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Respawns
Posted: Mon Nov 23, 2015 6:48 pm
by rdght91
I feel like a lot of salt in the game comes from there being literally no chance of coming back if you're gibbed/spaced etc. Allowing people to respawn as assistants every 20 minutes or so after death would mean that defibs and cloning are still faster but you can come back as a whole new character. Or even being able to respawn as gulagee's with a few hundred points or so.
Doing this means we can make the game more lethal, which IMO is more fun without kicking people to deadchat forever.
Re: Respawns
Posted: Mon Nov 23, 2015 6:50 pm
by Jacquerel
Haven't there already been several ways to respawn added, such as drones?
Respawning as a full human is a bit much IMO.
Re: Respawns
Posted: Mon Nov 23, 2015 8:03 pm
by Anonmare
Assuming respawns would be okay (which I'm pretty sure most of the administration, coders and a fair chunk of the playerbase are against) 20 minutes as a full-blown assistant is a bit much. Every hour-45 minutes as a gulag prisoner wouldn't be so bad but that would assume anyone would ever bother to let the prisoners earn their freedom
Re: Respawns
Posted: Mon Nov 23, 2015 8:32 pm
by Amelius
This is the awfulest idea I've ever encountered here.
Re: Respawns
Posted: Mon Nov 23, 2015 8:42 pm
by John_Oxford
^^^
EDIT:
This is on the same level as the constitution thing i tried a few months back.
Re: Respawns
Posted: Mon Nov 23, 2015 10:01 pm
by ThanatosRa
Stop being salty about death. Accept it.
Re: Respawns
Posted: Mon Nov 23, 2015 10:30 pm
by invisty
Let people respawn as RP jobs or basic jobs (MD, sec officer, engineer) but have it exclude them from antag roles :3
But no, really, we have more opportunities to rejoin the round than ever before.
Re: Respawns
Posted: Mon Nov 23, 2015 10:37 pm
by Zilenan91
Not really. With how short our rounds are and how willing our admins are to spawn things, you can quite easily just get one of those roles.
Re: Respawns
Posted: Mon Nov 23, 2015 10:47 pm
by DemonFiren
Maybe on Basil.
Re: Respawns
Posted: Mon Nov 23, 2015 11:36 pm
by PKPenguin321
ThanatosRa wrote:Stop being salty about death. Accept it.
Re: Respawns
Posted: Tue Nov 24, 2015 3:16 am
by LiamLime
The game would work fine with "click to respawn"-type respawns, its dynamics would however be much different. While this is technically just a switch toggle, it'd be a game shaking change, and I don't think one for the better.
The way TGS plays SS13 is in this way. I can see a community playing it with respawning enabled, but that community isn't TGS. Each way has its flaws and advantages. We simply chose one option.
Re: Respawns
Posted: Tue Nov 24, 2015 3:28 am
by oranges
Part 1 of 3, accepting your death.
Re: Respawns
Posted: Tue Nov 24, 2015 3:32 am
by ShadowDimentio
The amount of meta would go through the fucking roof if the assblasted players in this community could come back and fuck up whoever killed them
Good fucking luck keeping that shit canned, adminbus
Re: Respawns
Posted: Tue Nov 24, 2015 5:04 am
by imblyings
Players need to be mature enough to either chill in deadchat or find something else to occupy their time when something doesn't go their way- or at least be grateful that another player has taken the time to respawn them in, whether it be through drones, xenobio or whatever.
Encouraging players to act in any other way only hurts this server.
Re: Respawns
Posted: Tue Nov 24, 2015 5:44 am
by Steelpoint
Imblyings is correct, people just need to accept that death is a part of the game and to just go with it, akin to how Goonstation operates as death over there is the norm and as such they make their game very lethal, but I digress.
Re: Respawns
Posted: Tue Nov 24, 2015 6:20 am
by Cobby
I ded pls forum post.
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I will say I wouldn't mind Cargo being able to order a Sentience Crate [expensive ofc] where they can sentience their pseudo-farm