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BYOND Username: Vulwin Gilran
Character Name: Sandy Desmond
Pretty simple, I think arcfiends should be able to see underfloor wires. Probably would be nice to be something which can be toggled.
I just find it funny that some arcfiends end up using a T-ray scanner to find wires for wirehopping, I feel it would be better if it was just something they could do rather than needing to rely on a tool. Could probably be the same range of wire vision you get while actually in the wires.
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BYOND Username: Drunkangel
Character Name: Lilac Collar. Lethix Laxlux. H.L.P 2182
Yeah I think I agree. It's always a bit weird taking a few steps around and hitting the ability to try to see if anywhere works.
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BYOND Username: Solenoid
Character Name: Holly Helpful & others
I agree that arcfiends should get wire vision, a toggle would be fine. Maybe a unique visual of lightning bolt style wires or something would help it feel a bit more unique? But I'm not sure how that'd be coded/sprited for, so just having a general toggle to see wires would be fine for an initial PR in my opinion.
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
07-14-2025, 09:06 PM
(This post was last modified: 07-14-2025, 09:10 PM by Lord_earthfire. Edited 2 times in total.)
Keep in mind that you can kneecap an arcfiends wire hopping abilities abilities by taking away their t-ray scanners if you are security.
If we give them wire-vision, that won't be possible. Shouldn't be much of a problem, but it should be considered.
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BYOND Username: Kotlol
Character Name: Selena James
As much as this is a QoL for the Arcfiend...
I am against it as Arcfiends are the most ANNOYING to deal with as security.
Earthfire nails it the best... It's an abillity you cannot take away or hinder.
The only way to counteract this.. is to keep an arcfiend PERMACUFFED in a brig for the duration (wich ain't fun for anyone)
Or........ Have security always have 1 brig cell with no wires and rubberpadded flooring to be able to detain an arcfiend.
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BYOND Username: JORJ949
Character Name: George/Etienne Khouri, Rene Lent, G3-0R
(07-14-2025, 11:52 PM)Kotlol Wrote: The only way to counteract this.. is to keep an arcfiend PERMACUFFED in a brig for the duration (wich ain't fun for anyone)
Or........ Have security always have 1 brig cell with no wires and rubberpadded flooring to be able to detain an arcfiend.
Security starts with insuls and a mechanical toolbox, its relatively simple to just cut the cables in the brig unless someone (nerdily) took these at the start of the round.
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BYOND Username: The Panna
Character Name: Lou/Moxie Good
Arcfiends should not have to use a T-ray Scanner to use their in built in wire hopping ability effectively, in my opinion wire-sight should be a part of their toolkit.
I also don't like that the arcfiend can have a vital ability severely hampered if a specific item is removed or if they don't have it.
I do think it should be unlocked after the arcfiend gets enough power, as to add incentive to suck power from the station. Because arcfiend desperately needs incentive to do antagonist things.
I want to mention that arcfiends can still ride the lightning even if they can't see the wire. They just need to spam the ability and get lucky or just have a general sense of where wires usually are. An arcfiend can escape the brig if there's a wire in there, just like a powerful enough vampire can escape any unlocked room. Singling out the arcfiend is unneeded and removing wire-vision from them when they get brigged won't change anything as they can still escape.
New players might not know that the T-Ray Scanner is even a thing so they will have serious trouble being an effective arcfiend, just having wire-vision as built in toggle mechanic will help those newbees.
I think this is just a good quality of life change for the arcfiend.
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
07-15-2025, 01:02 PM
(This post was last modified: 07-15-2025, 01:03 PM by Lord_earthfire. Edited 1 time in total.)
(07-15-2025, 11:39 AM)The Panna Wrote: I also don't like that the arcfiend can have a vital ability severely hampered if a specific item is removed or if they don't have it.
See, that's where i disagree. I rather have the ability to cripple an antagonist with rather available means (taking away contraband, disrobing/beard remove the wizard, silver cuffs for the werewolf) rather than needing to kill them.
(07-15-2025, 11:39 AM)The Panna Wrote: I think this is just a good quality of life change for the arcfiend.
That's not QoL, that's a hard balance change. Don't undersell the impact it has.
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BYOND Username: Emikamiyuki49
Character Name: Jasmine Zhang, Emilia Lettuce
You can already see the wires when you are inside. Also, arc can just add another wiring for their own wire ride purpose.
I have no strong opinion of this suggestion, but it sounds like it is pretty impactful to the game balancing. It will also made arcfiends that are already slippery more slippery if they choose to stand on wires for every confrotation.
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BYOND Username: Vulwin Gilran
Character Name: Sandy Desmond
I get some of the concerns but also, I really don't see how this magically makes an arcfiend more able to escape the brig than they normally could? I feel like in that case thats more a problem with their inherent ability to enter wires as they COULD just walk around the room clicking the ability button till it works, since they have no way of knowing if there is a wire under them.
Some suggestions then. Could always make it an active ability rather than a toggle? you activate it and for a short duration you can see underfloor wires within like 2 tiles of you and it has a short cool down. if its really THAT impactful it could even be a toggle with a low power drain while active.
I feel that arcfiends SHOULD be very slippery, that feels like what their whole design is based around. quickly send some shock into your assailant and dissapear into a wire.
I firmly believe that this SHOULD be something arcfiends can do, and I understand that balancing will be required so I would appreciate thoughts on that
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BYOND Username: Zhail
Character Name: David Davies, Gas Viper
07-15-2025, 05:33 PM
(This post was last modified: 07-15-2025, 05:33 PM by Zhail.)
I don't think it matters whether or not arcfiends have this ability, because t-ray scanners are so easy to access. Every single map has either a t-ray scanner in plain view or a yellow toolbox that spawns with one inside (I checked). It's always in engineering, which always has a wire running into it from a hallway, so you can easily wire skip two tiles and have a t-ray scanner instantly; some scanners are even publicly accessible. Whether or not it's a kneecapping issue isn't the problem, because again, you can just walk back to engineering and grab another one.
Basically, it doesn't change anything balancewise if it's a native ability or not, because the method now would be the same result, slower by one or two minutes. All this would do is QoL, which I'm all for.
As for lore reasons, I don't know why arcfiends wouldn't have some sort of "sense" on where a wire is. Moving into wires is an ability they have, why would they not know where to begin?
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BYOND Username: JORJ949
Character Name: George/Etienne Khouri, Rene Lent, G3-0R
I would say this is QoL more than balance as the only real change is you have to click the ability less trying to find where the wires are. I tend to know where wires will be in a room (they'll typically be running under the doors) and this would massively help newer players. The correct way to "kneecap" them is to cut the wires to secure areas.