Finishing moves/Fatalities - 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: Finishing moves/Fatalities (/showthread.php?tid=8643) |
Finishing moves/Fatalities - Lady Birb - 04-29-2017 If someone is in critical condition and you have a neck grab on them(disarm or kill), than clicking on objects that have unique suicide effects would let you preform a finishing move on your victim using it, because with how horribly brutal most of the suicides are in this game, why restrict it to just using it on yourself when you can have a nukeop shove the captain into the deep fryer alive? It would probably have a progress bar on it similar to stuffing corpses in the enzymatic reclaimer so nearby personnel can intervene before you can finish the job. Maybe make it a wrestling belt ability if you think it could be abused, but if you ask me if someone is in crit and you have a neckgrab on them they are basically already dead.
RE: Finishing moves/Fatalities - Frank_Stein - 04-29-2017 I can almost imagine a whole different, simpler health system based on this where being put into crit is something you would always heal out of automatically unless you continue to take damage while in it. RE: Finishing moves/Fatalities - Lady Birb - 04-29-2017 (04-29-2017, 09:17 PM)Frank_Stein Wrote: I can almost imagine a whole different, simpler health system based on this where being put into crit is something you would always heal out of automatically unless you continue to take damage while in it. Would be nice for a deathmatch-style gamemode/server, but not sure about normal play. Coders write it down somewhere. RE: Finishing moves/Fatalities - babayetu83 - 04-29-2017 i really like this idea RE: Finishing moves/Fatalities - Lady Birb - 04-29-2017 Thinking on my idea, I came up with giving antagonists abilities that act as unique finishing moves. Some ideas:
RE: Finishing moves/Fatalities - Musketman12 - 04-30-2017 (04-29-2017, 09:51 PM)Lord Birb Wrote: and then it explodes, leaving a gaping hole and cheeseburgers everywhere RE: Finishing moves/Fatalities - awfulworldkid - 04-30-2017 Predator finisher should explode everything but the victim's head. RE: Finishing moves/Fatalities - atomic1fire - 04-30-2017 Gang members would be able to cut their victims apart cartel style. "X pulls out a very well concealed knife and chops their victim to pieces, BRUTAL" RE: Finishing moves/Fatalities - YoukCat - 04-30-2017 Wrestlers already have this, though it's not nearly as flashy or brutal. If they're dead/crit (I haven't done research on it) and you get a KILL Neck-Grab and use SLAM, they will be gibbed from the slam. RE: Finishing moves/Fatalities - misto - 05-01-2017 i would prefer such coup de grace "moves" to be inventable by players ingame via extant mechanics or the expansion of extant mechanics, rather than more pushbutton moves ie the quest for the perfect death pill, martian foot torture, custom flamethrower mix, etc. get creative RE: Finishing moves/Fatalities - Crazyabe - 05-02-2017 How about combine this with the "Staging Suicides" thread? Brutally put someone in a kill grab and Hack off their head with a Disposal/mail shoot, or perhaps Deepfry them to Death and Serve 'em as a traitor Chef.... RE: Finishing moves/Fatalities - Lady Birb - 05-02-2017 Combining ideas from looking at the tgstation wiki and actual mortal kombat, I am wondering if the antag-specific finishers could be preformed by using a correct sequence of disarm/grab/harm intent on them while empty-handed. |