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BYOND Username: gandalfphysicist
Wraith is a very late-game centred antag and as such, the impact of wraiths i not usually felt on the rare occasion they're actually in the game. So my suggestion is to increase the chances of a wraith (similar to the increase in werewolf chances).
So, with more frequent wraiths, players would need a new and effective way of combating a wraith during a haunt. Ladies and gentlemen, riot shotguns filled with salt. Now, this could be executed in a few different ways, could just be loading a shotgun with a beaker of salt, could be a specialised round located in the armoury, it's up to the devs. A blast from a salt shotgun would deal alotta damage to the wraith in question and make haunts highly risky to pull off if that wraith chooses to tangle with a well-armed space witcher.
Wraiths force the station's hand to make use of the more obscure and underused mechanics like body bags and salt lines. Wraiths are fun. They're deadly. But, most of all, I feel wraiths are a potentially great antag that are bottlenecked heavily by their lack of frequency.
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(10-26-2018, 11:13 PM)gandalfphysicist Wrote: So my suggestion is to increase the chances of a wraith (similar to the increase in werewolf chances).
You will never know how frustrating wraith is until you get crushed for seemingly no reason and with no way to fight back by a force you can't even hope to see.
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I don't think that the lack of wraiths is the problem that holds back wraith from being more fun... The problem is that they're boring/tedious to fight. They are a menace to the whole crew like a blob or nukeops, but the crew for the most part has no way to combat them OR protect themselves. You can lay down salt, but that's basically useless because only chemistry and Medical has access to chem dispensers, and even then it takes forever to place salt everywhere and only a wraith that is brand new is gonna run into it. Plus salt lines on floor break too often.
The only other interaction they really have is to make sure to dispose of bodies immediately so wraiths can't feed and fight a wraith in a revenant.
I'm not sure what's needed, but more ways for more players to be involved with defending themselves and others.
Also as my own pitch, the Chaplain/Chapel needs to be better agains the wraith. I don't think you're safe from the wraith in the chapel which makes no sense to me and holy water doesn't effect the wraith at all.
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BYOND Username: Adhara in Space
maybe make it so that if you're on walk intent, you can't break a line of salt? still punishes not being careful, but now you can also effectively ward areas off from the wraith
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I had an older thread about this that had some ideas that kinda went in a different direction with runes and sigils. Some bits from that
Quote:- Remove or reduce salt scuffing and change the dynamic to how it affects the wraith. Instead of revealing the wraith upon them touching it, it acts as a barrier to their movement and vision. The wraith can choose to reveal themselves in order to remove salt
- Candlelight can reveal the wraith. The wraith can use resources to temporarily neutralize a candle from a distance, turning the candlelight color blue while in effect.
- The Bible, horseshoes, and other Lucky charms act as a form of protection against wraith attacks. They reduce the general damage you take from a supernatural source while preventing you from being dissolved for resources or possessed as a revenant while in your possession
- The Ouija board can be used as a locating device. Using it in hand tells you which direction the Wraith is in by having the planchette point that way
- Playing the organ works as a mass dispell effect weapon, killing all possessed items within a distance from the tile it was played in
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BYOND Username: Superlagg
Also the salt shotgun should damage and briefly reveal the wraith while they're invisible.
The thing I don't like about wraiths is that they love to rot corpses. This makes death permanent, or worse, more likely to come back as a borg. Course, this is mitigated by nabbing one of those necroscan things, but who's gonna do that? Maybe if the corpse is full of formaldehyde, it can't be rotted; the living, faced with imminent death, could inject themself with poison, hoping that someone'll clone them.
But, the wraith could use some more interesting interactions with the crew. So far, they can eat corpses, make things hit people, play spoo000ooky sounds, and splatter people from across the room. And all we can do about it is dump salt on the floor and hope the ghost walks by. At least make people scream when they appear.
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BYOND Username: New525
(10-27-2018, 05:46 AM)Wraithcraft Wrote: maybe make it so that if you're on walk intent, you can't break a line of salt? still punishes not being careful, but now you can also effectively ward areas off from the wraith
This is already in the game if im not mistaken.
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BYOND Username: Powmonkey
(10-28-2018, 02:48 PM)New525 Wrote: (10-27-2018, 05:46 AM)Wraithcraft Wrote: maybe make it so that if you're on walk intent, you can't break a line of salt? still punishes not being careful, but now you can also effectively ward areas off from the wraith
This is already in the game if im not mistaken.
Sadly, there's still a scuff chance, albeit small.
Why? I have no idea.
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The main problem I have is the invisibility. Mostly because I just hate how this game handles invisibility.
Candles, T-ray scanners, etc. - anything to combat that without having to resort to black-market monkey bits or shady telescientists would be great.
Also salt-shakers to the eye. Why? Because assaulting wraiths with a salt shaker is hilarious fuk u. :saddowns:
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What if the TRay scanner would act like some kind of ghost detector?
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BYOND Username: Recusor
(10-28-2018, 05:19 PM)Frank_Stein Wrote: What if the TRay scanner would act like some kind of ghost detector?
A neat idea might be to have a manufacturable or hard to get upgrade module for a TRay to turn it into an ERay with this functionality?
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BYOND Username: Aft2001
(10-29-2018, 04:05 AM)Recusor Wrote: (10-28-2018, 05:19 PM)Frank_Stein Wrote: What if the TRay scanner would act like some kind of ghost detector?
A neat idea might be to have a manufacturable or hard to get upgrade module for a TRay to turn it into an ERay with this functionality?
I quite like this. Perhaps you could also use optimal meson scanners for an upgradeable item as well! However, both would likely require power cells, and have a limited range. The goggles would have a longer range, but significantly worsen your vision (darkening everything, blurring things, etc.)
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I wonder though if just vision would be enough or what other tools could be used. Is the idea with salt shotguns that even if you hit the wraith while it is insubstantial it will knock it into reality?
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BYOND Username: Tarmunora
(10-27-2018, 07:08 AM)Superlagg Wrote: his makes death permanent, or worse, more likely to come back as a borg. Cries in roboticist
More ways to reveal/spot the wraith would be a great addition to the antag. Pretty much the only time I see salt working is if
1.) A first-time wraith
2.) Artbeaker full of salt, and salting literally every tile
3.) Weird shit like hiding salt piles under pictures of the nanocrucibls, or under tables etc.
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BYOND Username: gandalfphysicist
(10-28-2018, 03:54 PM)Vitatroll Wrote: The main problem I have is the invisibility. Mostly because I just hate how this game handles invisibility.
Candles, T-ray scanners, etc. - anything to combat that without having to resort to black-market monkey bits or shady telescientists would be great.
Also salt-shakers to the eye. Why? Because assaulting wraiths with a salt shaker is hilarious fuk u. :saddowns:
I feel like this issue could be solved by making wraiths visible all the time, but with really low opacity.
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