Scheveningen Posted October 17, 2018 Share Posted October 17, 2018 As it says on the tin. Traitor AIs get literally nothing special as an antagonist short of validsalad status, which is mildly disappointing. Making them automatically turn malf as a result of their traitorous-ness would lead to more interesting rounds during extend-a-traitor-mongoose. Link to comment
ben10083 Posted October 18, 2018 Share Posted October 18, 2018 I like this idea, usually AIs when they go tator are forced to have to make up some excuse to start causing havoc since they lack the other options malfs are provided (borg machine, fake announcements, etc.), +1. Link to comment
Coalf Posted October 18, 2018 Share Posted October 18, 2018 Wouldn't that just invalidate the malf AI gamemode alltogether? I am not against just removing malf AI gamemode and making it part of traitor do mind. Link to comment
ben10083 Posted October 18, 2018 Share Posted October 18, 2018 Wouldn't that just invalidate the malf AI gamemode alltogether? I am not against just removing malf AI gamemode and making it part of traitor do mind. I feel that if this was implemented we need AIs to only become traitor at round start so they can have time to gather power, becoming malf near round end would be basically useless. Otherwise I like this suggestion, so the crew are not able to simply just concentrate all their resources against the AI and quickly overpower them. Link to comment
Arrow768 Posted October 22, 2018 Share Posted October 22, 2018 PR is up here: https://github.com/Aurorastation/Aurora.3/pull/5456 Feedback Topic is here: https://forums.aurorastation.org/viewtopic.php?f=21&p=107529#p107529 Link to comment
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