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File: 1439950929675.jpg (82.72 KB, 550x720, 55:72, Coding in Byond.jpg)

8fa0d9 No.139

I came up with an idea for a sanity system.

Sanity, or rather, insanity would be a value between 0 and 100. The bigger it gets, the more insane your character is.

Steps to hell:

Insanity works by degrees.

From 0 to 20, you'll feel absolutely nothing.

After 20 however, you are at the first tier of insanity effects listed bellow.

If you cross the 25 value, you are now stuck on the first tier.

You get a warning when you reach 20 so you can leave the area quickly. This is because insanity gradually decreases over time, but not bellow the threshold you've reached.

The second tier happens at 45 insanity, and you stay in that tier if you reach 50 insanity.

The third tier happens at 70 with 75 being the threshold.

The final is at 90 with 95 being the threshold.

HELP, I'M INSANE

If you have gained for instance, 30 points of insanity, waiting will only decrease it to 25, your current threshold.

To fix insanity, you need special procedures.

First tier (25 and up): You require booze. Or sleeping. But you can't sleep by yourself. Seek sleeping drugs Or the doctors can hypnotize you with a pendulum.

Second tier (50 and up): You require drugs from chemistry (synaptyzine for instance). You'll be a liability for anyone near you, so isolation will be required.

Third tier (75 and up): You require electroshocks from electropaks. You'll also need a straightjacket since you're likely to kill yourself.

Fourth tier (95 and up): No ideas here, except for entire brain transplant. Not even sure if this should be curable.

How to avoid the voices in your head:

Most sources of insanity will have a magnitude. Some are minor, some are mild, and some are severe.

Drinking booze will help lower your insanity at the first tier, with the added benefit of making you immune to the minor sources.

Reaching 50 insanity will also make you immune to minor sources.

At 75 insanity, you'll be immune to mild sources too.

Unless someone has ideas for a "courage liquid" or some other insanity resistance, this is what I have right now.

What does a crazy person do?

At the first tier you'll get a few annoying messages, ocasionnaly drop an item you're holding, or hear a strange noise.

At the second tier, full hallucinogenics start working, and you're likely to hit someone next to you.

At the second tier you'll shout like a madman Think like the cultists from Blood and frequently hit yourself.

At the last tier, you'll suffer massive brain damage, and frequently, either you fall down on a fetal position, or you run around really fast.

You also auto-atack anyone getting near you.

I see dead people:

Sources of insanity include:

Minor:

-Seing blood

-Getting beaten

-Space drugs

Mild:

-seing a corpse

-Killing someone (watching someone die)

-mindbreaker toxin

Severe:

-Cult magic

-Nar Sie/Singulo

-Ayyliens

________

So now I'm looking for ideas, and ways to balance this. The system is not meant to be "Hunger 2.0: Electric Bogaloo" but rather something to implement in the gameplay.

How do you think it would change the game?

Leave sugestions and things you'd like to see, like other sources and cures.

Also: we might get a Psychiatrist job to go along with this.

649481 No.140

We already have a sanity system, it's called roleplay.

Now do something useful and add shit and piss mechanics.


8fa0d9 No.141

>>140

Roleplaying is nice and dandy, but if Inasnity is used as an actual mechanic, people have a good reason not to rush into danger.

And traitors gain a new atack vector.


d2f189 No.142

>>140

Those may be on Altstation if enough people want them.

also kyron, you are a huge faggot


f25953 No.144

>>139

Who is important enough to define the sources of insanity? Why should Insanity be a mechanic in a setting which is always a few moments from falling apart anyway? Aren't players fragile enough, surrounded by a vacuum, sharp objects, paper-thin walls and secretive threats with the faces of their co-workers?

Not to mention, who decides these sources of madness? Are doctors suddenly going to be unable to perform their job? Will detective be useless when they're called to where they're needed? Will a syndicate assassin be brought to his knees killing his target and the unknowing assistant witness, only for security to follow into the room and come to the same effects?

And where did this idea that spessmen chosen by NT are so weak-willed anyway? Why would they send people they couldn't trust to keep working and high morale to the furthest reaches of NT controlled space if seeing blood is enough to turn them into a dribbling mess?

It's pointless. It's not thought out. It's stupid. This idea is pure shit that's probably borrowing from some other game more developed with insanity in mind, like Amnesia: The Dark Decent, and hasn't even been considered further than 'that was a cool game I bet this will make other games cool too'. Problems are designed to be worked around with player co-operation and effort in ss13 - that's what makes it fun, and a challenge. What you're suggesting is an unavoidable gate to getting by in a shift with no actual justification for it. It's a terrible idea.


8fa0d9 No.145

>>144

The idea rested more upon Paranoia (the symptom,not the game).

Insanity should climb slowly, and stop at 50 or so without something severe happening.

That means most people will suffer from small mysterious activities making them question their surroundings.

People beating other people due to insanity is something that happens after your character witnesses something trully horrific for an extended period of time.


f25953 No.146

>>145

But you still haven't told us WHY

WHY should these spessmen be suffering from acute paranoia when in normal civilization that the game draws off, we don't have a paranoia pandemic?

WHY isn't the paranoia that the players have simply playing the game not enough for you?

WHY should everyone respond the same way to trauma? That's not realistic at all

WHY should people be traumatized by something in their line of work that they're trained years in advance and warned about before even seeing it?

WHY should NT employees be forced to question their surroundings?

WHY should insane people beat people? Isn't the station dangerous enough as is without being being forced to by some hard-coded mechanic?

It's a terrible idea.


8fa0d9 No.147

>>146

Because for instance:

If you have a few tiles of blood surrounding you, you gain some points of Insanity, but lose them rather quickly. So it doesn't affect you.

But if the WHOLE hallway is flooded in blood, THAT will get you the first tier of insanity, because it is in fact something horrific to behold.

This would give a reason for people to carry body bags, and more value to the janitor's work.

Say you did gain insanity. You head up to the bar, get a drink and wait 30 seconds. Boom, you're fixed.

This would give the barman a gameplay reason to exist.


d2f189 No.148

>>147

Sounds retarded like nearly every idea you suggest. Forcing players to do something is never fun.


f25953 No.149

>>147

Stop telling me about mechanics that only you can understand because you've been sitting on this idea for so long. None of it's making sense to anyone else here, because you keep adding information in subsequent posts, and only when you're goaded to.

Is it that you can't answer the question? That you cannot justify this mechanic at all, so the best you can do is try and say 'but think how coool it'll be!'

Is this meant to be based off of lifeweb, with their character traits? But with an original spin? Because Lifeweb does it better. This is a really poor way of doing it.

What makes you think people will make the bartender useful? WHY should the bartender be forced to be useful? We already have a hunger mechanic that gives players a big debuff in speed if it's not in check, but we don't have a chef nearly close to half the shifts run on hatestation. Even when there are chefs, most people turn to vending machines for convience, even if it's nowhere near as effective. Do you understand why that is?

I don't think you do. You sound delusional, and you sound like you have no idea what makes ss13 work or how the community as a whole sees ss13.

It's a terrible idea.


d2f189 No.150

>>149

He's the coder for Hatestation, of course he doesn't know how the game works.


8fa0d9 No.151

>>149

Alright, I'll drop the idea.


8e0d8f No.152

>>144

It would be interesting to see something like this.

However i would like for all antagonist roles to be completely immune to sanity loss unless extreme cases happen (singulo, nar'sie, etc) and for Security, Heads of Staff and anyone loyalty implanted to be resistant to minor and mild sanity sources due to being unnaturally loyal to NanoTrasen.

Ayy lmaos really shouldn't be able to make you insane upon sight, specially if you have a gun, are loyalty implanted, or if you're wearing riot armor/hardsuit/EVA/biosuit. They should only make you insane if you're in a dark room alone (only PDA light on) or if you're naked and without mask protection.

And talking about dark rooms, maintenance halls should give you mild insanity if you're an assistant and you stay too long in them, but give no insanity if you're an engineer.

Also make smoking, hugs and playing in the holodeck be able to lower low insanity levels as well, it would give something to do for the assistants that isn't fucking up the bar.


8fa0d9 No.153

>>152

I like some of those ideas.

Facing a Xeno with 3 guys next to you in a well lit room is very diferent from facing one in a dark corner of maint.

I was thinking of giving traitors an item for 2 TC to avoid sanity loss. Otherwise, they're still human.

In any case, murdering someone could be something like a 15 point increase. Not that big of a deal. Only killing several people in a row would make you trully insane.


8fa0d9 No.154

Remenber first that officers are already different from other roles in that they regain HP from eating donuts.

This means that roles can change the way you play with hidden bonus like this.

What this means is that we can make it so Doctors, having trained in medicine, are unnafected by the sight of blood. So are the entireity of Security force and even the HoP and Captain.

The traitors are also a role into itself, so full immunity to blood and corpses can be given to them as well. Cultists can even be fully immune to insanity or work in different ways.

As for balance, these things don't just ramp up until you go fully bonkers. Blood and more common things will get you at most to 25% insanity and this just means some annoying messages and jittering. You'd need to see some serious shit before serious penalties happen and even then it'd have to be something you aren't even supposed to see.

Lifeweb has a Moral system, this is a Sanity system. It's different things altogether.

There's also the fact that there can be many ways to regain sanity all available to everyone in the same way you have snack machines. Anyone can sleep it off, there's booze everywhere in maintenance and just resting for a bit away from shit that makes you go mad isn't that hard.


8e0d8f No.155

>>153

I have an idea about BOMBS. Should seeing a primed syndicate bomb or someone in a syndicate hardsuit with a gun as a civilian job or assistant make you slightly insane?

How about making those close enough that they hear a tank trasfer valve bomb going off or inside the radius of a cuban pete-tier department destroyer gain a huge amount of insanity if they don't immediatly die/gib in the explosion?

What if holding (on hands or in your backpack) a tank trasfer valve that is ready to explode makes you slightly insane overtime?

There's possibilities for this system.


8e0d8f No.156

>>154

Security officers regain HP due to sprinkles that exist in glazed donuts, regular donuts heal as much as any other type of food due to nutriment.


8fa0d9 No.157

>>155

The idea isn't just using it like a bitflag where someone is Insane or not.

The idea is to generate a slow progression into insanity if you keep throwing yourself into danger.

Most of the time, you get a bit paranoid and worry about the station by the time the shift ends. If you take a nap in the morgue whoever, you do get insane.

Seing Nar Sie on the other hand will most likely make you a raving lunatic.


cb4b48 No.158

>>157

How are you going to justify the singulo causing insanity? Sure, it's a staton destroying horror, but safely contained it shouldn't be forcing the poor sap who sets up the engine to take a visit to the bar.

If you make engineers immune (lets not even go into the fact that many hatestation rounds someone else has to start the engine), that still doesn't make sense. They should be more affected than anyone by a loose singulo because they fully understand what hell is coming at them.


8e0d8f No.159

>>158

Staring blankly without eye protection (mesons) at the singulo already causes you brain damage, i'd probably think that it's only when it's at a high level (like 4, 5 or 6) and if you're not wearing any mesons or radiation-proof equipment (engineer jumpsuits are 10% radiation proof, so you don't even need to flag the engineer class itself, just wear a radsuit or a engi hardsuit).


8fa0d9 No.160

>>158

This guy has the right idea:>>159

The main idea is that the singularity sort of "hypnotizes" you. It's not that much of a stretch that it makes you slitghly crazy.

I found it strange that the singulo causes brain damage, it shouldn't destroy part of your brain. It should instead change the way you think, eg: make you slightly crazy.

The technical reason would be that Nar Sie inherits code and vars from the Singularity.

So it would be easy to make them function similary.

Again, it's not like you look at the singulo once and start yelling and beating up shit right away.

In this instance, spending 30 seconds near a lvl 5 singulo SHOULD make you quite insanse.

It could even depend on singularity level, with teh fabularity making you crazy really fast, while the tiny 1x1 singulo barely affects you.


70508b No.161

>>139

I think a morale/insanity axis would be interesting. What would it feel like, though?

Others' speech makes less sense?

When you look at a human, you only see a blobby shape like mommi and drones would?

The extant hallucination mechanic can get intense, but it's a single, limited option…


8fa0d9 No.162

>>161

First, this would require talking with the whole comunity. Because this is something that could change the gameplay too much.

Otherwise, we're restricted to making small changes, like making a desease that is called "Insannity" and is cured with ethanol.

The current hallucination is not that impressive, yeah. Mostly because everyone already recognizes it and knows what it is.

What I thought was a system that would make tiny changes around you at first, and large things later.

The blobby shape for instance would make a great addition for severe insanity. It would make a player distrustfull of anyone he sees.

Speech can be intercepted and changed too.

Other simple hallucinations could happen first and be more subtle. Hearing an airlock opening. The sound of someone getting beaten.

Your PDA rings, but there's no message.

Hearing someone say something while he's not there.

Ultimately, it isn't about setting up the full system yet. It's about building something that we can build upon later. If this system worked we could later add things like a beacon cultists build that slowly turns everyone crazy, or crazy players getting Malkhavian insisghts about the round.

There's a ton of possibilities.

There's also a ton of dificulties keep this balanced with the rest of the game.

And that's why I need people to discuss it.

The idea for a moral system wasn't accepted well last time I proposed it. Not even when I included "punch the clown for moral boost" idea.


1c0adf No.166

I dislike this idea of a such autistic game sticking with such primitive insanity system.

Here's my suggestion:

Every character gets assigned one weakness randomly, just like names are ranomized.

The weakness can be anything from fear of dogs that makes you drop items or stutter at presence of one, to fear of suffocation that gives you superautism if your oxygen levels go beyond the threshold, making you punch everything around you in panic. Some meds can disable the effect of the mental quirk, be it phobia or something else, for some time.

Pros:

>Each round everyone gets random quirk which makes games more unpredictable

>No need to manage another stupid bar worrying you might go insane and lose control. Instead, you are forced to avoid certain objects or situations which might make things more hectic

>Adds a new opportunity to more subtle saboteurs, you can gain access to crew medical records and turn their worst fears against them.

Cons:

>Everyone gets shit randomized, so you might experience trouble with roleplaying a zooophile because you got a fear of animals

>I have no idea whether this is implementable in the first place


7506d6 No.185


1398a0 No.186

>blood decreases sanity

Bad news for medbay. The system sounds interesting enough, do you have a code for it?




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