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Abductor Rounds  

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Posted

Abductor rounds are a very fun, low-violence game mode that I've recently found out is actually NOT in rotation.
This round type is admin-forced, much like Revolution or Nations. Unlike Revolution or Nations, Abductor rounds are not at all murder-y and can function without the aid of admins.

I've tried asking around to see if there was a specific reason for this, but didn't get a concrete answer.
If anything, my best guess as to why stems from this original thread from back in 2015, as it sounds like Abductor rounds used to be very buggy and couldn't be in rotation due to instability.

Since then, most, if not all, bugs relating to abductors seem to have been iron'd out, and the round type seems to be able to function without admin intervention, unless there is something behind the scenes only the admins see.

So to the general public: Would you like to see Abductor rounds become a regular round type?

To admins: What do you believe the reason is for Abductor rounds not being in rotation?

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https://www.paradisestation.org/forum/topic/16160-add-abductor-rounds-into-rotation/
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Posted
9 hours ago, TDS said:

One thing is good abductors can be nearly invulnerable, which makes people salty especially in large amounts.

While true, the fact that Abductors are heavily incentivized not to kill, and generally never kill at all, makes robust Abductors being tough to kill much less of an issue compared to skilled wizards or a slaughter demon.

Not to mention the influx of newer players has brought in a lot of inexperienced, very killable abductor volunteers.

Posted

This will make getting alien tech less of an one-in-100-rounds thing, which I like.

Also, I think having a few random traitors and/or clings and/or vamps thrown in (less than the normal for their respective round types) would make sense.

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