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Another endround vote option: "Spice the Round"


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Posted (edited)

A commercial plays on your television...

"Do you want to change the round into something more exciting, but don't actually want to risk killing the pop? Well here is the solution for you - a third vote option: Spice the Round!"

"What will it do?" you ask, suspicious of course

"Haha well it's quite simple really! If a vote to spice the round passes, the round doesn't end! Instead, a random selection of approved antag roles are automatically opened for ghostroles, or assigned to crewmembers who have those prefs active. Maybe the xenoarcheologist you have been trusting these last two hours, is suddenly getting tired of absolutely no one admiring his work. Maybe the machinist has been building a mech for sec, but really wanted to go on a rampage themselves. More likely though, the "Spice" (trademark) will come from outside the Horizon, where your friendly ghosts can inhabit the bodies of pirates, jockeys, cultists or other mischievous folk, only to make your life more miserable exciting!"

So the short of it is
, we add a new endvote option, as an alternative to "Continue the round" and "End the round". This is mostly intended for those rounds where we got a high pop, but we want to add some excitement, without risking the pop. This is still a democratic process, so if people still want to continue 'as-is' with extended or such, they can just vote to continue the round. But if it passes, then a small number of antag roles get activated, and the lobby-round-type switches to 'Spiced'.

This might include a minimum round-extension time of 1 hour, just to give the new antags some time to work their magic.

Let me know what you think? Is it viable? Would it be fun? Would there be drawbacks I didn't anticipate? If everyone votes for what they want in this, will anyone get mad at this?

Edited by NerdyVampire
typo
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  • 5 weeks later...

I thought I commented on this but I guess not.

This was a thing in the past, where I believe at the 1:30 mark you could call a vote to add an antag. It was removed for a myriad of reasons though I think the main one was that it was abused to make yourself an antag. It was removed during one of my extended breaks so I'm not entirely sure either way.

 

I didn't hate it back then, and I don't have a strong opinion now - just pointing out this exact feature was removed at some point.

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Why not just vote to change round? One hour isn't all that much for an antagonist to really prepare a good gimmick, you'll fall into the trap of an antagonist either doing everything last minute or doing an otherwise rushed gimmick that ends quickly.

 

Imo, it's a better idea to just restart the round entirely, at the very least it at least gives people something to do in the warm up until an antagonist arrives, and gives the latter a lot more lee-way and time for a proper coordinated gimmick.

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  • 2 weeks later...
On 15/06/2024 at 01:10, Shimmer said:

Why not just vote to change round?

The reasoning are those long extended rounds where we got the pop, but not the antags, and where the belief is that a restart will "kill" the pop, which is something that does happen.

My argument is the case that people already invested in a long round, would rather spice the round and wait, than risk a full restart where people might fall off.

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  • 2 months later...
On 27/06/2024 at 21:59, NerdyVampire said:

The reasoning are those long extended rounds where we got the pop, but not the antags, and where the belief is that a restart will "kill" the pop, which is something that does happen.

My argument is the case that people already invested in a long round, would rather spice the round and wait, than risk a full restart where people might fall off.

I find that argument very sound. Those longer extended rounds usually feature good RP and a stable setting, opening up off-ship antag slots would help transition that setting into some action without forcing a new antag on the ship to prepare a full gimmick. With off-ship slots the is a high chance more department transition into the action as well, as often bridge crew and other departments react better to a threat coming off-ship then an traitor suddendenly blowing something up unexpected.
I agree that more then often long extended rounds end by vote and then the pop simply drops.

Perhaps this suggestion also plays very well into the future perspective of Odyssey.

After all, we are losing no possibilities here, it's a vote, if people want to end it, they still can. :)

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