04-16-2023, 01:52 PM
A thing that we should keep in mind when making long lasting injuries is the differences in damage types. While security works with stuns, which are inherently extremly spiky in their effect, traitor and crew weaponry often times deal brute damage.
Long lasting injuries have a very important gameplay implication: they make reengaging far less possible. And i think this is important. With nukies or traitors, the station in in the number advantage, so people blindly rush in, get pummeled, and drag their ass back to medbay to get fixed up and run in again. Even worse with cloning. This is firstly extremly annoying, secondly this forces kills. Since if you don't kill, the person is on your back 2 minutes later.
Personally, i think reengagements should not happen that fast. Which is why i think punishing them taking avoidable injuries should be a way we should pursue further.
This is already done with cloning defects, shrapnel and crit debuff, bones would build on top of that for very heavy beatings.
Long lasting injuries have a very important gameplay implication: they make reengaging far less possible. And i think this is important. With nukies or traitors, the station in in the number advantage, so people blindly rush in, get pummeled, and drag their ass back to medbay to get fixed up and run in again. Even worse with cloning. This is firstly extremly annoying, secondly this forces kills. Since if you don't kill, the person is on your back 2 minutes later.
Personally, i think reengagements should not happen that fast. Which is why i think punishing them taking avoidable injuries should be a way we should pursue further.
This is already done with cloning defects, shrapnel and crit debuff, bones would build on top of that for very heavy beatings.