Scheveningen Posted June 7, 2018 Posted June 7, 2018 I'll be frank, traitor blows as it currently stands. Your budget is tiny and there are 3 or more other traitors with an equally awful budget. The effect is worsened during auto-traitor when the round is populated with other antagonists with shit budgets unable to do physically anything for the sake of character-motivated objective play. They're extremely boring and they don't get enough tools to sustain in the round. They're effectively expected to die so that their role passes off to someone else in the case of auto-traitor. I propose that traitor be reworked in this way: 1.) Reduce the possible slots in half. 2.) Buff their TC counts to an amazing amount. 3.) ??? 4.) Profit. Likewise for autotraitor: 1.) Possible initial slots reduced by half, it now takes twice as much time in terms of intervals to add another traitor to the round. 2.) Buff their TC counts to said amazing amount to be equal to the standard traitor game mode. 3.) ??? 4.) Profit. Is that it? Really? Yes, really. Ninja and wizard were both buffed recently to seriously beef up their sustain and inflate their tool kit to be able to last longer in the round, do more things and generally be a huge hassle towards the general crew. Similarly in this case, traitor doesn't need a huge rework to its base kit to make it better. It needs number changes in order for traitors to be able to compete with other antagonist types and the station's security. and to generally have a filled toolkit to deal with almost any given situation that can transpire is something that traitors will find really valuable. Because traitors don't currently have the tools to deal with every scenario, a single mistake can instantly end their round. This is a problem, and I've offered a solution. Probably the best that can be offered at this given time. The reason for reducing the slots for the initial traitors is thusly: I'd rather have two prominent, individually-focused antagonists in the round that cause a lot of hell due to how well equipped they are rather than dealing with 5-7 separate, unorganized traitors that can only budget their TC out for a specific thing and suck at everything else without robbing the station for everything they need to commit the greatest of all espionage hits. Reducing the slots would increase its competitiveness in terms of players queueing up for traitor, but I'd say that's absolutely worth it if traitor manages to be a blast to get and play with. Irrespective of balance I genuinely think this would make traitor fun to play such as how wizard/ninja are currently fun to play. Not being fun to play against is irrelevant compared to how important it is to make an antagonist role worth playing.
Asheram Posted June 7, 2018 Posted June 7, 2018 I'd say buff the TC's but keep the slots. Proficient traitors are still fairly rare, and the more traitors you have, the greater the chance of some interesting RP. Aside, the fewer traitors you have, the greater the chance of someone ending up in a sudden critical role during a skeleton crew who simply doesn't have the time to be an antag.
Saudus Posted June 7, 2018 Posted June 7, 2018 Not super into the idea of chopping the amount of traitors that much. I do agree traitors could probably be more fun with more TC however and what Asheram is saying about more traitors giving higher chance of quality RP.
Butterrobber202 Posted June 7, 2018 Posted June 7, 2018 More TC for all antags would be nice, everything costs alot and you get so little.
Sytic Posted June 7, 2018 Posted June 7, 2018 If you can budget correctly on Merc, you can get what you need, get in and get out no problem. Likewise for Ninja and other TC related antagonists. Besides Traitor, of course. On Traitor, you're limited to kind of hanging out with incognito gear (unless you're Sec, which means you can decapitate the Sec team from the inside, and already have combat gear) waiting for some other Traitor to get his ass handed to him while you scurry off to do whatever you wanted to do while Sec is distracted. That's not fun. I'd much rather have a Traitor that starts with a major, climactic build-up with a cool end, rather than having to scurry off to find so many individual fuckwits who do the most basic of crimes with their shit, only to run off to break/steal some mission critical gear right when we were busy dealing with some random mook who broke doors. That's the opposite of fun. The only time I've seen recently that Traitor is done well with a lot of tension is when the Traitor has been maxing out R&D, is in Security, or rushed the Vault (and usually dies right after). I approve of this suggestion, +1.
SeniorScore Posted June 8, 2018 Posted June 8, 2018 More tools for traitors outside of 'easy' positions would definitely make things more interesting, probably worth a shot.
Bauser Posted June 9, 2018 Posted June 9, 2018 Security and the crew "win" pretty much every traitor round and I hate it, especially because traitor is by far my favorite gamemode. Let's buff traitors to hell. +1
Arrow768 Posted June 13, 2018 Posted June 13, 2018 I am wondering: Do traitors get AOOC ? If so, I´d say a slight buff and a encouragement to actually use aooc and coordinate would be better. If they dont have AOOC. Lets add it to them and give them a slight buff in TCs.
Scheveningen Posted June 13, 2018 Author Posted June 13, 2018 I believe anything with an antagonist flag gets AOOC. Including ERT but I'll pretend like that's not an issue.
Recommended Posts