08-14-2023, 01:27 AM
(This post was last modified: 08-14-2023, 01:36 AM by Lord_earthfire. Edited 4 times in total.)
Hello people,
So, we kinda got some problems in regard to advanced mechanics being able to be accessed for antags:
So, what i thought about was adding an emag-light into the game.
This is a gimmick/combat focussed emag variant, which is charged. It starts with a 200 pu cell and requires 50u per use. Certain effects can take less or more energy. Swap the cell or try recharging it if you want to use it more.
It should cost 3 TC for traitors and should be accessable for other antags: buyable for gangs, revs and salvagers. Redeemable for an utility token for nukies ship. Make each conspirators start with one. Add a costly, with an action bar added ability to abomination (hack by injecting biomass) and arcfiends (electric manipulation).
Interactions i had in mind:
I want to code amd PR this thing as my next bigger project and i need 2 things:
I think a mechanic such as this can be very interesting to spice up antag activity and make it more interesting to keep a balanced but varied gameplay loop.
Also, this is a very neat tool to keep self-antags or validhunters at bay. If an interaction (e.g. emagged cyberorgans) is deemed too much abused by validhunters but too interesti g to be added behind the emag, this offers a possibility to lock it behind antags in general instead of a high TC cost traitor item.
So, we kinda got some problems in regard to advanced mechanics being able to be accessed for antags:
- If we lock them to the emag, only traitors have access to them and spiefs very rarely. This means these are locked out for all other antags.
- The emag is overloaded as fuck
- If we add powerfull tools for antags in departments, they tend to get abused by self-antags
- There are interactions which are not worth an emag on its own, but locked behind it
- There are possible interactions which are interesting in-combat, but would be too powerfull for the emag to add/override with others.
- People shown interest in the ability to interact with station equipment for sone antags, e.g. arcfiend
So, what i thought about was adding an emag-light into the game.
This is a gimmick/combat focussed emag variant, which is charged. It starts with a 200 pu cell and requires 50u per use. Certain effects can take less or more energy. Swap the cell or try recharging it if you want to use it more.
It should cost 3 TC for traitors and should be accessable for other antags: buyable for gangs, revs and salvagers. Redeemable for an utility token for nukies ship. Make each conspirators start with one. Add a costly, with an action bar added ability to abomination (hack by injecting biomass) and arcfiends (electric manipulation).
Interactions i had in mind:
- Borg: Applies an EMP-blast on them
- Doors: toogle door bolts
- Cyberorgans: emag-effect
- Vendors/fabricators: open a secret-secret menu with antag-related tools for the job (e.g. very dangerous seeds for botany, antaggy mechcomp tools for engineers, pipeshot ammunition in the bartender vendor)
- Access-locked crates: lock their Access for EVERYONE
- Batons/energy weapons: applies an emp, draining their battery
- APC: toggle unlock
- Nuklear reactor: make the control rods move randomly fir 20 seconds
- Artifact: damage the artifact and applies an electric effect on it
- Chicken rooster: make it aggressive to anyone but you
- Law rack: same effecr like an ion storm, drains the whole 200pu battery.
I want to code amd PR this thing as my next bigger project and i need 2 things:
- Feedback from the devs if this is wanted
- Ideas from the rest of people on interactions
I think a mechanic such as this can be very interesting to spice up antag activity and make it more interesting to keep a balanced but varied gameplay loop.
Also, this is a very neat tool to keep self-antags or validhunters at bay. If an interaction (e.g. emagged cyberorgans) is deemed too much abused by validhunters but too interesti g to be added behind the emag, this offers a possibility to lock it behind antags in general instead of a high TC cost traitor item.