03-24-2021, 11:17 AM
(03-24-2021, 09:30 AM)Katzen Wrote: But this is not how a lot of players would feel when they roll spy, they'd rather be a traitor with 12 TC to spend. I don't think a poll would show any preference for spy at the moment. It would probably be rated pretty low as an antagonist.
This is valid, however that's not a metric for balance.
The game is designed with various different round types providing different experiences.
The most-requested antag role, by far, is Wraith.
The most-detested antag role to see in successive rounds, by far, is Wraith.
It follows that "What antags want" is a very poor way to measure what should be done to improve the round, even for those same antags. I'd argue it's the opposite, actually.
They're not the main characters of this game. They're an expendable hazard played by a player, but nonetheless are there to be a *surmountable* obstacle to the crew. Antag victories should feel simultaneously satisfying to the antag, and frustratingly embarassing to the crew, imo- There's nothing fun or interesting about a well-equipped juggernaut crushing the competition.
The rounds people remember most tend to be their hardmode traitor gimmick rounds, where given nothing but a pair of hands and a mission to destroy society, clowns learn to turn pies and zip guns into lethal depopulation tools.
We generally restrict items from spy mode if they are: non-functional in that gamemode, an exclusive gimmick thing (like the hat and boots which exist only for OOC flexing), or because they would be *too kind* to the spy, like a surplus crate.
If spy mode is lacking to the point that it's not an engaging role to take on, power creep is not the answer.