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Would be nice if activating a disaster round didn't immediately end the round in progress.
Maybe instead the round would be allowed to finish after an ominous change and the diaster would be for the next round.
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Or the disaster was a critical part of the round instead of a thing research randomly causes. Like a consequence for some antagonist winning. It's like how nukies can end a current round and nobody cares.
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(06-27-2020, 07:53 AM)DJ-Fireball_did_this Wrote: Or the disaster was a critical part of the round instead of a thing research randomly causes. Like a consequence for some antagonist winning. It's like how nukies can end a current round and nobody cares.
Huh? Would be interesting to tie antag and crew victories and losses into next rounds staging. Disaster rounds could be triggered by a combination of adventure zone and round end tensions.
Instead of a disaster ending the round, it activates a period of disaster that serves as a period of time for everyone to escape.
The next round starts with the same station, with players who were unable to make to it escape spawning as survivors. People that escaped form up the rescue team.
The round essentially goes into overtime. Villains get a second shot, bond are forged and broken, heroes are made. Stuff of Legends
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(06-27-2020, 12:15 PM)Frank_Stein Wrote: (06-27-2020, 07:53 AM)DJ-Fireball_did_this Wrote: Or the disaster was a critical part of the round instead of a thing research randomly causes. Like a consequence for some antagonist winning. It's like how nukies can end a current round and nobody cares.
Huh? Would be interesting to tie antag and crew victories and losses into next rounds staging. Disaster rounds could be triggered by a combination of adventure zone and round end tensions.
Instead of a disaster ending the round, it activates a period of disaster that serves as a period of time for everyone to escape.
The next round starts with the same station, with players who were unable to make to it escape spawning as survivors. People that escaped form up the rescue team.
The round essentially goes into overtime. Villains get a second shot, bond are forged and broken, heroes are made. Stuff of Legends
ooh ya this would be cool to see
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07-01-2020, 04:43 PM
(This post was last modified: 07-01-2020, 04:43 PM by TDHooligan. Edited 1 time in total.)
could be neat to change disaster 'rounds' to the disaster simply being part of a round, like:
- removing or lowering the rate of some of the tankier, more dangerous or specialised mobs (sawdrones, gunbots, bloodlings),
- changing the full blowout to intermittent, temporary APC disconnecting
- maybe changing from a server disconnect restart to using the 'server on fire' panel as a cover to do all the tile changes, without a round restart