If the swarmer ate the cryopod or tried to sabotage the SM i suggest that instead of trying to get someone to code a ‘‘removes the swarmers’’ you make a proper player report because they’re clearly breaking the rules of SM gameplay along Common sense and be excellent with each other
I thought it wasn’t possible to eat the crypods tbh, as for spacing integrity turf pr fucked some things on the swarmer side, we don’t need another post with 100+ replies, what we need in this case is a player report.
I’d rather prevent the cause of the problem than removing the one instance of this happening. Because this isn’t the first time nor will it be the last.
Go ahead and read the other post, players have voiced that yes, the core gameplay of the Swarmers is annoying but if they were tweaked a little bit a.k.a someone putting the effort to code it and rework them they could be some entertaining antagonist that would go beyond the cookie clicker simulator.
I don’t like swarmers that rush the oresilo, obviously, nor i don’t like the swarmers that sabotage on purpose just to be gamers, i do like fighting swarmers when they’re big in numbers, they present a challenge, they… antagonize and if they manage to replicate that much? well you better enjoy seeing a wasteland of the area where they decided to nest, it is a nice concept that could be expanded to make it more interesting
But as Ruko said, most antagonist can already do that, as long as they have a valid RP reason and they’ve done a basic interaction to generate conflict then yeah, that can absolutely happen, what should not happen and is a rulebreak is what @Ambiic showcased, one(or many) swarmers going out of their way to sabotage Cryopods, gravgen(how do they even sabotage that lol), SM, etc that is worth it to make a player report, otherwise that will continue to foment the ‘‘yes this is Okay behaviour to do as a swarmer’’ mentality.
They do not talk.
They do not interact.
They do not even get near the crew if they help it.
Swarmers are boring.
They do not make the round more fun for anyone.
If a syndicate operative did ANY of the stuff even “good” swarmers do they would be told that they’re being incredibly boring and not sticking to antag conduct.
Swarmers are not good for the game and should be removed ahead of a rework.
Neither of these are required for an antagonist to create interesting and intense situations. RP includes a lot more than talking, and in many cases proper RP does not involve talking at all.
And this is not true or there would be no complaints about them.
RP is not exclusively between the antagonizing party and the affected player, and conversation is not required for RP at all. Believing/following this philosophy is what killed all meaningful gameplay on Skyrat and turned it into a glorified chatroom with ERP. RP is between everyone - in the case of swarmers it is crew to crew RP.
Nuclear operatives are a good and extreme example of this in action - they rarely engage in direct RP or conversations, but do talk amongst themselves while crew does the same. They still create a tense and interesting scenario as well. The arguments posted here are the kind that push us on the slippery slope of antagonists being reduced to monologues and a slightly more hostile form of Bar RP instead of mechanically antagonizing the station.
Beestation is a server for and focused around RP - this does not and will never mean that antagonists should always engage in conversation before or during antagonizing, nor is this a qualifier for being a good antagonist. It is going to be a mechanically rich game focused on all aspects of RP, which will include antagonizing forces that act without words sometimes.
Fair point on requiring mechanical antagonism, but the thing is there’s really nothing dramatic or interesting about the mechanic antagonism supplied by swarmers.
There’s no rising tension, no climax aside from “oh everyone has been inconvenienced in a boring way”, no payoff aside from “we shot the mute replicator”.
I think I see where you’re coming from. I don’t want chatrooms either, but swarmers aren’t a step toward positive RP, they’re a step toward the type of boring LRP were trying to avoid.
Where can we agree on this, man? What changes do you think should be applied to make swarmers entertaining?
Can’t destroy the silo if there is no silo. (Push for the silo removal PR).
As for the cryopods, it would be easier to for someone to make code for the swarmers not be able to attack them and the change making sense since their mob info is to collect humanoids and this would make it easier for collection due to their dormant state.
Ruko, your vision for beestation is completely different to the opinion of the playerbase of beestation.
I promise you, if a poll was done on players opinions on swarmers : what issues there are with swarmers, what they personally rate them and whether they remove them or not then the results of this poll would be overwhelmingly negative.
Sure you are able to reason this for yourself and theoretically prove that swarmers are “fine” antags but in reality, the players who play on beestation and interact with swarmers generally dont like swarmers and thats something you need to acknowledge AND address.
Hmm, Although I get where your coming from, and I lean towards agreeing with you, I think that it can be fun to interact with swarmers sometimes. Conceptually, a horde of self replicating all consuming robots is a a classic sci fi trope, I just don’t think bee has the best implementation. I think that maybe making swarmers interact more with other swarmers, or have an end goal aside from more swarmers (a mega swarm boss that they can build? IDK) as well as making them more of a threat and less of an annoyance would be a good direction to go in.