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The Great Antagonist Merge (kinda)


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Posted

Instead of Traitor / Changeling / Vampire, we should have "Imposter" (yes I know, I'm open to name ideas). You ready for imposter, and if you roll it, you pick which of the three you want to be rather then randomly been assigned one.

Instead of Burglar, Loner, Technomancer and Operative, we should have "Intruder". You ready for intruder, and if you roll it, you pick which of the four you want to be rather then randomly been assigned one.

Any of these can roll with a single antag, or multiple (imposter would be limited based on currrent auto traitor limits, intruder would be a max of two, maybe with loner been disallowed on two players). This also makes Operative and Burglar potentially solo antag modes, something which I would like to see regardless of if the rest of this suggestion goes through.

Merc, raider, cult and rev all remain the same. Mixed game modes might need to be adjusted.

  • Like 11
Posted

I don't know if it's already ingame and I've just never noticed it, but if this is implemented (which I hope it is!) I'd like the "Intruder" roles to have the choice of getting an uplink like Traitors do.

Posted
14 hours ago, ASmallCuteCat said:

I don't know if it's already ingame and I've just never noticed it, but if this is implemented (which I hope it is!) I'd like the "Intruder" roles to have the choice of getting an uplink like Traitors do.

Burgular and Operative already get an uplink. Loner and Technomancer in my opnion should get one too (with limited to no resources) to allow them to check exploitables. Checking exploitables is also the only way an off ship antag and check the manifest for gimmick planning, which is a seperate issue I'd like adressed.

  • Like 3
Posted

Honestly, I'd go a step further- abolish merc and raider as well. That'd free us from restrictions and troubles of organizing mixed game modes (like conflict or tower defence).

We could also get a non-standard amount of invaders, like three, or seven.

But I also think technomancer and loner should be a special case, due to the fact they are balanced differently (if at all); techno with their "spells" and loner with innate psionics on top of an uplink

Posted
15 minutes ago, TonesofBones said:

Honestly, I'd go a step further- abolish merc and raider as well. That'd free us from restrictions and troubles of organizing mixed game modes (like conflict or tower defence).

We could also get a non-standard amount of invaders, like three, or seven.

But I also think technomancer and loner should be a special case, due to the fact they are balanced differently (if at all); techno with their "spells" and loner with innate psionics on top of an uplink

I considered merging raider/merc, but I do like the difference between the high gear and low gear. However, we could also trust in antags to run a more low powered group off ship antag. However, allowing Merc/Raider to be three to seven strong would also be wonderful.

Techno and Loner are very weak as it stands. An uplink can be provided without been game breaking, with minimal crystals. The uplink still has the utility aspect (mainly exploitables).

Posted

I'd be all in for this. Also makes it a bit easier to implement new antags, as they will just be another option for either of these in most cases.

Frankly I think we could add cultist as a possibility for imposter, the player will start off lonely, but if they have faith in themselves they can get a ball rolling.

There are modes where groups of antags should be rolled with the same role, so I think mercs should stay separate and cultists as an optional gamemode as well.

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