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Add Splicer Antagonist Design Document #30
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Introduced a comprehensive design document for the Bodymodder antagonist role, detailing gameplay mechanics, implant tiers, and interactions with other roles.
Added a spawning mechanic for midround ghost roles, detailing their starting conditions and potential gameplay strategies.
Updated the Bodymodder Antagonist Proposal with new equipment and implant details, including changes to existing items and their functionalities.
Updated the Bodymodder Antagonist Proposal with new mechanics, objectives, and implant details. Adjusted RC generation rates and clarified spawning mechanics.
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i am iffy on this because it only really builds on problems we already see with antagonists, and it generally relies on half-baked systems that we're not entirely sure we want to keep in the first place. while the idea is cute, it does need a little more time to bake before i can concretely say if it's good or bad.
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we don't want to encourage friendly antag behavior
antagonists get a lot of fun tools because they are the only players who can use them. by encouraging antags to be friendly with other antags, we have to rebalance both of them to account for the possible assists. by encouraging antags to be friendly with crew, it defeats the entire point of them being antags in the first place. as far as i can tell, there's no real reason why the splicer wouldn't just try to be friends with everyone and give them all of the cool modifications they have access to. this will only encourage people trying to get every modification every round they see a splicer -
shitmed kind of sucks in general
i dont wanna encourage you to build off of it when we probably aren't even going to keep the system in the long term. or there's a chance we refactor a lot of the systems that this may require -
there's nothing very antagonistic about this antag
most of the modifications you outlined are either straight up just positives, or minor negatives with some sort of gain (ex. the rage serum is just a way to turn crew into free agents, which sort of has its own issues). there is no real downside to the crew if the bodymodder is just given free reign to do whatever they want. this is, hopefully obviously, not what we want from an antagonist.
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| ## Game Design Rationale | ||
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| What shitmed needs right now is more organs. Who better to help with aquiring those than dubious spess doctors? This antag will both allow antags to interact more with the surgery and body powers , but also give medical more work to do by making them remove harmful implants , harvest beneficial ones for crew from people working with the Bodymodder and heal those poisoned by the slowly growing poison damage of implant users! |
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shitmed will not be made better if you give people more toys
| - Other than the bag containing the kit picker, emergency box etc. the Doc gets: | ||
| - A visiting Doctor/Scientist/Roboticist PDA with an ID (randomly picked) | ||
| - Matching clothes for the ID | ||
| - IC, they should be treated as a visitor with no hostilities from sec, making the beginning risk less. |
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IC and OOC interactions should not vary widely. this should be a variant of the already existing visitor ghost roles that does not immediately tell players that it is an antagonist. then it will be treated friendly until proven otherwise
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Hopefully both issues are solved in the newest 2.0 version!
Added clarification about what can be done to make the antagonist actually antagonistic. Made the Panopticon a guaranteed, final goal to reach, in addition to providing the ripper with a reworked mind control implant that gives them a way to amass supporters and fight against the station.
AAAAAA
Reworked the design doc entirely to fit neatly with the proposed funkymed cybernetic changes and clarified its antagonist status further!
Introducing the splicer, a brand new, cybernetic based antagonist whose goal is creating a flesh-based AI core and gather enough research data about their implants to produce new ones in the future!