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Revert "removes the incusion implant (#9090)" #9180
Revert "removes the incusion implant (#9090)" #9180
Conversation
This reverts commit 8a072c6.
The implant also allowed incursion to coordinate attacks too well - with their special TC deals and guaranteed teammates they often times completelly rolled over all of Security and Command. I do think the removal of the guaranteed nearly undetectable way to communicate with the entirety of your team is good, as it actually forces you to plan things out and find alternative ways to communicate instead of bumrushing your objectives. It wasn't a 'reasonable' challenge for security, it was a one-sided stomp. |
Removing it makes coordinating attacks unreasonably hard. The entire fun of an incursion is the coordination. Both measures are too drastic in each direction. Any good compromise you can think of? We want incursions to have minimum communication roundstart and have potential to improve communication, while not imposing weird arbitrary restrictions. Having the ability to coordinate is essential to an incursion, especially if they are not robust. An incursion's core is in numbers, not strength. We could reduce their TC further, or reduce member counts, or increase security requirements... any of the above, if it is true that incursions are always stomping sec. I don't think removing the radio key is a good method though. If we added a guaranteed discount for it, potentially? Or maybe some kind of cooldown? |
See, I did not see the threads nor get any attempt to put thoughts into it. I am more upset that a large balance PR like this one was merged within 12hrs with no chance for other maintainers to review it, even if that discussion took place, it wasn't visible on the PR which just made me think it was a speedmerge. I think more discussion is needed on how to nerf incursion, I agree weakening their roundstart communication is important but currently it throws a huge rock in incursion and wasn't thought out enough imo. |
What if they had a limited recharge mind-link type deal? They could send large messages in chat to each other once every 120s or so, that way they can coordinate on big ideas (meet at X location, bomb the AI sat, help with sec at X location) but can't just parrot every detail to each other. |
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While I agree with the nerf and think that no comms is better than comms, the merge was poorly handled, should have been left at least 24h as per policy and should have been requested to give them a meeting point.
…tation#9180)" This reverts commit 01e2a4a.
) This reverts commit 8a072c6.
About The Pull Request
This reverts commit 8a072c6 of PR #9090, adding back the Incursion radio implant
Why It's Good For The Game
This PR was merged within 12 hours with zero discussion or review, and I don't think time was taken to consider the repercussions of doing so.
Incursions while powerful vary heavily in their ability to get things done. Meeting each other in person is also strictly advantageous if that's what we're trying to accomplish. Many incursions establish a hideout. However, having a way to communicate while apart is VITAL to an incursion's function, otherwise you just get huge teamwork blunders, especially as many players are not willing to stick around and elaborate on a plan. If you need help in the moment, there is NO way to call for it. Being arrested? Tough luck. This forces incursions into stealth and they cannot rely on teammates in combat.
In conclusion, having the comms allows incursions to avoid using as much stealth, driving round conflict, and better locate members who are worse at communicating or sticking with the group. It also allows on-the-fly coordination that is not possible otherwise, as they cannot purchase radio keys anyway.
Antagonists being powerful gives sec a worthy challenge - without effective communications an incursion is no better than a collection of random traitors with less TC, and sharing objectives. This is supposed to be a tight-knit team who have infiltrated the station, a real threat to security. While it is true that incursions could reasonably stomp sec and take over, a radio uplink gives them little extra combat advantage other than organizing. They already have plenty of TC to gain effective murder devices should they wish to eliminate sec.
Testing Photographs and Procedure
N/A
Changelog
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balance: Re-added incursion's radio keys.
/:cl: