Seth L.
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    # Spider Works 1 ## Abstract **Spiders, weak alone, but strong in numbers and teamwork.** It's been many years since spiders have been introduced into TG and they have received a decent bit of criticism and complaints. They are a very one-dimensional antagonist with very straight-forward, non dynamic gameplay: kill, die, lay eggs. **This is boring; they either kill the entire station and there is nothing to do, or they all get killed and there is nothing to do.** There are plenty of things that we can change, add, and remove to make Spiders into a more fun, dynamic antag worthy of a sandbox game that will be shown later into this document. The main purpose of these changes is to motivate spiders to work together and for the role to **not be used as a murderbone or die and ignore everything else.** ## Intro ### 1. Add more spider types:  #### This is to increase the possibilities for spiders to work as a team through the use of their different abilities, to add more individuality to players, to not be seen as another spider (763), and to also increase the depth of the game mode. ### 2.Add higher-up spiders: #### This is necessary for many reasons, like giving spiders a reason to keep living and work towards a goal that is getting better spider types, eventually creating a spider queen to increase spider chances against the station and eventually reaching an end goal much like blob, cult and nuclear operatives. ### 3.Decrease egg-laying time and add spiderlings: #### This is extremely beneficial, making egg laying spider gameplay less dry, reducing metagaming, and fixing many spider problems, such as spiders taking over while broodmothers were laying eggs in an isolated area for the past hour this will also lead to spiders chill as a non combat unit and not spawn right away kill die since they know when they die they have to wait again. ## Goals * #### Increase spider teamwork. * #### Increase spiders ability to stand their ground. * #### Make spiders a more balanced antagonist. * #### Decrease spiders murdering the whole station instantly. * #### Add more depth to spider combat strategies. * #### Make spiders a more defensive antagonis ## Non goals * #### Making spiders overly strong against the crew * #### Making the crew overly strong against spiders ## Possible changes Im willing to accept any feedback or change to any of the core values I presented. ## Content ### Spider Tiers 5 min. **Legendary:** ~~Queen~~ 3 min. **Epic:** ~~Princess, Prince, Mother~~ 2 min. **Rare:** Broodmother, Tarantula, Viper 1.5 min. **Uncommon:** ~~Breacher, Breeder, Tank, Widow~~ 1 min. **Common:** **Ambush**, Guard, **Tangle**, Nurse, **Scout**, Hunter ### Spider Maturation and Spider Movement Balance This will go more indepht into one of the biggest part of this rework that being spider spawns. The current problem with spider spawns is that it either destroys or rules spiders you either have a single broodmother struggling by taking a long time to make eggs meanwhilem every egg is taking up to 45 seconds to hatch or you have 40 instant spider spawns that can die respawn and get right back at it this is a problem for the following reasons; ### New Spiders #### **Scout:** ##### Fast spider with the porpuse to find and alert of pray ##### Abilities: Vent crawl, Pheromone Vision, Stamina damage ##### Advantages: Fast speed and mobility, Tiring poison and high perception ##### Disadvantages: Below avarage health and extremly low structure and mob damage ##### Functionality: Alerting the nest of possible prey to hunt or predators to avoid and ability to find safe places to inhavite #### **Ambush:** ##### Slow spider with the porpuse of keeping the nest safe of intruders and ambush prey ##### Abilities: Web Sneak, Hard Grab ##### Advantages: Above avarage health, High damage and stealth ##### Disadvantages: Extremly slow and vunerable outside of webs ##### Functionality: Protecting the nest from intruders and gathering prey close to the nest #### **Tangle:** ##### Weak spider with the porpuse to expand and reinforce the nest ##### ##### Abilities: Self Regeneration, Sticky webs, Tangle webs, Web walls, Web Passages ##### Advantages: Self sustaining, able to make web structures for defense ##### Disadvantages: Low health and Low damage with below avarage speed ##### Functionality:Reinforce and maintain the hive as well as creating traps for intruders. ### Spider Balance, Buffs and Nerfs **1. Broodmother gameplay is extremely boring:** This leads to Broodmother being an undesirable role them being just egg producers with little to no other variation to their purpose. **Fix:** This can pretty much be simply fixed by lowering the Broodmother lay egging time to a more desirable speed. **2.Spider Spawns Vs. Crew:** This balance problem goes both ways either spiders get found early and all get killed with a bunch of eggs and no spiders hatching or Broodmothers hid in a secluded part of maint and produce enough eggs to double or triple the stations' population which they all become spawnable at once non-stop which leads to a spider flood. **Fix:** Now spiders won't be able to instantly spawn their spawn rate will be individual meaning the same player won't be able to instantly die and pick a new spider they will have to wait some time as a spiderling before re-entering the fight. **3.Anti-roleplay murderbone behavior:** As of currently spiders are a very 2 dimension enemy you die or you get killed most spiders play like this wait for an egg to hatch then go and kill then die then spawn right away to a new egg. **Fix:** Now spiders won't instantly spawn to be able to kill they will spawn as spiderlings for a good 1 minute they will have to survive in the hive or find a new safe spot to make a new hive and listen to the spiders which will lead them to RP more and be more conscious about death since they will have to wait and won't instantly respawn which may lead to them working with their fellow spiders more. This also opens more possibilities since spiderlings can walk on vents they can make use of new scout spiders to find a safe spot to make a new hive if the hive is doomed or the Broodmother can tell a strategic spot for spiderlings to deploy to create a new hive spot for the spiders to dominate the station. **4.Spiders destroying crew in combat:** Spiders can pretty much absolutely destroy the whole crew unfairly due to their superior advantage in speed they can easily move fast outside and inside their turf even outside their turf faster than a human leading to an unfair fight advantage. **Nerf:** Spiders need to have a reason to stay and protect the nest this can be achieved by nerfing the speed of most spiders outside of webs giving them a disadvantage outside of their own turf this will cause more balance combat gameplay where spiders win over humans by taking territory and humans try to contain spiders by destroying webs and keeping them on their territory. **5.Spider Health Buffs:** Currently the spiders that are supposed to guard and defend the hive can't for expectation of the tarantula spiders all spiders are extremely frail relative to crew strength. **Buff:** This has led to buffing two particular spiders Broodmother and Guard Broodmother has received a huge increase from 60 to 200 health This increase will lead to Broodmothers staying alive for longer and rightfully being more robust and equipped to deal with survival better than other spiders being able to take up to 8 laser shoots they become a special target the crew needs to take down with all their force instead of just another spider they can easily kill with simply 2 shoots. Guard spider has received a decent increase from 80 to 120 health As Guard spider health has increased their speed outside of webs has been massively decreased making them take more of the role they are made for as guarding the nest and protecting other spiders with their strong sturdy body. **6.Spider Metagaming:** Like it or not people metagame even if they don't want to they still hold previous info and their brain still uses it to base their decisions or damn they might be doing it on purpose but spiders often after go right back to the same spot finishing the person that just had killed them after dying which is slightly unfair to be killed with previous life knowledge. **Fix:** By making spiders players have to be in a spiderling it will make them have to be in a non-attack mode for 1 minute giving the crew enough time to move around and do more stuff not to be instantly targeted by the same spider slightly fixing spider metagaming. ## Summary We need to make spiders a more fun antag to play for and reduce the number of complaints they have received so they don't go the way of the swarmer. Change by Feedback stuff is bound not to be perfect a lot of the values and ideas will be changed based on player feedback during test merges ## Achieved - [x] Add 3 more common spiders - [x] Add 2 new structure web types - [x] Add 2 web traps - [x] Make spiders start as spiderlings - [x] Make Spiders slower outside of webs ## Future - [ ] More healing abilities for Nurse Spider - [ ] A range attack ability for viper spider - [ ] A web bolas ability - [ ] A web snare ability - [ ] An end game cut scene and win conditions for spiders - [ ] Spider Shuttle "Hijack" - [ ] A better spider tip panel much like blob - [ ] Make Broodmothers able to decide were they spawn - [ ] Add Uncommon spiders - [ ] Add Epic Spiders - [ ] Add Spider Queen

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