09-01-2024, 11:19 AM
(This post was last modified: 09-01-2024, 11:47 AM by George_Manning. Edited 3 times in total.)
(08-27-2024, 08:13 AM)kyle2143 Wrote: Eh, I don't really like it. Death is already pretty easy to counteract given cloning, classic rounds are already shorter than rp rounds. I think it makes sense for RP to have it to mitigate the impact of death on long rounds, but not for classic. You should be afraid to die and death should be impactful.I agree. Death is death. On RP where escalation is forced it's not too big a deal, but on classic, I think having the "I'll just get the 100% guaranteed respawn in 10 minutes" would lead to way more cavalier attitudes.
I would add that this would significantly alter the balance of classic - again, on RP, with escalation and a general "Nobody is gonna murder everyone" attitude, this works fine, but on classic:
What about changeling hiveminds? If everybody can respawn in 10 minutes, why would they stay in the changeling hivemind and help them out as a limb critter?
What about weapons built around ammo scarcity, like the SPES-12? If I use all my ammo mowing down an angry mob, and 10 minutes later the same exact angry mob is back, that doesn't feel good.
What about jobs like secoff? If I murder 2 secoffs to complete my dastardly plot in peace, and 2 secoffs spawn in immediately after, what have I accomplished?
What about people being cloned after somebody latejoins with their old job? Do we just have two captains now?
What about midroll antags? Not only would it mess with the pools of potential takers, it would also mean the potential for a ton of people to respawn knowing that a hunter is about to appear onstation, for instance.
What about Flockminds? The best way to beat them is a human wave, and it's hard to ignore the threat they pose when you respawn.
As somebody who played RP regularly before switching to Classic, and has played in both lowpop and highpop RP and Classic environments:
I appreciate the benefits of parity, but I just don't think this would work.