#Proximity scanner qol change

14 messages · Page 1 of 1 (latest)

latent quartz
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Hello. Since FCT is set to be receiving updates again, I wanted to get back into suggestions. I have a bunch of ideas that were waiting for the game to be active again, and would like to start off with simple, qol ones. Beginning with the proximity scanner.

As of now it's probably the least used item in the game. The concept is fine, however there are two things that for me, make it useless.

Number one. The person you're scanning might have either killed themselves, or have been killed from a long enough distance to point at players different from the killer. Examples are the icicle, rum cake, throwable syringe, pushing them into a hazard and letting them die, etc.

Number two. Every other unique item is better, maybe excluding the keycard triangulator, but I will talk about it here too. Every time you pick up the proximity scanner, you're not holding a racket, wrench, sprint boost, or a corpse scanner. Which all find many more use cases.

Because of that, this item barely gets used. Number one, the information it provides isn't very reliable, and number two, because you're sacrificing a unique item slot for the unreliable information.

The change I'm suggesting is simply letting it be a non unique item, and it having either it's own slot, or taking the normal scanner slot (as normal scanners are way less common than any unique). That still leaves the unreliable information, however, it allows it to get used at all. And based on it actually being used, you can gather feedback on this item.

I also suggest doing the same to the keycard triangulator, very optional and it could be such a nice little utility item if it wasn't taking away an entire unique.

quick lily
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I would like for it to be like the corpse scanner but instead of showing what faction he is, show who killed them

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(Who pushed them in the hazard, or who cause their deaths)

latent quartz
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That just straight up reveals a personoid in most cases then no?

quick lily
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You would get more relevant information then "who was close when he died" cause burning and running to players the ones he was last with are the ones who'll show (currently)

latent quartz
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Yeah you for sure would get way more info than who was close when they died. However, what I'm afraid of is overbuffing residents, who can already win off of logs alone

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Hmm

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The more I think about it. This maybe could work?

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In high level lobbies once 1 kill happens it's suddenly way easier for personoids anyway

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Not sure how it would impact low level lobbies

quasi grail
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Maybe it could show the nearest person to their death, rather that two. It doesn't always reveal who killed them so it's not that OP but still good enough where it can be used

flat bison
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It should show a holographic of the people that were there and what they were doing