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a purpose for antag objectives
#20
It's my opinion that any purpose for antag objectives shouldn't be something that just carries over into the next round (e.g. cosmetics) or just makes it more likely for you to be an antagonist again - personally, I still wouldn't do it, because it doesn't underline the fundamental problem with the objectives. Before coming into this thread, I had a bunch of ideas and then saw that everybody else has already beaten me to it, but fuck it, why not.

I think if there was to be a purpose for accomplishing your objectives as an antagonist, the objectives themselves would have to involve more permanent actions and very goal-orientated at that, so that they could be 'claimed' mid-round for in-round benefits/gimmicky events. I could easily see 'objective-only' traitor items becoming a thing that helps steer new objectives; the objectives would also have to be continuous (as in, once you complete one set of objectives, you get another set of objectives and thus unlock more 'objective-only' traitor items).

As for what the in-round benefits are, if we're going with the whole 'objectives need to have a purpose', then obviously the objective-only traitor items should come into play via making it so that you get certain objectives (and thus their respective items) only after you've already completed a few (possibly make these new objectives related to the ones you've done), thus incentivizing objectives via content that you have to earn.

Some of the later objectives could end up having their own events or (in rare circumstances) ending the round prematurely, e.g. setting up beacons in key areas and interfacing with certain consoles (e.g. the communication console after modifying the respective communication dish linked up to it) so that the traitor can call upon allied syndicate drones/a strike team (made up of ghost players, playing similar to nuke team) that invades the station.

Give some of the more damaging objectives (in terms of items) to jobs with little to no access, limit the jobs with all access to none of these objectives and give some specific job-orientated/world ending objectives to jobs like chaplain, botanist and etc.

Somebody mentioned that one of the most effective ways to complete your objective involves killing everyone so that you can do it in peace, no problem: discourage murder sprees (but not prevent them outright) by limiting these objectives/making objectives based off how much of the station is still alive and thus limit the events to something dumb and possibly autocompleting like 'oh look the emergency shuttle comes a lot faster with a team of extremely angry ghost players', making the objectives more rudimentary and less rewarding (your reward becomes people trying to kill you). This might incentivize some people to be more careful and kill only the people they have to, in exchange for a more eventful round.

problems: all of this shit would take way too long and way too much effort to implement and I only 'think' that this would make things more fun, the lack of permanent objects to sabotage on the station makes it harder to have some meaningful objectives and some people can easily argue that this (if this somehow were to become a thing) would change the tone of some rounds too much/is unnecessary because antags have it too easy already (warranting more changes to their balancing/a shift in players attitude towards antags)

edit: murder spreeing might actually become fun if the objectives (which is probably just autocompletion set to a timer) spawn players back in as hostile mobs (e.g. hostile plants, random furniture and etc) that can't talk/turns the whole station into a cheesy B-movie tier scenario, having random events occur more often and causing the round to end quicker (whilst also letting players participate and still let the guy murdering everything, well, murder)
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Messages In This Thread
a purpose for antag objectives - by Rhydic - 06-29-2017, 06:38 PM
RE: a purpose for antag objectives - by Roomba - 06-29-2017, 09:55 PM
RE: a purpose for antag objectives - by Camnui - 06-29-2017, 11:17 PM
RE: a purpose for antag objectives - by Mageziya - 06-29-2017, 11:34 PM
RE: a purpose for antag objectives - by Vitatroll - 06-30-2017, 12:03 AM
RE: a purpose for antag objectives - by Nnystyxx - 06-30-2017, 08:33 AM
RE: a purpose for antag objectives - by Mageziya - 06-30-2017, 06:59 PM
RE: a purpose for antag objectives - by ZeWaka - 06-30-2017, 07:08 PM
RE: a purpose for antag objectives - by Rhydic - 06-30-2017, 11:38 PM
RE: a purpose for antag objectives - by Roomba - 06-30-2017, 11:27 PM
RE: a purpose for antag objectives - by Taximin - 07-01-2017, 02:09 AM
RE: a purpose for antag objectives - by Rhydic - 07-04-2017, 12:19 PM
RE: a purpose for antag objectives - by Roomba - 07-05-2017, 08:58 AM
RE: a purpose for antag objectives - by Rhydic - 07-05-2017, 09:42 AM
RE: a purpose for antag objectives - by Rhydic - 07-05-2017, 11:22 AM

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