Jump to content

New Antag: An alternative to crew transfer votes


Nanako

Recommended Posts

a neat little idea, with the idea of encouraging longer rounds and less frequent resetting of things.

a New Antag vote. which could be called, much like a crew transfer vote, at some specific timepoint onwards (i'm thinking at the hour mark, and possibly once per hour after that)


If it passes, the game would random up a new round type, and select some new antags to inject conflict into things, and the round would continue on. No resetting, or wiping of research, all the stuff you've built stays, any damage done by previous antags is left to be repaired, etc


With certain antag types (Malf AI, autotraitor at least) the new antags would be selected from appropriate people already in the crew, while others (heist, merc) would be selected from ghosts, and anyone joining the round after the vote passes would have a new "Antagonist" option in the role selection


Some types are a little indeterminate. Traitor, vampire, changeling and cult, its not clear cut whether they should be selected from existing crew, or from newcomers, that'd be a decision to be made based on playtesting.


After the vote passes, there could be a short delay (10 minutes perhaps) for people who feel like being an antag to go for a cryonap and ghost. They can respawn at cryo if they don't get it, and still want to play.


I feel this could help to inject some variety into things. With longer rounds, engineering players would have less repetition in starting up the engine for the millionth time, and more reason to work on optimising the power network (plus more reason to start on interesting construction projects). chemistry would only need to remake basic medicines if supplies had run out, science could get some time to play with the cool equipment they've researched


It'd also give engineering a chance to do something they rarely do - rebuilding an area after massive damage, re-laying pipes, maybe rebuilding the engine room after a delamination

Link to comment
Eh, yeah I'd support this. Its going to be glitchy at first no doubt, but I do like the idea. (Besides, what Megacorp would allow 2 hour shifts?)

The one that has you 'working' before the round starts because a majority of players can't do full eight-hour rounds unless they happen to be unemployed IRL.

Link to comment

Really really long rounds aren't beneficial because cryo doesn't completely reset gear that has been used, misplaced, or generally destroyed in the line of work. Ex: Detective ammo, latex gloves for medical (I hope you dirty people are throwing those away after each surgery), webbing for engineers, pretty much all security officer equipment (I don't know how people lose it all so easily), uniforms for the various departments, HUDs, and so on. Cargo would need a massive expansion in orderables if you want the station going more than 4-5 hours on anything non-extended.

Link to comment
Really really long rounds aren't beneficial because cryo doesn't completely reset gear that has been used, misplaced, or generally destroyed in the line of work. Ex: Detective ammo, latex gloves for medical (I hope you dirty people are throwing those away after each surgery), webbing for engineers, pretty much all security officer equipment (I don't know how people lose it all so easily), uniforms for the various departments, HUDs, and so on. Cargo would need a massive expansion in orderables if you want the station going more than 4-5 hours on anything non-extended.

 

Most of that gear can be ordered already.

And for that stuff thats missing it shouldn´t be too hard to add in a few extra crates for cargo that can be ordered


All in All I am in favour of this suggestion

Link to comment
×
×
  • Create New...