I like conspirator mode a lot! Working with a team focused on subterfuge of an entire station is pretty rad!
However, I have noticed a lot of people dislike conspirator mode enough to remove it from preferences completely. Not that everyone has to run every role, but even as I say I like the mode there are definitely some issues with coordination. I think resolving some basic frustrations could make conspirator rounds fizzle less often, and help it be more consistently fun.
Frustration 1:
Conspirator chat mixes in with radio and local red-text (i.e. attack) actions.
In my opinion, the high amount of coordination (hopefully!) would be better served by making it easier to see conspirator chat at a glance. I get why it's red thematically, but I've struggled with keeping up with messages before.
By way of example, here's the same screenshot of a conspirator getting hit, then talking in both conspirator chat and on the radio. I've added some duplicates simulating 'weak' color-blindness that I hope supports my point here.
Frustration 2:
There's no way to "replace" conspiracy members. Not everyone is Into It, and people have to cyro, etc. This can quickly whittle a conspiracy down to just one or two people.
I think sleeper agent & late-joins could have a chance to be inducted into the conspiracy under the existing "wow half the antags died, huh" rules.
Frustration 3:
Conspiracy rounds should require a player pool sized for at least three conspirators. Duos *can* be fun, but with no reinforcements coming conspiracies with two people are one death/borging/cyro/confiscation away from being solo.
---
Outside of these specific frustrations I have some other ideas that are more sweeping balance/code changes. Before I start poking at Whole Features, I wanted to get more feedback/opinions on whether these changes would be good/useful/even considered.
Idea A
Conspirators spawn at the listening post with pre-filled, (stripped-down; no copying access?) version of an agent ID. This forces the team to meet up, coordinate, and have some "free" setup gear. The post feels like it is meant for one-two people, so presumably they're going to coordinate/share resources.
There's a new machine in the listening post to conspirator-ize headsets. Conspirators could now job change, steal headsets, and recover from headset confiscation without completely losing conspirator radio.
There's a new "destination" for the teleporter at the listening outpost during conspiracy mode that adds players into the awakening-from-cyro queue. This is to offset not spawning into your assigned job/quarters at the start of the shift, and you not having a way to the station from the outpost at start.
Idea B
Conspirator headsets can have their Conspirator radio channel turned on/off by swiping a conspirator ID on the conspirator headset. This is to reduce the "binary" caught state; if you are doing something where you know you may be caught, you can opt to trade "I can communicate with my team" with "at a glance, no one knows I'm a conspirator". Ideally, this does NOT block incoming conspirator radio, so players would want to potentially coordinate some radio silence. Rewarding foresight is pretty fun, and there's still a chance to have your cover blown if the team isn't careful/coordinating.
However, I have noticed a lot of people dislike conspirator mode enough to remove it from preferences completely. Not that everyone has to run every role, but even as I say I like the mode there are definitely some issues with coordination. I think resolving some basic frustrations could make conspirator rounds fizzle less often, and help it be more consistently fun.
Frustration 1:
Conspirator chat mixes in with radio and local red-text (i.e. attack) actions.
In my opinion, the high amount of coordination (hopefully!) would be better served by making it easier to see conspirator chat at a glance. I get why it's red thematically, but I've struggled with keeping up with messages before.
By way of example, here's the same screenshot of a conspirator getting hit, then talking in both conspirator chat and on the radio. I've added some duplicates simulating 'weak' color-blindness that I hope supports my point here.
Frustration 2:
There's no way to "replace" conspiracy members. Not everyone is Into It, and people have to cyro, etc. This can quickly whittle a conspiracy down to just one or two people.
I think sleeper agent & late-joins could have a chance to be inducted into the conspiracy under the existing "wow half the antags died, huh" rules.
Frustration 3:
Conspiracy rounds should require a player pool sized for at least three conspirators. Duos *can* be fun, but with no reinforcements coming conspiracies with two people are one death/borging/cyro/confiscation away from being solo.
---
Outside of these specific frustrations I have some other ideas that are more sweeping balance/code changes. Before I start poking at Whole Features, I wanted to get more feedback/opinions on whether these changes would be good/useful/even considered.
Idea A
Conspirators spawn at the listening post with pre-filled, (stripped-down; no copying access?) version of an agent ID. This forces the team to meet up, coordinate, and have some "free" setup gear. The post feels like it is meant for one-two people, so presumably they're going to coordinate/share resources.
There's a new machine in the listening post to conspirator-ize headsets. Conspirators could now job change, steal headsets, and recover from headset confiscation without completely losing conspirator radio.
There's a new "destination" for the teleporter at the listening outpost during conspiracy mode that adds players into the awakening-from-cyro queue. This is to offset not spawning into your assigned job/quarters at the start of the shift, and you not having a way to the station from the outpost at start.
Idea B
Conspirator headsets can have their Conspirator radio channel turned on/off by swiping a conspirator ID on the conspirator headset. This is to reduce the "binary" caught state; if you are doing something where you know you may be caught, you can opt to trade "I can communicate with my team" with "at a glance, no one knows I'm a conspirator". Ideally, this does NOT block incoming conspirator radio, so players would want to potentially coordinate some radio silence. Rewarding foresight is pretty fun, and there's still a chance to have your cover blown if the team isn't careful/coordinating.