Comeback Mechanic For Traitor/Spy - 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: Comeback Mechanic For Traitor/Spy (/showthread.php?tid=23446) |
Comeback Mechanic For Traitor/Spy - Rukert - 12-10-2024 Alright so, playing as traitor… as of now you’re defined by your items and PDA. If you didn’t have those the role would literally be the same as Sleeper. This is why players who are playing Traitor are usually WAY more careful than most other antagonists because unlike those (Except maybe Wizard) Their power is very dependent on gear. What I’m trying to get at is when you are playing Traitor/Spy and your gear get taken by a security guard Fairly/Unfairly Early into a round it really sucks, especially if your PDA is taken. If you want any chance of getting your gear back your at the whims of what distractions the other Antagonists are creating/How Robust you are. For this reason I purpose a comeback mechanic into Traitor/Spy, to allow them to still have their special ability of ya’know items. *After 5 Minutes of Your PDA/Uplink not being in your inventory you get a notification similar to that of a sleeper agent alerting you of a dead drop containing a Syndicate PDA card/Uplink that you can insert into a PDA or Headset to allow yourself another chance. *Having this New PDA keeps your Original TC you left over and allows you to recall ONE of your traitor items as Traitor. Spy would allow you exact pinpoint of something you could steal or we could just reuse the traitor recall. I think this change would allow newer players to take more risks and alleviate the danger of a meta gaming security officer in game. I think this change would be an awesome change to not make Traitor so brutally Devastating when caught within the start of a round. If you have any ideas you’d want to recommend, or want to spread some criticism please comment what you’re thinking. Big Thanks to Cal for recommending me to post this idea. RE: Comeback Mechanic For Traitor/Spy - ju45he - 12-10-2024 "If you're nothing without the suit then you don't deserve the suit" - Tony Stark RE: Comeback Mechanic For Traitor/Spy - Kateaclysm - 12-10-2024 I'm not sure how the culture is on classic, but typically it's pretty frowned upon to confiscate PDAs - or even look at them - without a significant reason to. PDA bombings that are non-stop and you catch a probable suspect? Yeah probably a decent idea to make sure they don't have the cartridge. But taking it because you suspect someone is a spy? I find that sort of thing pretty meta. I understand that this sort of thing happens regardless of what the faux-pas of the server are, but I'm not sure it happens often enough for this to be a feature. I don't hate the idea - to be fair - but I think this is more of a player problem than anything else. RE: Comeback Mechanic For Traitor/Spy - Lord_earthfire - 12-11-2024 The problem is non-antag, non-sec gear is very often very weak in comparison. That is a measure to prevent validhunting on classic, but prevents most measures of bouncing back as antag. RE: Comeback Mechanic For Traitor/Spy - Kotlol - 12-11-2024 I remember one shift on RP where my spiefing was ended not because I was spotted or caught. But cause a random engineer used a packet sniffer and sniffed out the contraband I stole and security decided to arrest me and find my secret stash of items. All my work instantly undone cause someone was doing packet sniffing..... Infact all SPIEFS were caught that round due to that thing. In my opinion... antags should have a way to bounce back that is 100% undetected. But for a price. Example: "Your leg contains emergency gear. Destroy it to get a new one." Now you got gear but can't run. And before you say: "Well sec can take off limbs to counter that." That's abit extreme no? |