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Current implementation of forensics and a possible rework
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(08-08-2023, 02:47 AM)Lord_earthfire Wrote: A thing i want to throw in is we will have a very huge balance dichotomy between RP and classic here. Forensics on RP, where murders are maybe hapening 2 - 4 times per antag, is fine. Especially since people report weird activity and stay in their departments far cleaner. That way, you can drastically reduce the number if subjects. Add in a lower density if antags in general, and you can very well track down evildoers.

This of course fails horribly in classic. For all the reasons Kotlol pointed out.

Personally, i don't see a form of change that will make it balanced for classic but make it extremly hard for RP antags to not give an easy/obvious to solve case. In my opinion, Forensics should be RP-enabling, giving the detective/secoffs clues to put pressure on a line of suspects and create interesting interrogations.

Aka why I want tools for the antag to hide evidence more.

But I do want the "fast mode" to be on classic and the "slow mode" on RP.

I said these things as a RP main player but I know in classic, going slow like on RP, you will never solve the case in time.
Antags are a plenty and a murder case is a dime a dozen. It's better to run around the station after a murder then to investigate!

I do want more forensics fun for both rp and classic though.
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RE: Current implementation of forensics and a possible rework - by Kotlol - 08-08-2023, 07:01 AM

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