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Intruder Alert* on RP
#1
Intruder Alert and Hostile Critter are events that ping ghosts for a chance to become antags in the round. Intruder alert is mainly proper, human antags like ling, wrestler or wizard while Critter is a set of mostly unique mobcritters. IA spawns 1 antag while HC  is up to 3 depending on player and ghost count.

Currently in my opinion RP suffers from a lack of good midround antags, if the existing ones got wiped out early your best bet is either sleeper or a latejoin which from personal observation isn't very common since most latejoins are actually done quite early in a round. 

I do think the list should be modified before getting tossed in such as probably removing blob (even if it can be a fun "spectacle" antag in the same vein as wraith), phoenix, emagged bots and werewolf. So what does RP gain then? Wrestlers become more commonplace (technically they are a latejoin but it's extremely rare) while hunters, mimcs, fire elementals, gunbots, spiders are all brand new foes. Half of the IA antag pool is already part of the RP gamemodes or latejoin list so I don't think that's a huge problem, the critters might get more backlash since they tend to be on the louder side but honestly I think that's fine, it can be good for the station to just get a few things to beat up and tackle (especially since they'd spawn in groups of 3)

Now this last bit is more indulgent as it's effectively proposing brand new antags but I think RP could get a lot out of a rare midround syndicate/mercenary (the guys with khaki clothes and brown backpacks) spawn either syndicate infiltrators or grunts with a basic uplink of weapons and tools.
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#2
We used to have an NPC hostile critter random event that appeared very similiairly to the random portals event however this event would have hostile mobs/critters leaving the portals, things like fernids, martians, mimics, scorpions, rattlesnakes and i think even wasps, but it was those kind of things.

It got taken out because people complained about them and players blamed admins for hostile events spawning thinking it was admemes rather than a coded automatic event if certain paramaters where met.

Personally I would love for the event to come back, it meant there was a chance that during a round a little bit of a scuffle would happen across the staation of which the most minimal of preperation was required, the least of which would be grabbing a toolbox or extinguisher and at most grabbing a few medical patches and a stroll to medbay.
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#3
I would specifically like it for situations where a) one or two antags die and b) not many crewmembers in general die.

The first case means that there are less antags and thus their slots need to be refilled.

The second case means that either the antags got shut down by security or they are not doing much due to pressure or a specific gimmick.

So both cases are good indicators that more antags are needed for the proper amount of disruption and chaos.
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#4
To be clear the events have conditions under which they occur.

For comparison the sleeper signal only occurs past 30 minutes and on RP it only happens if 10% of all antags or less are alive.

Intruder Alert doesn't have a time limit and requires less than 10% of crew to be antags

Hostile Critter happens if under 25% of the round antags are alive past the 5 minute mark.

All the events also cannot occur in round types that don't include latejoin antags or extended (obviously), honestly the numbers are mostly fine imo though some tweaking could be good
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#5
I do like ways for dead players to respawn as an antags to fill the chaos void.
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#6
(09-21-2025, 02:28 PM)Danger Noodle Wrote: To be clear the events have conditions under which they occur.

For comparison the sleeper signal only occurs past 30 minutes and on RP it only happens if 10% of all antags or less are alive.

Intruder Alert doesn't have a time limit and requires less than 10% of crew to be antags

Hostile Critter happens if under 25% of the round antags are alive past the 5 minute mark.

All the events also cannot occur in round types that don't include latejoin antags or extended (obviously), honestly the numbers are mostly fine imo though some tweaking could be good

The 10% of all antags statistic is a little misleading. On RP the percentage is 4%. The percentage is how many alive players are antags, so 2 alive antags for 51 alive crew means antag spawn events can roll. Intruder Alert and Hostile Critter have this same 10% classic and 4% RP percentage, as does Broken Madness.
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#7
Right, thank you for the correction JORJ. I was going off wiki numbers which only list those percentages and I wasn't aware they had RP number tweaks.
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#8
I feel that a lack of crew member damage or death is a good indication that not enough action has happened up until a certain point and while that is not an indication of what role playing is going on which can be very exciting and cool without any harm/death, It might be a good measuring stick to see if the rounds pace needs to be broken up with a small dab of action and excitement.
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#9
I love this idea, always nice to have some extra spice and chaos to a shift, and it can lead to fun situations and storylines.
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#10
Yeah. I mean RP really still needs all the love it can get when it comes to antag spawning and alternatives. I am personally said the critter event was removed, it was a lot of fun back then, and it certainly beats extended rounds where nothing happens, but I know that's preference.
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#11
Wonder if announcement that shows when a vamp/ling shows up should be turned off though if this is going to be applied. I assume people won't use it to meta info any just spawning random name, but it is something to consider.
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#12
(09-22-2025, 11:10 PM)Taylorstar Wrote: I feel that a lack of crew member damage or death is a good indication that not enough action has happened up until a certain point and while that is not an indication of what role playing is going on which can be very exciting and cool without any harm/death, It might be a good measuring stick to see if the rounds pace needs to be broken up with a small dab of action and excitement.

HEAVY DISAGREEMENT.
Antagonist actions do not have to result in combat, destruction or death on RP.

It's about being a driving force for interaction for players.
Not every antag encounter has to be violent.

If infact every antag has to kill or damage the station.. it would get very blant and meta-ey like in classic.

There is a reason the unspoken rule of security is: "Let antags antag abit, as long as they do not break or kill... keep punishment on the lesser end."

The most fun antags drive a story... like an antagonist running a DnD campaign as a Wizard but has people sign a waiver that if their charater dies, so do they.
So suddenly the wizard's abillities litterly become consiquences of the DnD campaign and you don't want to kill the wizard since he has permission to kill it's players.

Or a changeling suggesting to have a wrestling competition.. but clearly cheats by stinging people and takes the grand prize for themselves.

Or a vampire clown that's a menance by breaking in and doing extreme pranks wich may end up in damage or death.

It's all about how you use your kit. Heck I seen a traitor QM litterly start an arms race to sell a lot of syndicate weapons to crewmates and the captain was like: "I'll allow it if they give 50% of the profit." And yep.. you guessed it... other antags started fire fights with it. The QM Antag got away with his crime since it was "allowed", didn't kill or cause death directly but indirectly.

This is why I will always say... if you suspect someone is an antagonist... DO NOT INSTANTLY TRY TO KILL THEM EVEN IF IT'S OBIVIOUS! It might be a fun gimmick.
If we start saying: Every antagonist has to "KILL" or "DAMAGE" ...It will result in security being more vigilant and players being more vigilant.

It be like playing a DnD campaign where you know the evil vampire can kill so you attack them right away and pile it on with the villagers... you end the campaign then and there... no story.. but if you let the obivious vampire talk, you might uncover a cool story where you have to saved a loved one from the Vampire's grasp. 

Anyway... sorry for the wall of text, but I do not like the thinking of: "ANTAG MUST KILL" as a measuring stick for good antagging.
Cause "ANTAG MUST KILL" is the most BORING form of antagging to me. Fun antags you talk about their plans and how to stop it and if people die.. it causes more pressure wich is fun!
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