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Revamp the post-sol disaster round
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Recently people have taken to speedrunning the solarium bad ending, often achieving <30 minute runs solo (and potentially less with a capable group). This in itself wouldn’t be an issue if it didn’t A: immediately crash the ongoing round and B: condemn everyone else on the server to a twenty-minute slog of a disaster round.

For the most part, the disaster rounds are a solved problem where everyone knows that the optimal solution is ‘hole up in escape, fortify with closets/walls, shoot things occasionally’, so your choices are between standing around in the same location for twenty minutes, or deliberately playing suboptimally, running off and taking out whatever you can before getting yourself killed, then spending the rest of the shift ghosting through a wrecked, empty station.

Either revamp the post-sol disaster round to make it actually interesting, or remove it so that people aren’t condemned to a boring slog of a round because some nerd decided to play single-player SS13.

Couple of ideas off the top of my head to make it actually interesting:
  • skip the whole ‘crash into sun’ thing, spring the disaster on the players 10-15 minutes into the next one (with the round type just showing as secret).
  • Automatically send an ahelp whenever triggered to the admin channel as a signal to go ‘hey, someone triggered a sol disaster round, now is your chance to run silly destructive gimmicks and spawn pet space bears and whatnot’
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Revamp the post-sol disaster round - by Roomba - 10-04-2017, 06:02 PM

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