12-09-2024, 11:17 AM
(This post was last modified: 12-10-2024, 05:08 PM by Rukert. Edited 3 times in total.
Edit Reason: Spelling Errors
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Imagine this with me, you’re trying to be a silent Antagonist trying to take your target out quickly and quietly. You finally got your victim to a nice, secluded place in maints and you grab them from behind with your fiber wire! You’re in a enclosed room and nobody has been around in ages. Then all of a sudden your victim starts gasping super loud even though their throat is being completely deprived of oxygen and is basically closed. A Security officer hears from the hall and pinpoints exactly where you are and you’re in cuffs.
Alright so I opened up with an example for a reason, to display how goofy I think the noise when gasping when near death is. I feel as if right now, unless your off station or completely cut off from the other crew your at a Huge Disadvantage if your attempting to play silently due to near death. The Two Main “Stealth” Antagonists who rely on gaining points by choking are constantly foiled by these super loud gasps. It pretty much makes Choking just a worse way to finish off your opponents than opposed to just bashing their head in with a weapon while they are down. You could throw them out to space, or go off station but honestly, I think it’d be better to rework the way your character makes noise when near death, it'd allow for more Antagonist moments in rounds ON station besides rampages and give a much-needed change to gasping.
Here are some changes I was thinking about when I was brainstorming for how to balance this:
If you have anything you want to suggest for this feature please comment below, and if you have questions/criticisms or please also comment.
Alright so I opened up with an example for a reason, to display how goofy I think the noise when gasping when near death is. I feel as if right now, unless your off station or completely cut off from the other crew your at a Huge Disadvantage if your attempting to play silently due to near death. The Two Main “Stealth” Antagonists who rely on gaining points by choking are constantly foiled by these super loud gasps. It pretty much makes Choking just a worse way to finish off your opponents than opposed to just bashing their head in with a weapon while they are down. You could throw them out to space, or go off station but honestly, I think it’d be better to rework the way your character makes noise when near death, it'd allow for more Antagonist moments in rounds ON station besides rampages and give a much-needed change to gasping.
Here are some changes I was thinking about when I was brainstorming for how to balance this:
- Allow Choking to Deafen or Mute Gasps and replace them with a much Quieter but more menacing Choking sound. With this change it would allow Strangling to be a alternative to beating people to death, with it being slower but much stealthier. Imagine you're a security guard who was in maints patrolling, you enter a small room to eat some floor pills and all of a sudden you hear somebody getting choked out and your surprised by it! This change would allow for more Dramatic/Funny Moments when you're suspecting to be caught.
- Buff the Fiber Wire for it to be able to mute ALL sound coming from the person being choked, allow a really faint choking noise to be heard from maybe 1 or two tiles away. This EXTRA muted effect with the fiber wire would only occur when upgrading the fiber wire grab. The tradeoff is of course, with the second level fiber wire grab you'd be leaving blood everywhere.
- If you are on a space tile/Carbon Dioxide infected tile, without any connected oxygen your gasps will be muted near death. No air in an environment with no Oxygen = No Gasping.
If you have anything you want to suggest for this feature please comment below, and if you have questions/criticisms or please also comment.