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Showing content with the highest reputation on 04/19/2023 in all areas

  1. (we probably shouldn't be reviving 5 month dead threads) but I'll throw my 2 cents in here since this is being talked about again. Lets define the issues being discussed first: There is not enough RP between antagonists and security officers Roleplay at its most basic level is putting yourself into a certain role or position with motivations, believes, and core values which heavily influences the choices you make in-game. In this case, we're talking about how players act when they envision themselves as security officers and how they act when they envision themselves as traitors. I do not believe people have an issue roleplaying as these roles, you just don't like how these positions interact with each other when players are roleplaying in them. Furthermore, you think that because of the design of our game mechanics, the roleplaying leads most often to violence instead of interactions you consider more valuable like in-game chatting, bartering, and non-violent exchanges between officers and traitors. So I'll impart my first suggestion here, don't try to force player behavior, incentivize them to act in the way you want. Traitors are still nonetheless violent and intense when pursuing what you consider to be minor objectives, they know that if they get caught its likely game-over unless they prepared by not bringing and s-class or committing 400+ crimes. Security does not know the level of intensity of antags so changing their objectives while hijack/murder/etc objectives still exist will not lower their level of escalation, so antagonists will match this by always being violent even if they have minor objectives. You need to give players rewards for being non-violent. There is absolutely zero incentive not to be violent in antag/sec interactions (besides being punished for breaking server rules) which IMO is poor gameplay overtime. Officers first need some sort of progression structure that can be sped up by being corrupt, such as being able to get slightly better equipment with space cash (so briberies :)). 2nd, one thing that could be implemented that will also fix a lot of other issues is implementing buyable / choosable objectives instead of handing them out at round-start. Players should be able to choose objectives that match their playstyle. These can even be objectives--like you were saying--that are minor enough that it won't land them in perma, which means traitors get a much more softer start to their round which won't merc them for a minor mistake.
    2 points
  2. What about this: Minor antag organization: The Super Villainous and Very Evil Spy Network of Incompetence Minor antag objectives: Steal the captain's rubber ducky and covertly put it in the Kitchen; then report the chef for theft. Chug two entire bottles of vodka in the CMO's office and remain there until discovered. Tell a terrible joke that doesn't make sense and repeat it three times over intercom; and kidnap Ian; demand the HoP make you the new clown; If they comply, return Ian's corpse to them. Turn yourself into a monkey and steal all the cheese on the station; hide it in the RD's office; then convert back to your original form and report them to security for cheese theft while implicating yourself as the actual culprit. Disguise yourself as an unknown greytider and electrocute yourself while hacking the doors of the Bridge; Drop a book on hacking; And continue to shock yourself until you are arrested; With your bag full of shoes. Get arrested for a minor crime within the first 15 minutes of your shift; Then remain in prison the entire shift by continually failing to break out; While being super polite to everyone except other prisoners. BLOW UP THE ENGINE AND GIB EVERYONE YOU CAN! HONK! (Don't do this I'm joking) Actually, I don't think these ideas are very good. Never mind.
    1 point
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