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[+1 dismissal]Add Minor Antags


DeadLantern

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Long days have passed since two antags were viable in secret. Now, it is only a single antag per game. Without implementing double antags back in secret, I wish to add Minor Antags.

These are simply antags that are not as game-changing or RP-reliant as the main Atangs. These minor Antags are available with every gamemode in secret, but can only spawn if that certain gametype is picked in secret. These antags will not change up the round in the ways as Major antags, and are expected to follow in line with regular NT code. These people will not fuck the station unless RP allows it. They are simply to be a minor conflict, in shadow of the overarching one. Some ideas of Minor Antags:

"Lovers" - Two random players on the Aurora are madly in love. These players must protect each other at all costs and must stick up for each other. They may be publicly known to be in love or not. This may or may not affect overarching relationships. One of these lovers may be an on station antag (Traitor, Changeling, etc.)

"Renegade" - A random crewmember is spawned with a gun, lethal or otherwise. They do not have a permit for this weapon. They may use it only when RP permits it. They must know that they are breaking NT code.

"Looter" - This random crew member is a secret kleptomaniac. The player will attempt to steal low-medium class items (Welder tool from Engineering, Bible from chaplain) when time sees it. They will not go around stealing the decleration of independence.

Feel free to add more suggestions for minor antags. This suggestion is only for the implementation of minor antags.

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Double antags are rarer, and these minor antags are a cool idea honestly. It's reason to stir up the place a little without causing chaos. I could totally see it as viable. Maybe even Vandal, who tags stuff with graffiti, Drunk, who is reliant on alcohol and gets in fistfights at the bar and such, Addict, who tries their hardest to get ahold of a given drug, etc etc? It sounds cool, I like it. It's better than the antags either being invisible, having complete control over the station, or being in the brig for charges of murder, grand theft, etc

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Guest Marlon Phoenix

All of these already exist, and they are not antags. This is just how some people play. I encounter one or every single one of these as a non-antag every other round.

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No. Not at all.

 

"Lovers" - Two random players on the Aurora are madly in love. These players must protect each other at all costs and must stick up for each other. They may be publicly known to be in love or not. This may or may not affect overarching relationships. One of these lovers may be an on station antag (Traitor, Changeling, etc.)

This won't mesh at all well with our current RP setup. The two people might hate each other and have to be in love because RNG says so. No small amount of people will mistake it for canon. Always having to stand up for one other will result in stupid 'oh, sure, there's irrefutable proof he's a murderer but I LOVE HIM'. Any antagonistic outcomes as a result of this will be minor or irritating. Any non-antagonistic outcomes will not assist RP whatsoever.

 

"Renegade" - A random crewmember is spawned with a gun, lethal or otherwise. They do not have a permit for this weapon. They may use it only when RP permits it. They must know that they are breaking NT code.

This makes no sense RPly. Sneaking a weapon aboard the Aurora for... what purpose? And this will trigger no small amount of ahelps, and people just itching for an excuse to use this firearm they have. If you're not given a reason to use it, then it will just be another reason for antags to take people down quickly, because anyone could be armed.

 

"Looter" - This random crew member is a secret kleptomaniac. The player will attempt to steal low-medium class items (Welder tool from Engineering, Bible from chaplain) when time sees it. They will not go around stealing the decleration of independence.

This will only result in chucklefuckery. Nothing interesting RP-wise will come of this. Sneaking in, getting brigged for minor theft, getting let out, getting brigged for minor theft. And anyone who couldn't control themselves wouldn't be hired. I get it's not IC, but even from an OOC perspective if it's a forced gimmick it won't make any sense.



The main issue with these is that you can't have a cohesive RP environment if people are going to have minor, low-rp gimmicks. Antagonists exist to create interesting RP, not to be a nusience.

Minor antagonists would need to exist in a cohesive RP form, would need to be external to the station, and would need to be variable. Otherwise they'll just detract attention from actual antagonists, creating a low-RP atmosphere, and end up giving players who are learning to improve an excuse to engage in low-RP activities.

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I like this idea but not for every type of antag round. Some rando having a gun on traitor or being a klepto doesn't make much sense.


However, on game modes such as cult/rev maybe, possibly on merc/heister/raider I think they'd add spice. In the same way an antag gets told they're X, a minor antag could be told they're Y with Z and given a focus for the round. It'd obviously be an opt-in out-out thing.


Cargo character gets smuggled gun and instructions to protect cargo and collegues at any cost.

Two people are lovers and told they must ensure the other gets out alive.

A science character is given instructions to ensure data disks of currrent research are to be saved no matter the cost.


They're a nice little addition and a good roleplaying assistant for people to get involved with RP who might otherwise have difficulty.

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Then it'd be a completely useless fluff feature very few people want to devote time into implementing on their own code-wise, as there's no point implementing a feature like this when player narrative choices between multiple individuals can already influence if two characters are already lovers or etc.


Giving Randy Rando #432 a gun yet no antag status is also a recipe for disaster.

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