BurgerBB Posted November 13, 2018 Posted November 13, 2018 Currently, for every 5 players that are in the round currently playing, 1 autotraitor is chosen. This means that 20% of the crew will likely be a traitor. 20% is pretty high especially when everyone likes doing huge gimmicks. Antags are given a lot of equipment to do this, so instead of nerfing their equipment, I suggest nerfing the amount of traitors in antag rounds. I can do this by specifically designing a system that scales players based on their current occupation. For example, A security member would count as 1 person, while a filthy service member would count as 0.25 of a person because they don't contribute to making the round safer for other players. Medical would be something like 0.75, engineering 0.5, science 0.5. These are all examples and the numbers are not finalized. Heads of staff would be high as well, since they can control the chaos easier with leadership. Thoughts?
Butterrobber202 Posted November 13, 2018 Posted November 13, 2018 I’d rather just have a hard cap on the amount of traitors
ben10083 Posted November 13, 2018 Posted November 13, 2018 I’d rather just have a hard cap on the amount of traitors I agree with this. I feel that having a hard cap is sufficient, and do not really see a need for a percentage system.
BurgerBB Posted November 13, 2018 Author Posted November 13, 2018 Because a dynamic system is significantly better than a hard cap. The problem is not that there are too many antags on the station, but too many antags compared to the crew and the crew's jobs.
Resilynn Posted November 13, 2018 Posted November 13, 2018 Honestly I like this. Science should probably be a little higher-any scientist who knows how to do their job even remotely can do A LOT with weapons development.
VTCobaltblood Posted November 13, 2018 Posted November 13, 2018 any scientist who knows how to do their job even remotely can do A LOT with weapons development. Though they very rarely do. I'd argue that roboticists should be worth more than scientists because making mechas is quite easy (if you've got materials on hand, of course), but gun/bomb-savvy scientists are pretty rare. At least in my experience as a sci main. Not to mention that nobody ever remembers that Science absolutely loves and adores needs non-testing firing pins.
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