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[MERGED PR] Removes the security alert HUD button
#31
I'm not a huge fan of this, if you have to open up the pda to use the alert experienced players will just leave the pda open all the time. This mostly nerfs newer players but does nothing for experienced players. It also removes the convivence of sending an alert, meaning stuff like pretyping radio messages/pda messages become as convinent as security alerts, and the former doesn't alert the antagonist nearly as much about the incoming security swarm
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#32
(12-27-2024, 07:56 AM)Cal Wrote: would be cool if they got an emergency button in their pouch so theyd have to fumble with it or lose it when a monkey grabs it

plus could be used for traps

(12-29-2024, 03:41 PM)Nerkson Wrote: If the original intent of the button was something for security assistants to press when they get in trouble, then I see no reason why the button shouldn't remain at least for them. Give the assistant role some extra tools to keep them alive longer while they learn the ropes is not a bad thing as well IMO.

I like the idea of it being a dedicated device. I think maybe it should be a free item for Sec Assistants, and maybe a token purchase for Sec Officers and above. Keep it if you think you need it, or pass it off to a VIP you're trying to protect
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#33
(12-30-2024, 03:21 PM)Frank_Stein Wrote:
(12-27-2024, 07:56 AM)Cal Wrote: would be cool if they got an emergency button in their pouch so theyd have to fumble with it or lose it when a monkey grabs it

plus could be used for traps

(12-29-2024, 03:41 PM)Nerkson Wrote: If the original intent of the button was something for security assistants to press when they get in trouble, then I see no reason why the button shouldn't remain at least for them. Give the assistant role some extra tools to keep them alive longer while they learn the ropes is not a bad thing as well IMO.

I like the idea of it being a dedicated device. I think maybe it should be a free item for Sec Assistants, and maybe a token purchase for Sec Officers and above. Keep it if you think you need it, or pass it off to a VIP you're trying to protect



[Image: 4l2c58.png]

pagers baby!!!!!!
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#34
(12-30-2024, 02:09 PM)Ikea Wrote: I'm not a huge fan of this, if you have to open up the pda to use the alert experienced players will just leave the pda open all the time. This mostly nerfs newer players but does nothing for experienced players. It also removes the convivence of sending an alert, meaning stuff like pretyping radio messages/pda messages become as convinent as security alerts, and the former doesn't alert the antagonist nearly as much about the incoming security swarm

This is my main thought, I used to do this on classic sec because of how fast you'd get jumped. However, I don't see what you can do about mechanical optimizations going to the extent of pretyping messages. That's a playstyle and attitude issue you can't really fix by code.

My take is that security should be reliant on the radio. I think the pager might be the acceptable comprimise that works for both servers but I'm not sure it changes anything about the "security death ball" concept.
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#35
It's something that I saw Cog suggest in the discord, and I believe it might help against deathballs, but something like alert levels might be of use.
Instead of just having one single "Help now or I die" button that can in reality mean anything from a bar fight to a TTV in medbay, we could have a button for pursuits, one for "small issue, but I only need one officer" and one for "someone is shooting in medbay with Spes and stims" or something of the sort.
If there are multiple buttons, and with the appropriate use of the ACK command, it may be easier to coordinate a smaller response for smaller events. (ex, if the "i only need one officer " button is pressed and other officers see that someone else ACKed that alert, they will understand that the crisis isn't important enough for them to join in as well, instead of right now all going there because they have no idea how bad the threat is)
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#36
(12-30-2024, 02:09 PM)Ikea Wrote: I'm not a huge fan of this, if you have to open up the pda to use the alert experienced players will just leave the pda open all the time. This mostly nerfs newer players but does nothing for experienced players. It also removes the convivence of sending an alert, meaning stuff like pretyping radio messages/pda messages become as convinent as security alerts, and the former doesn't alert the antagonist nearly as much about the incoming security swarm

If the nerds come up with play patterns that are problematic, we keep whacking with the nerf hammer until it's too tedious or impossible for them to do it all the time.

That's how balancing is handled here and i don't see why we shouldn't apply it in this case. See if removimg the button solves the insta-calling on being attacked and apply more nerfs if it doesn't.
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#37
(01-02-2025, 03:21 AM)Lord_earthfire Wrote: If the nerds come up with play patterns that are problematic, we keep whacking with the nerf hammer until it's too tedious or impossible for them to do it all the time.

The nerds need to be introduced to the powergaming rules rather than everyone being mechanically punished for something that isn't their way of playing.
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#38
(01-02-2025, 03:15 AM)Chatauscours Wrote: It's something that I saw Cog suggest in the discord, and I believe it might help against deathballs, but something like alert levels might be of use.
Instead of just having one single "Help now or I die" button that can in reality mean anything from a bar fight to a TTV in medbay, we could have a button for pursuits, one for "small issue, but I only need one officer" and one for "someone is shooting in medbay with Spes and stims" or something of the sort.
If there are multiple buttons, and with the appropriate use of the ACK command, it may be easier to coordinate a smaller response for smaller events. (ex, if the "i only need one officer " button is pressed and other officers see that someone else ACKed that alert, they will understand that the crisis isn't important enough for them to join in as well, instead of right now all going there because they have no idea how bad the threat is)

Yeah, I agree with this. I think the alert hud become an issue when things are not as bad as it seems, but needed when the situation is very dire. Though, I wonder if it could be tied in onto someone injury or something. But that idea sounds too complex
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#39
I put in a good 5-6 rounds to collasce my thoughts. Most I've played in a while.

Final opinion: i didn't notice a difference.
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#40
I suspect this will be a divisive change much like when Sec got their accesses changed, but it will ultimately not feel much different. I have often purposefully not pressed the button to avoid deathballing, and if people really want to then the PDA still exists.

However, I do quite like the idea of making it a dedicated item you can buy with credits that assistants get for free. Assistants don't have tools to fend off antagonists, so it just makes sense, and it gives a reason for players to purchase things other than donuts, this seems particularly healthy to consider on classic.
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#41
I've also played a bunch of rounds since this was test merged and I haven't noticed a difference, but I really do like the idea of giving the pager to assistants. Preying on security assistants is particularly dastardly (how DARE you) and should carry an associated risk rather than what equates to an "easier" security officer takedown.
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