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[PR] Secbots are louder and have a delay before they attack
#3
(10-19-2020, 03:44 AM)Sundance Wrote: Not sure if I can support this. 

I mean it does tackle the issue of this thread where stacked securitrons can be pretty crazy, but it does so by throwing the baby out with the bathwater.

This would be nerfing securitrons into the ground whereby they'll stay still before attacking and when they do, you could literally dance around them while hitting them and they'll just take the abuse because they'll need to charge their baton.

Not quite! While they do stop for a moment before they attack, if it completes and their target isnt in range, they'll immediately chase after them, and if they manage to catch up within a second, they instantly stun them. Basically the delay makes them charge up their baton, and it remains charged for a few moments after that.

Dancing around them isnt that easy. You'd need to move far enough away that it wont insta-zap you. If you manage to get zapped once, unless you're lucky, you're likely going to get zapped again and then arrested, especially in Beepsky's case.

My intent for secbots is for them to be more of an active deterrence, something thats easy to avoid, but must be avoided.

Quote:If you want to nerf it securitrons, firstly, I think what the main issue was the fact that they can be mass produced too easily. My suggestion would be to remove them from the robotics manufacturer and instead:

A) Put security helmets in the security dispenser (3-4 thereabouts) as they're not exactly in high supply. This would create a barrier where you'd need sec access and then actually make the bots instead of just printing them EZ-PZ.
B) Remove the securitron from the QM Robotics crate. Instead, put one in a security locked crate at the same/higher price.

What made the swarms of secbots so dangerous is that they could all instantly attack when they got in range. One wrong turn and you're done. They weren't like this before, there wasnt much effective difference between two or a dozen secbots.

With this swarms are still very dangerous, but also much more avoidable, as you can just rush through a bunch of un-charged secbots to escape (though, you'll need to keep running, or they *will* murder you).

They arent supposed to be as deadly as they are now, I'd rather fix them than make them hard to make.

Quote:Secondly (and this might be controversial) I wouldn't be against nerfing their pathing system. I feel securitrons should be a bit lazy in terms of chasing criminals; they'll instantly chase them if in sight, but will give up and continue to patrol after a certain period of chasing (but will chase them instantly again once in sight).

I would like to make them less diligent in chasing people. Like, they'll have a chance to give up much sooner, but store their target in a list that's checked more often. While I do want badguys to run, I don't want that to be all they end up doing because some motorized hat decided to astar them across the entire station.


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RE: [PR] Secbots are louder and have a delay before they attack - by Superlagg - 10-19-2020, 12:32 PM

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