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Changeling Rework [Conceptual]
#5
Seems like an extraordinary amount of effort to solve issues by basically just replacing the antagonist in it's entirety? I'm not convinced exactly how this could work in a regular round either. This seems like it'd have to be its own game mode, which in-turn means less variety in mixed. A lot of things you mention to me either aren't issues or don't need this complete change-up.  

Like, very few of our antagonists have a true 'endgame', I think that's fine. Abomination should require careful use to get value out of. Proxies sound like they'd create the same frustrations Vamp Thralls have, but maybe there's promise there, I dunno, having them upgrade could circumvent that. I'd need to ponder more really. Absorbing abilities from critters sounds neat as a parallel to the few genes you can get from critters but I have really strong reservations about promoting that "never engage with the crew"-type gameplay, salvagers has a pretty harsh penalty for scrapping off-station and people still do it for ages. 

I think it'd be better off just directing attention to limbcritters/hivemind instead of the antagonist as a whole, there's a lot more fair ground to improve upon there in my opinion. What's here outside of that, I don't really feel anything positive for.
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Messages In This Thread
Changeling Rework [Conceptual] - by swinglow20 - 09-18-2025, 12:14 PM
RE: Changeling Rework [Conceptual] - by JORJ949 - 09-18-2025, 12:27 PM
RE: Changeling Rework [Conceptual] - by Whele - 09-18-2025, 12:36 PM
RE: Changeling Rework [Conceptual] - by RSOD - 09-18-2025, 01:53 PM
RE: Changeling Rework [Conceptual] - by 444explorer - 09-18-2025, 02:05 PM
RE: Changeling Rework [Conceptual] - by Cropsey - 09-20-2025, 11:58 AM
RE: Changeling Rework [Conceptual] - by Angel - 09-20-2025, 08:37 PM

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