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(03-31-2025, 05:43 PM)Tessellation Wrote: As someone who plays detective basically every time it's available, I'd rather that the detective lose their ability to be a traitor rather than lose their lethals. Traitor det is fun but I think it's also a bit weird in concept. Lethal ammo is fun and flavorful, and I don't really see people misusing it (on lowpop at least).
https://youtu.be/1dK0Hbf5rEY?si=Xfb4nCTeSAxkMZ1k
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BYOND Username: LorrMaster
Well I'm not sure how the forensics rewrite will affect game balance, but one thing that I can say for sure is that there will be a lot more information available to process. Even if it might not all be useful right away. The idea that I've been semi going with is that the detective should be less of an official security role and more of a civilian-security hybrid. Sort of like a private eye that you go to for the cases that the police won't take up.
So I created the Forensics Training trait and gave it to both the detective and security assistants. The security department can rely on their assistants (an in some cases other departments) for detailed forensics reports, while the detective is more of a one-man show with a more advanced forensics scanner.
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If you take away the det's gun and give him as taser you'll just make him stronger. I remember pretty clearly that it can't even get someone on the ground by mag-dumping it.
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(04-07-2025, 07:05 AM)Gomp Wrote: If you take away the det's gun and give him as taser you'll just make him stronger. I remember pretty clearly that it can't even get someone on the ground by mag-dumping it.
Unless you mag dump with the peacekeeper, but they won't stay down unless you flash them INSTANTLY.
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Character Name: George/Etienne Khouri, Rene Lent, G3-0R
Fun quick detective nerf idea: They get a "utility token" type thing that lets them pick between bloodtrak, gadget hat, and vr goggles
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Taking away the detectives gun feels like it would miss the point of the detective.
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(04-07-2025, 06:52 PM)JORJ949 Wrote: Fun quick detective nerf idea: They get a "utility token" type thing that lets them pick between bloodtrak, gadget hat, and vr goggles
I actually like this idea.
But I would pick the vr goggles over anything.
The det hat is only good for locked areas with no cameras and the bloodtrak only works if we can get blood in time.
VR goggles are valid always since I can access security records on the fly or check the cameras.
So while it's a good nerf idea.. it not THE NERF idea.
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(04-07-2025, 06:52 PM)JORJ949 Wrote: Fun quick detective nerf idea: They get a "utility token" type thing that lets them pick between bloodtrak, gadget hat, and vr goggles
Funner idea: Leave all the items as they are, but add a 2nd Detective.
Make em fight over who gets what gear
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New idea: the detective's revolver starts off working like the job reward revolver does where you have to cock it between shots, but in the armory equipment crate and traitor uplink is a "semi-auto piper revolver modification kit" that can be used on the revolver to upgrade it to current behaviour, this discourages regular detectives from just playing secoff as their gun is worse, and still allows antagonist detectives of all kind to use it by either stealing it from armory or buying for a cheap price (2TC?) in their uplink, but with a step to take to obtain a stronger weapon.
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Character Name: Bad Tim, Follows the Trail, Teef and Bones
(04-08-2025, 01:35 PM)Frank_Stein Wrote: (04-07-2025, 06:52 PM)JORJ949 Wrote: Fun quick detective nerf idea: They get a "utility token" type thing that lets them pick between bloodtrak, gadget hat, and vr goggles
Funner idea: Leave all the items as they are, but add a 2nd Detective. Make em fight over who gets what gear
I actually really like this but hard code it that only one can be a traitor, because then you get riveting Sherlock and Moriarty opportunities