more traitors per round - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: more traitors per round (/showthread.php?tid=2578) Pages:
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Re: more traitors per round - Clarks - 06-07-2014 Remember when miscreants were introduced, they had borderline traitorous objectives. Everybody whined until they were turned into harmless gimmicks. If miscreants get again turned into a traitor of sort, let's not whine that there's too much chaos again. Re: more traitors per round - KikiMofo - 06-07-2014 Clarks Wrote:Remember when miscreants were introduced, they had borderline traitorous objectives. Everybody whined until they were turned into harmless gimmicks.You can't stop the whiners from whining, all you can do is ignore them but sometimes even that doesn't work. Re: more traitors per round - Clarks - 06-08-2014 What if some hardmode traitors got with a thematic set of traitor items. Less used ones and not random as in a surplus crate. It would make people test unfamiliar items and still encourage a different style. Most Dangerous Game (Chef) A bunch of pre-cooked rare food A lot of Syndicate Sauce Butcher Knife Doppelganger (pretend you're Crewman X and get them in trouble) Voice Changer Agent Card Chameleon Jumpsuit Day of the Triffids A lot of Strange seeds Signal Jammer Pinball Wizard Bowling Suit Stimpack Puppetmaster (Robotic uprising) A few Syndieborg suits High Voltage (Engine treason) Powergloves 1 Canister biodome gas better engine instructions??? Re: more traitors per round - KikiMofo - 06-08-2014 Clarks Wrote:High Voltage (Engine treason)Biodome gas? Re: more traitors per round - Paineframe - 06-08-2014 It's a no-win situation. People complain when traitors go on brutal rampages or set off a dozen 11x11s over the course of a round, but if someone plays a stealthy subtle traitor, the people they don't kill or fuck with can very easily not even realize there WERE traitors at all. And playing a overt gimmick traitor is risky because someone will kick down the door, murder you, and chuck you out the nearest airlock thirty seconds after you announce your evil plans. It's a vicious circle - if traitors rampage, people whine that traitors should be less rampagey and more stealthy and subtle, but if a traitor is successfully stealthy and subtle, people who secluded themselves in their department all round might never even HEAR about the traitor (especially since people tend not to report traitorous conduct that isn't hurting them, either because they don't care or because they're going to murder the traitor personally). And whether they're planning to go stealthy or rampage, traitors have an even chance of being murdered before they even do anything if they happen to be seen holding a traitor item or doing something mildly traitorous. Rather than asking how many more traitors should be added, a better question is "how do you want traitors to play"? What playstyle, what tactics would create enough chaos for you without being boring bullshit or getting the traitor murdered ineffectually? The idea of hardmode traitors sounds fun at first thought, but in practice, it's just going to mean more 11x11s, black powder bombs, laser rampages, and robusting sprees, because there's really only so many traitor-only things a traitor can do without traitor items or abilities. Re: more traitors per round - Noah Buttes - 06-08-2014 KikiMofo Wrote:Clarks Wrote:High Voltage (Engine treason)Biodome gas? The unknown gas you can get from a tank in the biodome caves. I'm not really sure what it does. Re: more traitors per round - Lavastage - 06-08-2014 Noah Buttes Wrote:Its better than plasma mixes if you mix it right.KikiMofo Wrote:Biodome gas? |