Conversation
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So far so good! Do like the ideas for sure. I think we do have to keep the dramatic server wide messages once you unlock your capstone. it is a good feeling for peoples story as the antag to reach a peak, and everyone feel like they can get involved. Can their progression be slowed or stopped by security at all other than arrests? Additionally if you do want to go down the route of people being able to tell vastly different and in depth stories, with the unique identities. I feel a path covering what heratic did is missing. The only one that comes close in my opinion is dimensionlism, even then would need to see more of it. Lichdom does not fit an eldritch feel as much as it does a gothic one. Worth perhaps pushing down the very esoteric incomprehensible route with dimensionalism |
I'd love some suggestions for ways security could slow them down other than an arrest. Realistically, I don't think security will be able to detain them without lethals, due to their ability to escape with their blink, so it'd start from a situation in medbay of them being revived from crit/dead. I could tie it to an item, but I want them to have the ability to blend as crew without having an item giving it away, and don't like the jank of having to equip/unequip an item to teleport. So my initial thought is simply to have the same high risk/reward structure of Wizard, where if caught you're executed because it's too difficult to contain them. But would welcome any ideas for how to handle it differently. I was actually thinking of slicing up heretic abilities to use for other paths. Hemomancy/Necromancy would use a lot of the Flesh Path assets. Dimensionalism would use void path assets. Elementalism would use some of the ashen path assets. I can't use the actual spells or code, since it's AGPL, so at best I'm just using sprites and icons. And I want to intentionally avoid using Runes since I want to help streamline mechanics and those end up being confusing for players to utilize. |
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Forced executions when catching a certain type of antag will never be a good idea. All it does is make corporate secrets reveals happen far too frequently as evidenced with changelings so i would definitely avoid that. You could work it in with the oubliette or similar device to either reset or wipe their magic capabilities completely. I think its fine for them to just have the teleport without an item as long as cuffs stopped it. This is an antag which has to deal with antags AND sec intrinsically. No other antag faces that challenge, so throwing them a bone is fine. Same way heretics get a grasp they get a teleport. Acquiring custom gear could just be done through the spell path menu. Such as the paths armour (they for sure should get a kind of armour) if you want to avoid using runes entirely, which i think is fair. |
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That's a fair point, how about this as an idea: Locked Lodestone Collar (warden gets one in their locker, and lathe can make it out of steel). Neck slot item, which has a security-lock (need security level door access to unlock). So you can lock it onto a captured mage, and they can't use their powers while wearing it. But if they can find (or make) an incapacitated officer after they're released from prison, they can use the officer's ID card to remove the collar. That way they're not entirely doomed, and have some way back if caught, but are "unlikely enough" to get access that security doesn't feel like they need to find an excuse to perma them |
I like the idea of a lockable item doing this, may want to avoid a collar since people will be weird about it (see shock collar removal) |
Lodestone Necklace? I want it to be neck slot so it doesn't block hands, so it's something they can just release the prisoner with but the player will need to find a sec-id to remove |
Make it a glove slot item. Gloves that cant be removed, allows hands to be used but takes the glove slot |
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Like a reverse power glove? Magic Suppression Gloves? Yeah that would work. |
Adding a design doc for a combination Wizard/Heretic for Forky.