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Antag Tokens


BurgerBB

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Posted

I don't know if I'm just simply insane, but I'm noticing that this server is veering more and more towards MRP when it comes to antagonist interaction. The longer I play on this server, the more I notice that certain trends are picking up and certain patterns are being made when it comes to antagonists. My only treatment to this insanity is to make memes and post them on reddit but I can only laugh at "It's funny because it's true." jokes so many times before I turn into a bitter old man. I only found one remedy to this problem, and it is to main cyborg and not give a fuck about roleplay or anything, which honestly is just contributing to the problem.


I used to absoultely despise extended rounds, as shown by my dislike of secret extended, but I think I'm starting to prefer them now because there are just SO MANY bad antags. You can't really punish bad antags if they don't break rules, you can only laugh/complain about them in deadchat and hope that they try harder next time they play. I sometimes ahelp these bad antags but it usually amounts to people saying "Well, antagonists are supposed to provide conflict, but it doesn't have to be good."


I want to solve this problem by being the one to introduce antagonist tokens. Here is the concept.



Everyone starts with 1 antagonist token. Every round completed as a non-antagonist, you gain an antagonist token. Every round completed as an antagonist, you lose an antag token. To play antagonist, you must have at least 1 antagonist token to play.


Antagonist can regain their tokens at the end of the round, where a vote is called. The vote will be called when the shuttle departs, and the vote will end when the shuttle arrives at the station. If the antagonist receives more positive votes than negative votes, the antagonist token is given back. To prevent circlejerking and or shenanigans, total given and received negative votes are tracked, total given and received positive votes are tracked. Voting power is adjusted based on the difference of negative votes to positive votes. Someone who hands out a lot more positive votes than negative votes have lower voting power. Someone who hands out a lot more negative votes than positive votes also has lower voting power. The desired ratio of positive votes to negative votes should be 2 to 1.


To prevent dogpiling and vote sway, votes will be completely hidden until after voting ends. Depending on feedback given, this statistic may be hidden completely to everyone but the antagonist who is receiving the vote.

To prevent antag token farming, you will only gain an antag token as a non-antag if you play at least 30 minutes of the round, alive.

Antag tokens will not be removed from converted antags, such as revolutionaries or cultists. People will still be able to vote your performance, however voting power is unaffected and antag tokens are not gained if you performed well.

Admins will be able to give out or take away antag tokens if they choose to do so.

Antag tokens will not be taken away from antagonists if less than 25% of the server voted negatively for them. This is to prevent stupid memes from happening such as receiving only 1 negative vote, and 0 positive votes.

Posted

Here's an issue from the past.


There are people who are notorious for constantly wanting, and successfully rolling antagonist. And being bad about it. Not rule-breaking bad, but cringey-and-stupid bad. This system would still allow them to play an antagonist every other round. Forever. Which would compound the issue of no one wanting to ever deal with antagonists properly. Because, really, how many times can you be bothered to arrest the same QM for the same shit.


I will say though, I can see slight merit to it. In that, the way antag selection works right now, making a good plan and sticking to it is a bitch. Because you can't control when you get antag, and then either get antag at a very bad time, or never get antag when you want and then you're bummed out about it. But boi does the suggestion as written include a whole lot more negatives than positives.


One quick idea would be to remove the "You get an antag round every round as non-antag," bit and implement the vote. Basically, regular antag selection would work. But at the end of every round, the vote is called, and if you get enough votes, you get a token for use whenever afterwards.

Posted

I like the idea of antag tokens, but the implementation needs to be fleshed out a bit more.


I had the following ideas for tweaking that suggestion:

  • Antag tokens are awarded once per day, if the player played a round during that day. (That would be optional and would need a fallback to the no token method if there is noone with tokens available)
  • The antag assignment algorithm is changed to prefer those with more antag tokens -> would allow players that only roll antag from time to time to get a slot.
  • All tokens are removed if you roll antag
  • At the round end, you get a percentage of tokens restored that equals those that voted positively for your gimmick.
  • If less than 25% of the server voted on your gimmick, you get 50% of the tokens restored

Posted

If antag tokens aren't implemented for the specific purpose of allowing administrators only to dispense them as they see fit, I am not okay with antag tokens being implemented.


On other servers, antag tokens are single-use guarantees to make up for having been dealt a very shit hand in a round either as an antagonist or a non antagonist. I.e., being ganked, etc.


It is an awful idea to make the system to give the player more control when and where they can be an antagonist outside of having a habit of getting bombed by griefers or ganked, etc.


Either make antag tokens a redeemable voucher or not at all.

Posted

[mention]Skull132[/mention][mention]Arrow768[/mention]


I think I like some of your ideas better. I think the daily antag tokens idea is better for punishment. My suggestion was generous so that people can get adjusted to the new system instead of just throwing players into the ice cold water.

Posted

If antag tokens aren't implemented for the specific purpose of allowing administrators only to dispense them as they see fit, I am not okay with antag tokens being implemented.


On other servers, antag tokens are single-use guarantees to make up for having been dealt a very shit hand in a round either as an antagonist or a non antagonist. I.e., being ganked, etc.


It is an awful idea to make the system to give the player more control when and where they can be an antagonist outside of having a habit of getting bombed by griefers or ganked, etc.


Either make antag tokens a redeemable voucher or not at all.

 

If in the event that an antag is griefed, the admins can deal with the problem and then refund an antag token.

Posted

What about this:

1/day after a non-antag round, you are awarded an antag token (Max 1). This ensures you ONLY get one antag token EVER at a time.

Admins can give an antag token at their discretion on a case by case scenario.

Antag tokens don't make you a definite antag, but instead ALLOW you to be an antag.

At the end of the round, (L)OOC chat/dead chat silence, and a silent vote is given (results never get displayed, but admins can see it).

2/1 vote positive, antag is refunded their token. 2/1 vote fails, antag is not refunded. The antag IS alerted to if it failed or succeeded (then chat turns back on).

Antags can still turn off antag roles to avoid wasting their token if they're not in the mood to antag, or turn off roles they're not interested in antagging as.

Blacklist option - If admins find that certain people are constantly downvoted, or if they witness antag rule-breaks, they can blacklist people from antagging for certain amounts of time or even permanently, simply by taking away their token, and setting a day tracker to refuse them a token for X days (or and option for permanent).

Any round that a player RPs REALLY well, if an admin sees, they can award an antag token despite using theirs for the day (but asking for them to look is an automatic no), this encourages good RP whether you're an antag or not. It also encourages people to better themselves in RP, because they never know when an admin might notice.

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