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Changeling Rework [Conceptual]
#1
Whoooo boy, this is going to be a semi long post. 


A discussion that has cropped up on discord in the past week or so is about Changeling as an antagonist. I've heard a lot of suggestions and ideas, and I wanted to bring them here so they went on record. For clarification, these discussions happened in the RP circle. I would still LOVE to hear from classic players as to your thoughts and opinions on the antagonist type. To start with:

Players don't like the way changeling currently obtains kills

Generally, the gameplay loop of changeling boils down to stealthily stinging a victim or otherwise incapacitating them in order to kill and absorb them in to the hivemind (More on the Hivemind aspect later). The more DNA you absorb, the more options you have at your disposal for combat. However, many players have expressed that they don't like the way changeling can silently kill you with little to no interaction. A point that was brought up was how it feels meta-gamey, but your options are to run or yell over the radio that you're in trouble and hope that someone pops up in time OR travel in groups. The rework adding new sting types is good because neurotoxin causes brain damage and isn't as apparent as capulettium. The frustration comes from players feeling like their round has ended once they're absorbed in to the hivemind. There are options for player interaction, such as hivemind chat and limb creatures, but they are tools that are either underutilized or risk exposing the changeling unless used strategically. This leads me to my next point: 

Is Changeling a "group antagonist"?
This is more me probing in to the original design intent of the changeling antagonist type, but it has been my understanding that changeling is designed around group play. Circling back to the limb critters, they CAN be used for information gathering and distraction or disruption. However, many of their skills are not obvious to many players. For instance, I had to inform members of the discord that the eyeball spider could explode and put changeling blood in people's system, screwing up the dreaded changeling test (More on the changeling test later). I rarely see this aspect of changeling utilized, though on RP it might be less acceptable to "power-game" and sabotage pre-emptively. Generally, limb critters are utilized when the changeling wants to drop the act and commit to their full arsenal. Additionally, abomination mode sees all hive members spitting acid at available targets (something else that isn't obvious to new players) and yelling things as the abomination wrecks havoc. But once the abomination has run its course, it's very hard for the changeling to fade back in to obscurity, effectively making the abomination form a last ditch resort or an effective power play to secure the last remaining necessary kills. On the topic of kills:

What is the Changeling's End Goal?

WAY back when I first started playing SS13, the changeling had two(?) objectives: Kill X crewmembers and escape on the shuttle ALONE. 
This has since changed to only include the first objective, giving a player a general overarching goal for the round. However, there is no real end game for the changeling besides free roam of the station "buffet." To me, the basic end goal of the Changeling is a branching path: Kill X amount of people and escape on the shuttle undetected OR kill as many people as possible and go abomination form at the end of the round/at the end of your life. This puts pressure on the original player to perform on a varying scale, which can lead to rounds being very stale or very, very hectic because of the degrees of freedom "stealth kills" offer. That is to say: the stealthier you are, the better you can perform, the less the crew is aware of your presence and consequentially, the easier it is to complete your objective.
These points culminate in a general question for the server: 

Does Changeling need changing? 

I would love to hear from everyone in regards to this issue, as well as any suggestions for the antagonist you have simmering in your mind. I've heard plenty of good ideas from the discord server thus far, and I would like to outline a few here in the following paragraphs. 
Changeling as a group antagonist (Pathology II, Electric Boogaloo it's okay, he'll be up again before you know it )

For this concept, I want to work the changeling from the ground up by introducing aspects of the inspiration for the antagonist: John Carpenter's The Thing. In the movie, the Thing is very much an isolate-and-kill creature imbued with the ability to absorb and replace living organisms. It also has heightened physical attributes and can very easily overwhelm a group of people who are unprepared for it. That being said, a large part of the movie's suspense comes from lack of knowledge. 
I propose changeling become an "infection" antagonist, where the initial kill results in DNA points and the ability to make proxies. Proxies would be filled with hivemind members in order to function, and would have a much more limited functionality than a fully realized human being would. Think Ghostdrones: Although they are human in form, they wouldn't be able to interact much with the world around them. They would not be a "Higher intelligence." This means that, at their lower forms, they would not be able to use complex technology or differentiate between other humans. 
The more kills a changeling acquires, the more "upgraded" the subsequent proxies become via the use of DNA points. Now they're learning, they're able to use certain machines, they can tell who someone is by the sound of their voice, and can communicate on a wider scale. Eventually, the changeling is able to infect living individuals with their blood, creating proxies like a mind-hack. This leads in to the counterplay.

The counterplay to this antagonist would be, instead of the normal blood test, an equipment datachip housed in the armory that medical would use to research the organism and develop countermeasures. The reason it's in the armory and not in the Medical Director's locker is because I foresee it being power-gamed and simply handed off at shift start so the crew can "be prepared."
(It would be REALLY FUNNY if the data disk got handed off to the changeling posing as a medical doctor, but that also hamstrings the crew in terms of how they can combat the changeling).
With the data disk in the Head of Security's care, but the equipment being locked behind the medical expertise trait, it would force interdepartmental cooperation. This is good, at least in concept, for RP. I do not know if this would be appropriate for medical. The goal of the equipment being locked behind medical expertise trait is to make sure that more of the crew are involved and also the changeling has an avenue for sabotage. 

(I haven't thought of an end goal for this antagonist yet. See "Ultimate lifeform" below. Maybe work in re-absorbing the proxies to create ultimate life form avenue once there is sufficient biomatter). 
 
Changeling as a multi-stage antagonist 
Something I and others have thought of would be to make the changeling a rapidly evolving organism. The end goal being a gross amalgamation of flesh and body parts that loses all guise of humanity. To take inspiration from other works of fiction: Vita Carnis the YouTube series is a good analog. Instead of "DNA," a changeling would collect biomatter to reach its ultimate form and escape on the shuttle. Something that worked well with the Wraith Rework might work well here: Branching evolution. Now that it's not necessarily human DNA that's needed, changelings could work up from small kills on critters towards more advanced kills, such as humans. To counteract the very blatant aspect of not interacting with the crew and just farming biomatter from monkey venders, I have two solutions: 
  • The Nests


The changeling would have nodes of influence called nests. Kills and assimilation would not leave corpses (maybe), but they would not be clean either. Instead of a husked body, the changeling would need to put the biomatter somewhere it could use, which means being very choosey about WHERE kills happen or moving the body and starting the process at a secondary location. Once the process of making a nest starts, the changeling can leave the area. A nest can take on a variety of forms, but it consists of the body and items of the recently deceased while the changeling infects the biomatter for its use. They can become deadly traps if used properly. Suggestions from the discord include a bone grenade trap, or my own idea: a biomechanism that produces methane that, when lit, burns affected areas. This would give the changeling a form of gameplay that isn't focused solely on direct offense, and it also means that the changeling at any time has a limited pool of biomatter. It would need to either go to a nest or form a new one to refuel. 
  • Constantly Evolving

Once a changeling reaches a threshold of biomatter quality, they will begin to need larger quantities to make nests. This means that changelings can't just pick off critters all shift and still "win" the round. They will need to eventually kill players, or even multiple players, to continue making nests. Once a certain number of nests has been made, the changeling can evolve new skills depending on what they killed. Again, back to Vita Carnis and its various forms of fauna. 
(Yes, this would require a lot of work to give attributes to every type of creature in the game, but I'm mainly just spit-balling for now). 
The end goal for a changeling would be "The ultimate life form." I don't know what this looks like yet, but a few suggestions are a giant mobile blob of biomass similar to the abomination form and much more impactful long term. The end goal of the changeling would be very similar to a blob on legs, just much more fleshy. Once you reach the ultimate life form, there is no going back to a human stage. This ultimate life form would be able to use the station piping system to get around, albeit very loudly. The changeling will gain a few abilities to help it hunt and ensure it can escape on the shuttle alive. 

Speaking of the shuttle, once the ultimate life form is reached, I'm thinking centcomm would be able to detect it, which means it's going to nuke the site and wipe it clean. A shuttle will be called with a longer timer. The crew's goal at this point is to survive or destroy the main body of the changeling and escape before the nuke hits. This is very similar to the flock, and it will mean introducing a game mode that ends the round prematurely on RP. However, if balanced appropriately, I see the multi-stage antagonist approach to the changeling allowing for a much deeper flavor of RP as the crew discover its influence and slowly stumble across the nests and victims. If the crew allows the changeling to evolve past a certain point, the tension and stakes get much, much higher. This would very much turn the changeling in to more of a slasher-esque antagonist, but I feel like it's worth considering. 


Final Thoughts

I feel like this conversation has been brewing for a while, but I thought I'd take the first step in theory crafting some paths forward. 
If you've made it this far, thank you for listening to my deranged rambling. 
PLEASE if you have any thoughts or suggestions, do not hesitate to reply to this thread. I look forward to hearing all of y'all's thoughts and opinions! 

surprised fat and sassy space-bee - swinglow20 (Avery Alekseev)
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#2
There are only two issues I can see with this idea:
1) Locking counterplay behind the armory. I really don't like this, there's not always a HoS to give it out and the thought of people powergaming it shouldn't particularly be balanced around. You can powergame lings right now by just testing literally everyone, but this is an issue admins solve with a hey don't do that.
2) RP doesn't really fit well with naturally spawning roundstart roundending antagonists, so I don't think that part would fit well, the crew should be the ones going "we can't beat this let's get the hell out"
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#3
"there is no real end game for the changeling besides free roam of the station "buffet."" I don't think there's anything wrong with this. It's entertaining to witness a changeling that's defeated all its enemies and waltzes around sampling the defenseless delicacies of the remaining crew.
"However, many of their skills are not obvious to many players" I don't think this is true, the ability descriptions are pretty clear, only the use case that you mentioned isn't well known
"once the abomination has run its course, it's very hard for the changeling to fade back in to obscurity, effectively making the abomination form a last ditch resort or an effective power play to secure the last remaining necessary kills" I don't think there's anything wrong with this. It's the climax of the changeling's efforts and the culmination of all the DNA you've harvested. I don't think starting the cycle over again would be more fun.
Yes, some people don't like when their plans for the round get interrupted by the antagonist, but that's what antags do. The limb creatures let you keep playing so I think that's not an issue.
I think the changeling's current abilities/power level are fine. It sounds like you want to turn the changeling into a kind of "final boss" that the crew has to stop from scaling or it becomes a station-destroying threat, and I think people would get fatigued of dealing with that after a few rounds of it. I think changeling is fine where it's at, picking off single targets until it either kills sec or sec kills it.
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#4
the biggest issue right now for me regarding lings is how punishing summoning even one limb critter really is -- crew will notice if a guy is walking around without an arm trying to brush it off and regen is a lengthy process you need to make sure nobody is around when it finally ticks down to 0
and that ties in with the "i might be a bit lame for just leaving the hivemind but i want to play the game" mentality i get every time i get absorbed by a ling. minds are a very big resource but if the ling isn't allowed to properly spend them as soon as possible it just gets annoying watching the ling play the game while you sit in the backseat
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#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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#6
(09-18-2025, 02:05 PM)444explorer Wrote: 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 figured as much, which is why I wanted to work towards implementing a threshold for how many of the critters you could take down before you were required to go for bigger kills to progress. 

(09-18-2025, 02:05 PM)444explorer Wrote: 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.

Do you have any ideas or suggestions for this? How would you incorporate hivemind in to gameplay? WOULD you incorporate hivemind in to gameplay more?
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#7
Hi, it's me, the guy that complains about changeling all the time. This entire post is my opinion. You can nitpick it apart but I don't think that's the point of the post.

I don't think ling needs a fundamental rework. What sucks is having your agency as a player taken away by something that's two (four if you include the aggressive grab!) clicks of someone else's mouse. In regular death you have options for gameplay without respawning. In the hivemind you are dependent on someone else giving you the opportunity for gameplay. When limbcritters are so blindingly obvious and will give you away, there's not a strong incentive to use them. It's not the same as traitors or gangs, who have an IC reason to RP that isn't just "i'm a monster and eat things" - vampire has it's own issues, but the thrall mechanic gives you agency and gameplay as a player, and being juice boxed by a vampire leaves you open to be cloned. The hivemind does not do any of this. It's a distinctly unengaging sort of emergent gameplay.

When you are unconscious being killed you can't hear what someone is saying as they eat you. There is little/no room for RP there. If you run away once you feel unwell that's considered metagaming. It feels like you are forced by the rules (if not the letter of them then by the community's attitude) to stand there and get eaten- maybe I'm a little superfluous but I'm pretty outspoken on this issue.

I don't mind dying in this game. Sometimes it's emotionally charged, great, sometimes it's funny, also great, sometimes it's frustrating but your own fault- you learn. Changeling feels, 9/10 if not more, a cheap way to die. It's like being TTV'd into oblivion with no warning. I rarely see it done well. Leaving the hivemind to either be cloned I've heard be described as metagaming again- which it isn't really, unless you go yelling about who killed you- but there's this expectation you HAVE to stay in the hivemind or it's bad form. But the ling has no obligation to engage with the hivemind, and often is too focused on, well, doing what they do, so won't.

It's the gameplay equivalent of your little brother coming in, snatching the controller off you, and saying that if you don't sit and watch him play he'll tell mom.

I think the key to making ling feel less cheap is to engage the people it eats more. QoL for the hivemind would be huge. I DID suggest making the hivemind a physical place- a fleshy room in the same vein as the afterlife bar, but with a screen locked to the changeling and an intercom-style communication. Maybe other things could go in that room. I didn't get that far as the idea was pretty instantly shot down by an admin, but I'll float it again. I think improving gameplay (adding gameplay at all, actually) for people inside the hivemind would include it greatly.
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#8
The nest idea i am very fond of. I still think that hivemind should be an opt in ghost role...and that links shoild be able to consime the biomatter in a cloning tank to blow itnup and emerge as a shambler
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#9
I'm fine with changeling as is, don't really see a need for change. I would rather see new antagonists rather than another rework for an old already pretty stable antagonist.
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