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[CLOSED PR] Counterrev implants no longer convert players. the amount of counterre...
#10
People *are* more liable to do things that are easier and less complicated. The reason that my example for a way you could implement counter-play into existing implants was so applicable to *everybody* was that I think it's ignored as a system largely because it's tied to surgery and specific rev items. Healing teammates is something you'd be doing intuitively, so it makes sense with the design goals of counterrev implants. (them being tied to 'winning' an interaction against revs)

While beating people is definitely more visually intense, I think it's generally pretty clear that the reason sec is beating you in any case is to convert you, not to murder you. Not only is sec likely to heal you themselves after you're deconverted, doing it through physical damage heals you anyways, and once you understand how the gamemode's mechanics actually work, you're not really going to be invested in it in the "I'm going to die" potential of it, people generally now are more invested in keeping their fun antag status when they *do* care. There's little incentive to ever actually fully kill non-revhead revs, so I don't think it'd be as effective as you're saying it is.

I'm also really unconvinced that forcing sec to beat revs up to convert actually teaches revs how the mechanics of the game works. Why would they assume it's symmetrical like that? From the perspective of revs, converting through crit is already inconsistent, since a ton of jobs are immune totally and people with implants aren't visible always, so I don't see this actually going very far in conveying that mechanic. I don't think this is actually a very tangible benefit and I still don't think the change would make the game better for the reasons stated in my other post.
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RE: [PR] Counterrev implants no longer convert players. the amount of counterrev impla... - by Flaborized - 07-24-2022, 10:15 AM

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