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Ideas to improve arcfiend
#1
There's been some discussion on the discord that arcfiend feels a bit directionless and slightly empty of flavor compared to other antags, save for the wire riding. I thought I'd make a thread just to group any ideas people have for arcfiend together.

The thing I had thought of first was to make the power cap of an arcfiend much lower roundstart, which would then be able to be upgraded with kills. I don't think the incentive to kill is entirely needed, but I think the motivator would make for a more fun loop with more direction.

Another thing I want for arcfiend is just another couple abilities mostly dedicated to flavor. I'm thinking something like a 'possess machine' ability that lets you enter computers, vending machines, AI monitors etc. Possessing a vendor would let you shoot items out at people, possessing an AI monitor would let you speak through it etc.
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#2
i'd like it if you could choose to specialize. specialize in such a way you can choose to select something that suits your preferred style of play. maybe you could specialize in something that lets you become stronger and more geared to combat, at the cost of having a harder time consistently escaping on wires. to contrast, there could be something else to choose that would be significantly weaker in a fight but granting enhanced mobility and cc/stuns. basically something for the prankster who doesn't want to hurt/kill people because most of their kit is geared towards that.
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#3
I feel like Arcfiends lack a clear identity outside of being electric-themed. Are they aliens? Magic? Super-powered humans? This, I feel, makes Arcfiends rather aimless in their goals outside of being disruptive.

That said, since the name "Arcfiend" is a play on words for "electric demon", why not make it just that and go from there? A crewmember possessed by a demon with the ability to freely manipulate electricity. Maybe with the goal to get enough power to fully manifest on the mortal place?
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#4
Making the arcfiend scale with kills would make me instantly tick it off and never touch again (like i have with vampire and ling).

Kill-scaling antags play awfull in RP. If you want to unlock your skills, you need to rack up blood/dna fast and leaves little room for gimmicks and RP, except some basic smalltalk that cumulates to "hah, i sting you". They essentially force you to either go for either to abaddon any hope for gimmicks, or not being able to use half your kit.

For flavor, how about we add an interaction with consoles? Maybe make the arcfiendable to jump into a console and randomly plop out of another console that one is connected to? Both with sizeable delays. So you got an action bar when trying to jump into a console and a random console gets a blue bright screen and shoots out sparks while you crawl out of the monitor.

But besides, i really think the arcfiend is in a good place right now. Like traitor, it offers a kit and freedom right from the start. And shooting lightnings out of your fingers is flavorfull as much as the concept of an energy vampire.
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#5
Personally thats the reason I dislike traitor and arcfiend, you can do from the start what you can do at the end. it just breaks the whole loop of leading up to something and to me (atleast in classic) this makes the antagonist alot more boring then say changeling/vampire/spy. though spy is annoying because of this reason being pushed to the extreme. Vampire and changeling do this perfectly. I love progressive ability unlocks and the incentive for people to kill. Personally I think arcfiend is boring. and most people on classic would agree that it has no reason to kill so arcfiend rounds by far are the round where the least happens.

Though looking at this post, The idea of being able to enter certain electrical objects sounds extremely cool, if that gets added from this if nothing else I would be happy (althought it doesnt fix the whole you get everything from the start issue)
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#6
(05-13-2023, 10:43 PM)Frolicsome Flufficorn Wrote: Personally thats the reason I dislike traitor and arcfiend, you can do from the start what you can do at the end. it just breaks the whole loop of leading up to something and to me (atleast in classic) this makes the antagonist alot more boring then say changeling/vampire/spy. though spy is annoying because of this reason being pushed to the extreme. Vampire and changeling do this perfectly. I love progressive ability unlocks and the incentive for people to kill. Personally I think arcfiend is boring. and most people on classic would agree that it has no reason to kill so arcfiend rounds by far are the round where the least happens.

I think it is important to point out that both group of antags (scaling vs non-scaling) appeal to different groups of players for different reason. This is why it gives me somewhat a sour taste when people want to add progression to antags.
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#7
I don't think arcfiend needs specialisation paths. That's kind of the wraith's thing and invites an entire rework, I don't think arcfiend needs reworking I just think it needs a bit more flavor.

Thinking about it I definitely see lower power cap requiring kills to be worse on RP. That being said if you start with say, 1000 energy, that's still a lot for what you can do with it.
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#8
You are a being of pure energy... how do you make it more interresting?

Simple, you add more ways of interacting with technology for them.
Like temporarely taking over Borg bodies that are "inactive" , Active bodies need to be stunned.
Yes this includes AI drones. A perfect disguise for crime and "framing the AI/borgs"

Also the arcfiends goals need to be more focussed on destroying APCs and such. As it stands now.. an arcfiend breaking APCs is a LOSS for the arcfiend then a win.
Something like APCs sucked dry and destroyed by Arcfiends give them points or be an objective.

Last but not least.. Arcfiends biggest thing they need with goals and play style is reasons to gather and use that energy.
And with that I recommend an "Archon mode"
Similiarly to how lings got Abom mode.
I think the arcfiend should have a go ham mode that turns them into a giant energy being causing grief.
Since right now... Arcfiends are best described as: "RUN AWAY AND SUCK ENERGY"
If we just nerf the run away and give a "rampage mode" it will do more for them.

So TL;DR.

1: Add them possessing Cyborg body's / AI drones.
2: Give them reason to break APCs
3: Give them an "End game rampage form" (mostly tied to breaking APCs)
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#9
(05-14-2023, 01:23 PM)Kotlol Wrote: You are a being of pure energy... how do you make it more interresting?

Simple, you add more ways of interacting with technology for them.
Like temporarely taking over Borg bodies that are "inactive" , Active bodies need to be stunned.
Yes this includes AI drones. A perfect disguise for crime and "framing the AI/borgs"

Also the arcfiends goals need to be more focussed on destroying APCs and such. As it stands now.. an arcfiend breaking APCs is a LOSS for the arcfiend then a win.
Something like APCs sucked dry and destroyed by Arcfiends give them points or be an objective.

Last but not least.. Arcfiends biggest thing they need with goals and play style is reasons to gather and use that energy.
And with that I recommend an "Archon mode"
Similiarly to how lings got Abom mode.
I think the arcfiend should have a go ham mode that turns them into a giant energy being causing grief.
Since right now... Arcfiends are best described as: "RUN AWAY AND SUCK ENERGY"
If we just nerf the run away and give a "rampage mode" it will do more for them.

So TL;DR.

1: Add them possessing Cyborg body's / AI drones.
2: Give them reason to break APCs
3: Give them an "End game rampage form" (mostly tied to breaking APCs)

Was originally going to state that I think Arcfiend is fine, it's actually my favorite antag role, precisely because it's so versatile. By far the most fun to be had on RP.

That being said, I absolutely adore the idea of being able to remote control an inactive cyborg. But as an addendum, maybe make them untied to the laws (for obvious reasons). It also allows you to subtly cause chaos and distrust toward the AI / Cyborgs.
As far as progression systems go, I like the idea of breaking APCs. It maintains the idea of not having to kill people to power up, but also gives you a goal to work towards that's disruptive. It also avoids the classic solution of just draining the SMES units instead, but still leaves it as an option.
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#10
(05-15-2023, 04:03 PM)Glamurio Wrote: Was originally going to state that I think Arcfiend is fine, it's actually my favorite antag role, precisely because it's so versatile. By far the most fun to be had on RP.

That being said, I absolutely adore the idea of being able to remote control an inactive cyborg. But as an addendum, maybe make them untied to the laws (for obvious reasons). It also allows you to subtly cause chaos and distrust toward the AI / Cyborgs.
As far as progression systems go, I like the idea of breaking APCs. It maintains the idea of not having to kill people to power up, but also gives you a goal to work towards that's disruptive. It also avoids the classic solution of just draining the SMES units instead, but still leaves it as an option.

Heh, I always find breaking APCs with draining was kinda non benefical for Arcfiends cause it:
A: Reveals they are on station
B: Means they left a clue.
C: Means they have 1 less spot to drain energy from.

And most Arcfiends do not drain valuable APCs.

That's why I am adding these ideas. As for the "inactive borg possession". Yea naturally you have no laws, you basicly emagging it with your presence.
It also gives rounds with "inactive borgs" more variaty to do things. Or you know... an arcfiend robotcist all the more reason to make a tanky body to do some dismay.

And with the "end" goal of becoming this energy rampaging being. Means it doesn't have to kill at all to get the job done.
Basicly put...
Destroying APCs is your goal, but the more you destroy, the more security will be on your ass, thus making it harder. But every APCs you destroy builds up to being able to be a true menance to the station as a whole.
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