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Limit or remove REV from rotation
#20
(10-03-2017, 09:13 PM)NateTheSquid Wrote: the words "conversion based TDM" made me think of an infection game type.

what if a unique antag that turns everyone it kills into a perma-mindslaved version of itself with the goal to infect everyone

It's been tried a couple times under a "Zombie" mode. Ends with people holing themselves up in a fort and never leaving until the shuttle arrives, usually the place they group up in is Cargo so they can order guns. Very boring. A "virus" type mode where someone plays as a Blob and could do something like that could be interesting, but it would take a lot of development time.

What I'm referring to by "Conversion Based TDMs" are gamemodes from the /tg/ codebase that revolve around some antag starting off weak but converting a bunch of people to his/their cause and eventually becoming overpowered. They all suck.
These gamemodes are from /tg/, and not Goon - for the sake of listing examples of poorly made "Conversion Based TDMs". Please do not take them as actual criticism of Goon's gamemodes - if you feel any of them line up with Goon's modes.
Revolution
On Paper: A mode where the greytide takes on the heads in a massive battle.
In Practice: A mode where the greytide takes the heads' heads in a brief, curbstomp battle.

Blood Cult (Nar-Sie)
On Paper: Evil Chaplains use runes to stealthily build bases, sacrifice targets, and summon the Elder God.
In Practice: Just place blood walls in the halls so nobody can leave their departments and then spam the shit out of Stun Runes. Now you win.

Clock Cult (Ratvar)
On Paper: Same as above, but with a heavier reliance on teamwork and base building than just capturing targets.
In Practice: Long, boring, and confusing. Nobody works together because nobody knows how it works.

Shadowling
On Paper: Shadowpeople who are hurt by light travel in maint, or kidnap people, and hypnotize them into their goal until they can become OP.
In Practice: I could write a 6 page essay about how overpowered Shadowlings were.

Gang War
On Paper: Gangs fight for control over the station until they can place down a dominator, and conquer it while Security and the Heads try to apprehend the Gangs.
In Practice: Welp, I died 5 minutes in because a gang boss instantly purchased a pistol and already has 3 buddies. It's okay, the shuttle's going to be called soon- aaand it's recalled for the fifteenth time. How long has the round been going on for? Two hours. Oh...

It feels like these types of conversion modes just don't work. It invariably leads to mass murder or one side having a huge advantage and/or stalling.
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Messages In This Thread
Limit or remove REV from rotation - by Ed Venture - 09-27-2017, 04:11 PM
RE: Limit or remove REV from rotation - by misto - 10-03-2017, 03:26 AM
RE: Limit or remove REV from rotation - by Tincan Man - 10-03-2017, 09:27 PM
RE: Limit or remove REV from rotation - by Roomba - 10-04-2017, 05:43 AM
RE: Limit or remove REV from rotation - by Wire - 10-08-2017, 08:50 AM

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