every other antag role gives you loads of options on how you want to tackle objectives. Changes need to be made cause even though I prefer old nuke I still think new nuke has much more room to grow and become something much better then the old version ever was. Many have said combine old nuke and new nuke into one game mode and here is my idea for that -Make the disk more important. So instead of it reducing the timer it has to instead be needed to activate the nuke. The round would play out like this if this change was added Stage 1. Track down the captain and get the disk by any means Stage 2. Get the nuke to the station and plant it Stage 3. Get the disk to the nuke and arm it Stage 3. Defend the nuke till the timer reaches 0 -This would combine the playstyle of new nuke while re-adding the multiple playstyles old nuke had open to the player. -Makes the role of captain important again -Gives security officers and in some cases the crew something to defend just like the syndies have something to defend -Adds new layers of teamwork as syndies will have to plan each of their moves carefully. I think we can all agree (I hope anyways) that the changes I propose would make new nuke much better and more enjoyable and I believe these changes would be for the most part easy to integrate into the game modes as it is just adding the best things from both modes and combining them into something even greater. I'd love to hear any and all thoughts on new nuke and my idea for it. RE: The New Nuke (It'll be around forever, eh eh eh) - Isaacs Alter Ego - 02-25-2016 I don't think having the disk be vitally important again is a good idea. It was always lame before and often ended up creating lightning rounds that ended in 2 minutes because the captain happened to be near an airlock or was wandering around in space, or went off the z-level. Having it be a bonus is preferable. Also, just because the nuke is very overt doesn't mean you have to be. You can go in before the main squad and do some stealthy assassinations, and you can still hunt down the disk for the timer reduction. It's not like the mode prohibits those. You don't have to bring the nuke on the station until you're good and ready, you could very well have a team of infiltrators come in, stealthily take out anyone who might fight back later, grab the disk, and then bring the nuke. I think you can do whatever you want with the mode as it stands, you just have to work and communicate with your team. The only change I could see to make stealth a little easier would maybe be some kind of nuke-delay, where it can only be activated x minutes into the round. That would give both the nukeops and the crew some time to set up, though it'd be pretty boring for nuke teams who want to forego stealth altogether. RE: The New Nuke (It'll be around forever, eh eh eh) - Frank_Stein - 02-25-2016 Yeah, I was just in a round the other night where the nuke team had advance team take out the captain, nap the disk, and do some prep work to set the area up for the nuke. In general, I like the new nuke better. It gets all the Syndicate guys working together a bit more, it gives the crew a clear message once the nuke is set. Before you'd have rounds over in a few minutes with only two people knowing what was going on. RE: The New Nuke (It'll be around forever, eh eh eh) - Roomba - 02-25-2016 Honestly, I always felt that a single lucky/robust player being able to lone wolf it and single-handedly win the round was one of the major flaws in old nuke mode. It led to everyone making a mad dash for the station, ignoring any attempts at communication because all these other buggers would only slow them down and discouraging the hell out of new nuke ops. Everyone wanted to be the guy who shot the captain in the face before he even stepped out of his office and set off the nuke two minutes into the round. The new nuke mode definitely does more to promote teamwork. It's still possible, but unlikely, that a single superrobust dude singlehandedly secures victory for either side, but for the most part whichever side works better as a team that round, nuke or crew, is going to come out on top. I think that's more important than variety. Plus, as mentioned, there's definitely still room for alternative playstyles. I've seen a round in which a small team quietly infiltrated as engineers and spent the better part of an hour quietly reinforcing engineering and murdering anyone who walked in before they brought the nuke in. Even if new nuke has flaws, I'm not sure the way to solve them is by bolting old nuke on top of it. |