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Remove the TCFL prisoner role.


DatSamTho

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I'll put it simply, the role is just badly designed. It's a non-antag role, that encourages antagging. You are locked in a small box, with nothing to do, likely with an IC motivation to not be there. Well, you might want to escape! You can do that, right? Yes, you can. But you've next to zero options. If you steal the shuttle, you end up with limited fuel and two choices: You either dock with the Horizon and get immediately arrested by security and shipped back to the small cell with nothing to do, or you go to an asteroid or derelict, and play singleplayer mode. Neither of those two options are all that great, leading to the role essentially funneling players into that antag play style.

And thus, I suggest the removal of this role.

(Source: I played the role. bwoink.)

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The role specifically says that its quite boring, and then you jumped into it and got bored. What I would suggest instead of removing it, is to lock it behind a population amount for the TCLF ship, there must be a TCFL prefect before the detainee role gets unlocked. As of right now, two prisoners can spawn on an empty TCFL ship with many guns and armor on it, which isnt acceptable because you can escape quite easy.

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5 minutes ago, Colfer said:

The role specifically says that its quite boring

A role that the game itself openly admits it is a boring role is a bad role that needs redesigned or removed.

Within your same post the pop cap would be interesting.

I personally still cant imagine a role where you are locked in a small box and shot at if you leave it  contributing to the round.

Cells and confinement are the least popular parts of a server experience.

If the guards were bad guys that the crew would want to save, i could see it being more interesting. Since sec wont hand you back to [Bad Guys] and you can engage with other characters beyond the barrel of a gun.

Edited by Marlon P.
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Without the prisoner role I would have missed out on one of my favorite moments in the last few months, when a devastating team of pirate raiders was in a knock down, drag out assault-rifle blasting fight with security, and a TFCL ship responds. Unknown to the raiders, the TFCL ship only had a prefect and a prisoner, woefully under-equipped for this, but the prefect wants to help out anyway, so he drafts the prisoner, penal battalion style. Newly minted recruit Leech is armed and sent out into the ship while the raiders escape knowing the TFCL is close behind. The only thing Leech ends up fighting is the Prefect that drafted him but he ends up in a body bag from that. It was amazing.

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13 hours ago, armrha said:

Without the prisoner role I would have missed out on one of my favorite moments in the last few months, when a devastating team of pirate raiders was in a knock down, drag out assault-rifle blasting fight with security, and a TFCL ship responds. Unknown to the raiders, the TFCL ship only had a prefect and a prisoner, woefully under-equipped for this, but the prefect wants to help out anyway, so he drafts the prisoner, penal battalion style. Newly minted recruit Leech is armed and sent out into the ship while the raiders escape knowing the TFCL is close behind. The only thing Leech ends up fighting is the Prefect that drafted him but he ends up in a body bag from that. It was amazing.

It seems like that experience (high octave and engaging action) would not be a common one, or at least pretty hard to get each time.

Do you think so too? Did you play it much before this sick round you had?

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On 18/05/2022 at 13:59, tomkiel said:

I'll put it simply, the role is just badly designed. It's a non-antag role, that encourages antagging. You are locked in a small box, with nothing to do, likely with an IC motivation to not be there. Well, you might want to escape! You can do that, right? Yes, you can. But you've next to zero options. If you steal the shuttle, you end up with limited fuel and two choices: You either dock with the Horizon and get immediately arrested by security and shipped back to the small cell with nothing to do, or you go to an asteroid or derelict, and play singleplayer mode. Neither of those two options are all that great, leading to the role essentially funneling players into that antag play style.

And thus, I suggest the removal of this role.

(Source: I played the role. bwoink.)

I think I recall the round you reference, with the elevator incident. I myself was one of the victims of that incident and found no quarrel with it, it was sudden and unexpected which was awesome in an otherwise routine round. Its leadup was the Orion merchant going "I gotta get back to my ship to get my guns, that TCFL ship is coming in hot." then after my character helped load a few crates of merchandise onto the elevator, suddenly two orange and blue clad gunmen come up. It was quite a fun situation to be involved in all things considered, and im sure it was thrilling for the prisoners too. 

So I propose this, instead of a TCFL with two prisoners, instead just have a prison station with a single small shuttle that has to be repaired before being used, and all the persons onboard are prisoners. Three slots for prisoners, on an asteroid, then you might have one prison engineer or doctor that is like a compliant prisoner staff, but not a guard per se. The TCFL ship would stay just with the prisoner aspect removed. 

 

Edited by Tristan63
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