Gang converting sec/snowballing
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Gang converting sec/snowballing
I feel like we don't have dominator fights anymore like we used to. Instead whichever gang implants an officer first scoops up the rest of sec, grabs the whole armory, then steamrolls the station.
I miss the grand finales and the back and forth between the three factions (gang vs gang vs sec).
Other than removing implant breakers (which seems unpopular), any idea of how to fix this? Is it even a problem?
I miss the grand finales and the back and forth between the three factions (gang vs gang vs sec).
Other than removing implant breakers (which seems unpopular), any idea of how to fix this? Is it even a problem?
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Re: Gang converting sec/snowballing
Sec getting converted is retardly easy and way to strong.
The problem with removing implant breakers altogether is it means sec can implant everyone to deny recruits - it's only really an issue with recruiting security itself.
You could maybe make round start sec immune to conversion like the captain/chap are in rev, but it seems a little snwflakey.
The obviously thing would be to increase the cost of the breakers (they're very cheap), but I think it would be hard to balance between "cheap enough to easily turn sec" and "too expensive to ever bother"
But again, they're currently really cheap for what they do, some sort of increase wouldn't hurt.
The problem with removing implant breakers altogether is it means sec can implant everyone to deny recruits - it's only really an issue with recruiting security itself.
You could maybe make round start sec immune to conversion like the captain/chap are in rev, but it seems a little snwflakey.
The obviously thing would be to increase the cost of the breakers (they're very cheap), but I think it would be hard to balance between "cheap enough to easily turn sec" and "too expensive to ever bother"
But again, they're currently really cheap for what they do, some sort of increase wouldn't hurt.
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Re: Gang converting sec/snowballing
You know, maybe the implants could just 'break' implants and/or deconvert instead of outright converting by themselves?
So you implant THEN pen security officers.
Might need to possibly be cheaper with that though, I don't have much experience as a ganger so not sure.
So you implant THEN pen security officers.
Might need to possibly be cheaper with that though, I don't have much experience as a ganger so not sure.
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Re: Gang converting sec/snowballing
From what I've seen Gang seems to be a race for the first gang to convert security and take over the brig.
I'm biased but I just dislike the idea of easily converting security officers to a gang. Really does not sit well with me, if I want to be a gangster or rev I would not be playing security in the first place.
I'm biased but I just dislike the idea of easily converting security officers to a gang. Really does not sit well with me, if I want to be a gangster or rev I would not be playing security in the first place.
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Re: Gang converting sec/snowballing
this is actually probably the best suggestion, the cooldown on conversion pens is what caused gang to build up slowly back in the day, but implants completely bypass the cooldownBoredone wrote:You know, maybe the implants could just 'break' implants and/or deconvert instead of outright converting by themselves?
So you implant THEN pen security officers.
Might need to possibly be cheaper with that though, I don't have much experience as a ganger so not sure.
what that essentially means is:
implants grant a gang extra members earlier into the round -> more gangsters leads to more point acquired -> more points acquired leads into more implants bought -> more implants leads to more gangs, which loops back and forth snowballing until a gang has 10,000 members
this is made even worse by the fact that you can convert enemy gangsters to your gang as well, meaning not only do you snowball but you also reverse-snowball all the other gangs
making implants not convert and just break loyalty implants means that gangs will move at a pace relative to the number of lieutenants they have (because how many people you can convert in a certain time depends on how many lieutenants), instead of who can buy the most implants
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Re: Gang converting sec/snowballing
I like the idea of implant breakers just, uh, breaking implants. It won't stop stuncuffconvert, but it will slow down the snowballing and stop slipconvert outright.
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Re: Gang converting sec/snowballing
From the last time I was converted as RD and given boss status, I have noticed that the implant breaker does not convert the target, it simply makes him vulnerable to conversion. This is a non-factor, however, because the breaker gave a convenient stun which allowed me to apply my conversion pen without issue.
Last edited by Gun Hog on Fri Sep 25, 2015 4:32 am, edited 1 time in total.
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Re: Gang converting sec/snowballing
If you can implant an officer you can pen him just as easily.
Unless you're trying to convert all of sec in 5 minutes with one pen, it's not really that much of a change.
Unless you're trying to convert all of sec in 5 minutes with one pen, it's not really that much of a change.
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Re: Gang converting sec/snowballing
Just make security officers and higher up immune to gang conversion.
Same as why Gang leaders are immune to loyalty conversion.
Same as why Gang leaders are immune to loyalty conversion.
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Re: Gang converting sec/snowballing
Steelpoint wrote:Just make security officers and higher up immune to gang conversion.
Same as why Gang leaders are immune to loyalty conversion.
That would be too much I feel. Perhaps a better change would be to make it so that implant breakers can't go through helmets/berets and other head armor.
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Re: Gang converting sec/snowballing
That's already the case. But again, it doesn't matter since you jst need to stun + crit, then you have all the time in the world.
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Re: Gang converting sec/snowballing
True, but I remember people complaining about gangers (totally not Emily Ranger) slipping sec officers with water, and then implant breaking them due to the stun being just long enough to do it.
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Re: Gang converting sec/snowballing
that's why it got added, because that was REALLY bullshit.
Atleast currently the officer has a few seconds to scream for help (unless you offer them augmens as a roboticist so they take their headset off).
Atleast currently the officer has a few seconds to scream for help (unless you offer them augmens as a roboticist so they take their headset off).
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Re: Gang converting sec/snowballing
every time there's a gang that decides to bypass the pen cooldown with implants, they winlumipharon wrote:If you can implant an officer you can pen him just as easily.
Unless you're trying to convert all of sec in 5 minutes with one pen, it's not really that much of a change.
the whole problem with implants is that you most certainly can convert all of sec in 5 minutes, but then you can also convert the enemy gang too
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Re: Gang converting sec/snowballing
Doubling, or even tripling the cost of implant breakers, while not guaranteed to fix the problem, I do think it would help.
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Re: Gang converting sec/snowballing
I'm actually really paranoid about the whole thing and leave an active SBR in my backpack when I go for any surgery.lumipharon wrote:that's why it got added, because that was REALLY bullshit.
Atleast currently the officer has a few seconds to scream for help (unless you offer them augmens as a roboticist so they take their headset off).
It's meta as piss and really annoying to those it's fucked, but the salt is hilarious.
Then again, I feel justified in doing it ever since that one cult round where I was the sac target.
As an assistant who went in for borging/augs I actually forget which
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Re: Gang converting sec/snowballing
What if...
Sec cant implant gangers, and gangers cant convert the implanted.
Sec cant implant gangers, and gangers cant convert the implanted.
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Re: Gang converting sec/snowballing
Tears will flow and the station will run redSaegrimr wrote:What if...
Sec cant implant gangers, and gangers cant convert the implanted.
A thousand angry ghosts will encircle the HoS
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Re: Gang converting sec/snowballing
Just make breakers not have the auto-convert.
That way the cooldown for conversion on pens will actually have a game effect
That way the cooldown for conversion on pens will actually have a game effect
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Re: Gang converting sec/snowballing
Converting a head or sec officer needs to have an applicable cost to counter the reward you get for doing it.
Having even one ganged sec member is a massive advantage and that one sec member can if he's lucky or smart surprise disable multiple other members of the department and get them converted too.
I'm unclear on how the resource cost for Gangs work but i'd just make it a massive investment for a single implant breaker.
Having even one ganged sec member is a massive advantage and that one sec member can if he's lucky or smart surprise disable multiple other members of the department and get them converted too.
I'm unclear on how the resource cost for Gangs work but i'd just make it a massive investment for a single implant breaker.
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Re: Gang converting sec/snowballing
How about splitting loyalty implants into two kinds: a strong one (the implant that sec and heads start with) and a weak one (the implant that is in armory and can be ordered by cargo). The implant breaker can only break the weak loyalty implants so that gangs can counter security implanting everyone but not convert security staff or heads.
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Re: Gang converting sec/snowballing
Increasing the cost of implant breakers is an easy and effective fix.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Gang converting sec/snowballing
I personally feel you should not be able to convert Security Officers and the Captain, period.
I like phil235's suggestion of seperating Loyalty Implants into two groups, one for round start officers that cannot be broken by anything and one for post-round start that can be broken.
If Ikarrus intention with Gang was to somewhat marginalise security, at least making their implants not cock block half the station would be a positive step without screwing around with trying to balance one gang getting a foot into security's door and winning from there.
I like phil235's suggestion of seperating Loyalty Implants into two groups, one for round start officers that cannot be broken by anything and one for post-round start that can be broken.
If Ikarrus intention with Gang was to somewhat marginalise security, at least making their implants not cock block half the station would be a positive step without screwing around with trying to balance one gang getting a foot into security's door and winning from there.
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Re: Gang converting sec/snowballing
Yeah the cost of implant breakers was just a number I pulled out of the air. It hasn't had any review.
It could stand to be increased to 20 or 30. I felt that even 10 was too low when I first added them.
You guys are free to try other things out, but a cost increase is what I'd try first. Whatever you do, just don't make gang any more complicated than it is.
It could stand to be increased to 20 or 30. I felt that even 10 was too low when I first added them.
You guys are free to try other things out, but a cost increase is what I'd try first. Whatever you do, just don't make gang any more complicated than it is.
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Re: Gang converting sec/snowballing
Honestly I'd just remove the ability to convert Sec.
Right now they are basically the easiest and most cost effective method of winning the mode.
Even if you increase the cost it will still be the most effective.
Right now they are basically the easiest and most cost effective method of winning the mode.
Even if you increase the cost it will still be the most effective.
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Re: Gang converting sec/snowballing
The argument of "If I wanted to play Gang I wouldn't go sec" can easily be applied to any other individual that has these gamemodes turned off. Sec shouldn't get special snowflake protection simply because they would rather deny greens instead of help someone get them.
Just removing the convert is an applicable fix because you have to at least wait for you pen to be ready to be able to convert OR buy another pen [which is very expensive]. That's ALL that needs to be done to fix the issue, there's no need to overcomplicate it ["Oh we need to raise the price", "Oh now the price is too high, we need to lower it a bit", "WHY CANT WE FIX THISSSSSS WAHHHHHHHHH"]
Just removing the convert is an applicable fix because you have to at least wait for you pen to be ready to be able to convert OR buy another pen [which is very expensive]. That's ALL that needs to be done to fix the issue, there's no need to overcomplicate it ["Oh we need to raise the price", "Oh now the price is too high, we need to lower it a bit", "WHY CANT WE FIX THISSSSSS WAHHHHHHHHH"]
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Re: Gang converting sec/snowballing
Did you seriously just made an argument that changing one number from 10 to 30 is an overcomplicated fix?
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Gang converting sec/snowballing
I'm saying it's a complete balance clusterfuck because if you don't go for sec you're going to be completely outgunned.ExcessiveCobblestone wrote:The argument of "If I wanted to play Gang I wouldn't go sec" can easily be applied to any other individual that has these gamemodes turned off. Sec shouldn't get special snowflake protection simply because they would rather deny greens instead of help someone get them.
Just removing the convert is an applicable fix because you have to at least wait for you pen to be ready to be able to convert OR buy another pen [which is very expensive]. That's ALL that needs to be done to fix the issue, there's no need to overcomplicate it ["Oh we need to raise the price", "Oh now the price is too high, we need to lower it a bit", "WHY CANT WE FIX THISSSSSS WAHHHHHHHHH"]
Right now the progression route for this mode is
Get method of stunning sec -----> Stun sec -----> implant break and convert ----> use sec officer to do the same to other officers ---> win.
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Re: Gang converting sec/snowballing
Honestly that's my intention here as well. I want gang vs gang with sec on the sidelines instead of secgang vs gang.Steelpoint wrote: If Ikarrus intention with Gang was to somewhat marginalise security
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Re: Gang converting sec/snowballing
Cargo seems to be just as viable a route for arming your gang.
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Re: Gang converting sec/snowballing
As long as gangs are capable of starting shit with people who aren't part of either gang, sec will never be on the sidelines.Kor wrote:Honestly that's my intention here as well. I want gang vs gang with sec on the sidelines instead of secgang vs gang.Steelpoint wrote: If Ikarrus intention with Gang was to somewhat marginalise security
Re: Gang converting sec/snowballing
Sounds more like a player problem of not sec not being agressive enough
If I was a sec member and saw a guy in sec clothing without an implant in gang I'd gun them down on the spot, or atleast reimplant them.
If I was a sec member and saw a guy in sec clothing without an implant in gang I'd gun them down on the spot, or atleast reimplant them.
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Re: Gang converting sec/snowballing
yup, that always works for me. I think a lot a lot of sec players feel they will get bwoinked if they play agressive and make a judgemental error.Malkevin wrote:Sounds more like a player problem of not sec not being agressive enough
If I was a sec member and saw a guy in sec clothing without an implant in gang I'd gun them down on the spot, or atleast reimplant them.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Gang converting sec/snowballing
Malkevin wrote:Sounds more like a player problem of not sec not being agressive enough
If I was a sec member and saw a guy in sec clothing without an implant in gang I'd gun them down on the spot, or atleast reimplant them.
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Re: Gang converting sec/snowballing
I see this brought up pretty frequently, but I am pretty sure malk's point is that you shoot first and ask questions later
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Re: Gang converting sec/snowballing
No shit, standard sec practice on greyshirts goes double on suspected antagsWyzack wrote:I see this brought up pretty frequently, but I am pretty sure malk's point is that you shoot first and ask questions later
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Re: Gang converting sec/snowballing
Implant breakers are required for several reasons, at a simliar if not the same pricepoint as current:
1. It allows you to convert enemy gangsters to your side, encouraging converting them instead of outright killing them. This is one reason why gang is so well liked currently. Removing this function means you have to kill any enemy gangsters, which means the round is almost surely to fizzle out into pseudo-extended entirely as sec/crew/enemy gangs gradually wears down the gangs, as this is the most common usage for them lategame with two evenly matched gangs.
2. It allows you to convert implantees to your side, encouraging converting them instead of gunning them down in the halls guerrilla-style. Removing this means you have to gun down security AND every implantee that security generates creates a dead weight that, if captured alive (more risky than using a lethal weapon that gangs can only acquire with their resources), essentially forces you to ditch the burden and move on. This means that rounds where sec/crew has the upper hand or in balance would now be guaranteed to topple any existing gangs. It also means that sec/crew would be receiving a severe buff in this mode, and would be essentially a slow, crippled revolution. Finally, kicks more people out of the game since more killing must ensue. Will not function in a fun fashion for this game mode.
You can't change either of these two core features, or the balance that has created will be toppled. If security has too great of a focus in gang, then that may not necessarily be a problem in gang, but rather, more of a structural problem in that departments have been too nerfed in what they can acquire readily and effectively culture. Perhaps security has too great of a focus for the same reason as in any other mode security has too great a focus - they have too much, and the alternatives available on-station tend to be worse variants of what security already has, or is too lethal in a gamemode revolving, primarily, around non-lethal warfare. Easily acquireable stun gear not reliant on security is relegated solely to cargo, stunprods, water/lube, and damp rags with beepsky smash or whatnot.
However, for what can be done. I believe that messing with a very well-liked game mode too much might make it worse. Yes, the game mode revolves around security, and having security on your side is a massive boon, but is that such a terrible thing when converting them is MUCH riskier process than converting anyone else, especially if a single cyborg comes your way as they will be shouting bloody murder throughout the process. The best option here would be to make loyalty implants more visible, as they were before, so that it's more easily noticeable that an officer is missing an implant to other officers while they are moving (as-is it's very difficult to see quickly unless they're sitting still). More expensive implants means that suddenly the lategame of a balanced game with 2 gangs inevitably becomes an utter bloodbath, and security would also receive a hefty buff. Forcing gangsters to remove helmets, or increasing the implant time will only serve to make it a more cumbersome tool to use, while not solving the problem (there's hardly a difference between slip -> cuff -> take off helmet -> implant and slip -> cuff -> implant in maint).
Also, my meme water strategy only functions if security is retarded and slips on easily visible water, and no one sees the obvious signs of a trap and searches the side areas.
TLDR: Tread carefully. It's a good gamemode as-is, if the polls are anything to go by, and if you 'tweak' it in the wrong direction, it'll go down the shitter and be rev: slow/sec wins edition.
1. It allows you to convert enemy gangsters to your side, encouraging converting them instead of outright killing them. This is one reason why gang is so well liked currently. Removing this function means you have to kill any enemy gangsters, which means the round is almost surely to fizzle out into pseudo-extended entirely as sec/crew/enemy gangs gradually wears down the gangs, as this is the most common usage for them lategame with two evenly matched gangs.
2. It allows you to convert implantees to your side, encouraging converting them instead of gunning them down in the halls guerrilla-style. Removing this means you have to gun down security AND every implantee that security generates creates a dead weight that, if captured alive (more risky than using a lethal weapon that gangs can only acquire with their resources), essentially forces you to ditch the burden and move on. This means that rounds where sec/crew has the upper hand or in balance would now be guaranteed to topple any existing gangs. It also means that sec/crew would be receiving a severe buff in this mode, and would be essentially a slow, crippled revolution. Finally, kicks more people out of the game since more killing must ensue. Will not function in a fun fashion for this game mode.
You can't change either of these two core features, or the balance that has created will be toppled. If security has too great of a focus in gang, then that may not necessarily be a problem in gang, but rather, more of a structural problem in that departments have been too nerfed in what they can acquire readily and effectively culture. Perhaps security has too great of a focus for the same reason as in any other mode security has too great a focus - they have too much, and the alternatives available on-station tend to be worse variants of what security already has, or is too lethal in a gamemode revolving, primarily, around non-lethal warfare. Easily acquireable stun gear not reliant on security is relegated solely to cargo, stunprods, water/lube, and damp rags with beepsky smash or whatnot.
However, for what can be done. I believe that messing with a very well-liked game mode too much might make it worse. Yes, the game mode revolves around security, and having security on your side is a massive boon, but is that such a terrible thing when converting them is MUCH riskier process than converting anyone else, especially if a single cyborg comes your way as they will be shouting bloody murder throughout the process. The best option here would be to make loyalty implants more visible, as they were before, so that it's more easily noticeable that an officer is missing an implant to other officers while they are moving (as-is it's very difficult to see quickly unless they're sitting still). More expensive implants means that suddenly the lategame of a balanced game with 2 gangs inevitably becomes an utter bloodbath, and security would also receive a hefty buff. Forcing gangsters to remove helmets, or increasing the implant time will only serve to make it a more cumbersome tool to use, while not solving the problem (there's hardly a difference between slip -> cuff -> take off helmet -> implant and slip -> cuff -> implant in maint).
Also, my meme water strategy only functions if security is retarded and slips on easily visible water, and no one sees the obvious signs of a trap and searches the side areas.
TLDR: Tread carefully. It's a good gamemode as-is, if the polls are anything to go by, and if you 'tweak' it in the wrong direction, it'll go down the shitter and be rev: slow/sec wins edition.
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Re: Gang converting sec/snowballing
to be fair, if all we did was make it break implants and not convert, you could still convert implantees
and if we made it also deconvert enemy gangsters, it would be the same thing as before, just with less snowballing because you still have to wait on the conversion pen cooldown
and if we made it also deconvert enemy gangsters, it would be the same thing as before, just with less snowballing because you still have to wait on the conversion pen cooldown
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Re: Gang converting sec/snowballing
Barely. Not much would change - the meta would change to the same thing now except delayed a couple minutes. Blitz lieutenants, get an extra pen maybe, expand influence until you get around 8 recruits, spam implants. Pens are never a limiting factor past earlygame, since they hardly get used when implants start rolling around, and your influence supply is a more limiting factor.PKPenguin321 wrote:to be fair, if all we did was make it break implants and not convert, you could still convert implantees
and if we made it also deconvert enemy gangsters, it would be the same thing as before, just with less snowballing because you still have to wait on the conversion pen cooldown
No matter what you do, without removing them or removing those features I outlined, will do one of two things - either slow the pace of the gangs or quicken the pace of the gangs. Neither are preferable at this juncture, as the sole 'problem' described here is security being converted resulting in snowballing, not the pace of the gang. Slowing the pace of gangs has it's own host of problems, i.e. it'd push security further into the limelight like in rev, and potentially even grants them the advantage, instead of the disadvantage (which is currently intentional - so that security isn't the focus of the gamemode).
Thus, I believe the best trial solution is to have more visible implant icons, which SHOULD then provide adequate notification to security guards that an officer isn't on their side. I don't know why we got rid of our traditional top-right aligned nanotrasen logo, but it's might be apt to re-examine that, or to bottom-left/bottom-right align that if it conflicts with atom-based antagonists.
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Re: Gang converting sec/snowballing
I think the NT icon was removed due to edge cases of the NT icon overlapping with certain antag icons such as Cult or Syndicate icons.
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Re: Gang converting sec/snowballing
It was preparatory for datum antagsSteelpoint wrote:I think the NT icon was removed due to edge cases of the NT icon overlapping with certain antag icons such as Cult or Syndicate icons.
plplplplp WOOOOooo hahahhaha
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Re: Gang converting sec/snowballing
The problem is is that it's quicker for the gang officer to spot that you don't have a huge red G over your head than it is for you to notice the blue flash isn't happening, and if he was given an implant breaker, you'll get "H-H-ALP GEORGE EDWARDS GANG" before you're hailing the virtues of sniffing paint with the rest of them.Malkevin wrote:Sounds more like a player problem of not sec not being agressive enough
If I was a sec member and saw a guy in sec clothing without an implant in gang I'd gun them down on the spot, or atleast reimplant them.
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
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Re: Gang converting sec/snowballing
loyalty implant and antag icon overlapping makes no sense.
If you're not in the same antag faction, you can ony ever see the loyalty implant icon.
If you're in the same antag faction, the fact that they're loyalty implanted it utterly irrelevent.
New loyalty flash thing is much harder to see at a glance who is who.
If you're not in the same antag faction, you can ony ever see the loyalty implant icon.
If you're in the same antag faction, the fact that they're loyalty implanted it utterly irrelevent.
New loyalty flash thing is much harder to see at a glance who is who.
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Re: Gang converting sec/snowballing
So we're all in agreement that loyalty implants need to be made more visible? What do you folks suggest?
I liked top-right aligned, but if it interferes with datum antags it could just be shifted to the bottom-right or bottom-left instead. Regardless, it needs to be more visible than a blinking tiny box, when it's hard to distinguish quickly if someone is on the move.
I liked top-right aligned, but if it interferes with datum antags it could just be shifted to the bottom-right or bottom-left instead. Regardless, it needs to be more visible than a blinking tiny box, when it's hard to distinguish quickly if someone is on the move.
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Re: Gang converting sec/snowballing
To be honest I think the blinking box is pretty easy to spot. Is it really just me? It's much more obvious than the NT symbol, you're just looking for something different.
What I really don't like is the idea that security officers be impossible to convert at all. As someone who plays security, it's not that fun to know that even if you're captured in the most one-sided of ways, you will die. At least in cult you can get made into a construct. If it's just impossible to become useful to the gang then that's only going to encourage security forces to become more and more lethal as the threat becomes more and more lethal to them.
Security mostly just needs to be harder to convert, and the implant breaker+pen is a good one. The real issue with a snowballing security gang that I've experienced has come when a lawyer has successfully slipped a security member and then implanted them in the time it takes for them to recover from the slip stun. Force them to take all hats off or something, but it was one person slipping and converting the whole sec team in one go that broke gang in the rounds that I experienced this.
What I really don't like is the idea that security officers be impossible to convert at all. As someone who plays security, it's not that fun to know that even if you're captured in the most one-sided of ways, you will die. At least in cult you can get made into a construct. If it's just impossible to become useful to the gang then that's only going to encourage security forces to become more and more lethal as the threat becomes more and more lethal to them.
Security mostly just needs to be harder to convert, and the implant breaker+pen is a good one. The real issue with a snowballing security gang that I've experienced has come when a lawyer has successfully slipped a security member and then implanted them in the time it takes for them to recover from the slip stun. Force them to take all hats off or something, but it was one person slipping and converting the whole sec team in one go that broke gang in the rounds that I experienced this.
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Re: Gang converting sec/snowballing
yeah but what i'm saying is that if we only made implants deconvert instead of "deconvert AND convert you to my side in one shot" that pens WOULD be a limiting factor past early game. and you can't really spam implants because they're no longer your central conversion tool, just a tool for converting who you previously weren't able to, meaning if you bought 20 implants you wouldn't get 20 new gang members, you'd just have the chance to convert 20 people you wouldn't have been able to otherwise.Amelius wrote:Barely. Not much would change - the meta would change to the same thing now except delayed a couple minutes. Blitz lieutenants, get an extra pen maybe, expand influence until you get around 8 recruits, spam implants. Pens are never a limiting factor past earlygame, since they hardly get used when implants start rolling around, and your influence supply is a more limiting factor.PKPenguin321 wrote:to be fair, if all we did was make it break implants and not convert, you could still convert implantees
and if we made it also deconvert enemy gangsters, it would be the same thing as before, just with less snowballing because you still have to wait on the conversion pen cooldown
having the conversion pen as a pacer for the gamemode is what we had before implant breakers fucked the balance of the mode into "who can get the most implant breakers the fastest," and it worked, even better than the mode works now, because you would have really fun cinematic seiges of gang-on-gang when somebody placed a dominator. with implant breakers as they are right now, there's 0 pacing, and the round ends with "gang with the entire station placed a dominator and nobody even tried to stop it."
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
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i have three other top secret characters as well.
tell the best admin how good he is
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Re: Gang converting sec/snowballing
I didn't realize it completely bypassed the pen cooldown as well. That's probably a bigger issue than converting sec honestly.
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Re: Gang converting sec/snowballing
I have a feeling that some security people actively try to get caught by gang and get converted. I mean fuck, I once saw a detective that got converted and deconverted twice. You'd think after first time you'd be careful.
And you can't rally tell whether they done it on purpose, or are they just stupid. That's why breaker has to go.
And you can't rally tell whether they done it on purpose, or are they just stupid. That's why breaker has to go.
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Re: Gang converting sec/snowballing
yep. successful gangs with a lot of influence will barely use the pen, they'll just buy a ton of implant breakers and use them on everybody (even people without implants) simply because it's faster.Kor wrote:I didn't realize it completely bypassed the pen cooldown as well. That's probably a bigger issue than converting sec honestly.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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