Space Orks design thread

Jelly

Cook
Game Admin
A few members of AuStation have expressed interest in developing a a Space Orks themed race for ss13. While ultimately, nothing will ever happen until someone codes it, nobody is going to code anything until there is a plan.

As a community, we need to answer the following questions:

  • Is a Space Orks race even a good idea?
  • Should they be a roundstart crew race?
  • How are they different to humans, if at all?
  • Why should a player be encouraged to not play as one?
  • What are their innate resistances?
  • What is their diet?
  • How do they interact with metamechanics? (cloning, dna, breathing, radiation, nanites, viruses, pressure, electrocution, stun, eating, reagents)
  • Should they be named something else to avoid legal issues?
  • How should they talk? (Give exact examples)

When making a suggestion, keep the following in mind
  • Crew races must be competent in performing any and all roles that a crew member can be expected to do (so no "can't use computers")
  • Crew races must not be better suited to combat than humans (so avoid suggesting bonus resistance to brute and burn)
  • All races must be safe in their normal environment
This post may be updated to reflect new questions that need answering and changes in popular opinion.
Polls may be opened at some later point, to allow feedback on certain issues.
 
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Jelly

Cook
Game Admin
Here's an attempt
  • Is a Space Orks race even a good idea?
    • Who knows
  • Should they be a roundstart crew race?
    • No, it should be a midround antag
  • How are they different to humans, if at all?
    • Mechanically similar, but they should build up a healing Fury whenever they deal damage to non-cata players.
    • With enough Fury in their system, they can spend a large quantity of it to spawn a new ork.
  • Why should a player be encouraged to not play as one?
    • It is a midround antag, so they won't always be available.
  • What are their innate resistances?
    • No inate resistances. Should be equiped with armor equivalent to gadiator armor, a sword equivalent to the Butcher's cleaver and a gun equivalent to a bolt action rifle.
  • What is their diet?
    • Likes meat and alcohol, raw meat is fine
    • Dislikes fruit and vegatables
    • Ork meat tastes like fungus
  • How do they interact with metamechanics? (cloning, dna, breathing, radiation, nanites, viruses, pressure, electrocution, stun, eating, reagents)
    • Can be cloned, can not be mutated, does NOT need O2 to breathe, recieves toxin damage from radiation, can recieve nanites, can not recieve viruses, can not survive without pressure, takes 50% reduced electrical damage, can be stunned but Fury reduces stun times, eats food, can process reagents
  • Should they be named something else to avoid legal issues?
    • Spawn group as Da Big Wave
  • How should they talk? (Give exact examples)
    • Replace Fucking, fucken, bloody with " Zoggin' "
    • Replace Human with " Humie "
    • Replaces Kill, beat, smash with " Krump "
    • Replaces Dick with " Git "
    • Replaces -ing, with " in' "
    • Replaces And with " n' "
    • Replaces Cs with K
    • Replaces Ss with Z
    • All sentences have a chance to be yelled; if the sentence was already yelling then it has megaphone volume.
    • All sentences have a chance based on current Fury stacks to be replaced with "WOOOOOOOAAAAAAARRRRRRRGH!!!"; which will be accompanied by an audible noise. Any ork that hears this will gain some Fury.
This is obviously a murderbone midround that plays something like swarmers, if swarmers had big guns and permission to hijack violently.
As the warband grows more excited, and no doubt spams chat to pump up their fury, they may actually start to notice that it's actually getting quite hard to communicate anything meaningful, which may ultimately be the team's downfall.

Da big wave should start play in a group of 2-3, flying through space in a rok. While on the rok, the orks can use the metal resources around them to buy weapons, explosives, cybernetics/implants, costumes and combat drugs. They have 10 minutes to tool up and do surgery on eachother before rok crashes gloriously into a random wall of the station, leaving a big crater and a few dizzy orks behind.

The players all have the hijack objective, but it doesn't matter how many of them die, so long as the survivors complete the mission.

Their main advantage over the more numerous crew is that they will have had 10 minutes to beef themselves up and buy machineguns and rockets and mekz, what have you.
Aside from that they have the previously mentioned Fury reagent pumping through their blood. Fury increase relative to any brute or burn damage that they cause to other players and depletes at a rate of 5% per 2 seconds (1 tick) or a minimum of 0.5 per tick, healing that much brute and burn. Orks have a hud icon that tells them their Fury count at all times, and a button that lets them spend 60 to place a new spawn down.
If an Ork let's their fury drop to 0, they will start getting depressed, while having more than 50 or 100 gives you a mood boost.
 
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Nus127

Janitor
Game Admin
Idea i have within this, the Orkz that die on the battle in the eyes of another ork will allow them to take on a small buff to their fury, i would say that they could be refered to as "a group of seemingly rogue hulks have sent this station a message, additional information can be found at available communication consoles" the message would only read "WE AR 'ERE TO KRUMP U ZOGGIN HUMIES WITH OUR DAKKA!" this should be sent 2-3 minutes before they land onto the station.

another idea is when they do indeed land onto the station, a sound could be played of the "WOOOOOOOOOOOAAARRGHH!!" similar to what happens during a highlander event. also, the orks should be a bit larger than the normal human player sprites, like giving them the Gigantism mutation.

another idea is to allow them to break through normal walls since there could be an instance where they land in something like maint and cant leave it due to not having the access, since you have suggested they require pressure it will also stop them from just breaking walls out into space


more likely to come later when i have a larger brain moment.
 

Jelly

Cook
Game Admin
orks don't need air, they're perfectly fine fighting humie gitz in space without any protection
I've been told something along the lines of Orkz were severely hindered in an older edition of WH40K because they were the only race that didn't wear spacesuits.
At the same time I think it's important that they are able to assault lavaland without much hassle.

What is the best way to design them without making the orkz just Hijack-pirates?
 
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