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RP suggestions to improve antagonist play
#1
In the RP discussion, there was a discussion that antags are too passive or don't do a lot in RP.
That rounds are slow and mostly peak after 1 hour when antags start doing their grand plans.

Now while I like this culture, that through out a hour of esclation, planning and plotting... a huge event calminates into an epic clash.
Others want to see some antagging at the 15 min mark or slightly earlier. While this is a more "Classic server approach."
I can see the need for earlier smaller scale antagging then waiting a hour everytime unless an admeme spawns or an antag is very skilled.

Being an antag in RP can be very stressful and unforgiving since you can't go the classic route. You gotta be planning,plotting and playing the game. But here's the other factor.. there are other Antags you can work against or with but you don't know how...
This in RP is the biggest factor of "pressure" as antags in my opinion.
In classic you don't care... if you are an antag... you do your thing and if anothr antagonist gets in your way, you will most likely kill em anyway.

But on RP... all antags are driving forces for their respective rounds. And sometimes... you don't want to be the spotlight hog. Cause nothing is more annoying then Antag #1 and Antag #2 doing their own gimmicks at the same time, forcing both to have less of an audiance.

So what can we do to incentivice antags to well antag? Lately we been removing things that allowed antags to build up power without killing other players (Aka vampires and changelings eating monkeys/space dinner patrons) But maybe we just need something else... and thus this topic is set up.

Should antags get other incentives or ways to do their antagging more frequently?
Well I got 3 suggestions myself.

1: "Antag respawning"
You died as an antagonist.. it sucks..and every other crew member you may have killed is being cloned.
If you get cloned, you will most likely be arrested by security or brigged... and also have no gear.

So insted of ending your round then and there. Why not allow an antagonist to respawn as a "lesser antagonist" so they could start a new or better yet...finish a setup that wasn't found yet? (I know previous life rule, but if you setup something hidden to make it go to waste...so maybe an exception for antags in this case?)
Now they won't spawn as anything ridiclously strong... maybe just a sleeper agent that immidently arrives as an awoken sleeper agent or maybe a spief?
This way the antag can basicly spawn as a new antagonist on the station with a clean record and do abit more antagging on a lower scale.

This ALSO in the meta sense, makes security less willing to execute them... 
But at the very least the antagonist can die gloriously and know their round ain't over and can respawn as a new crewmember that is out to do trouble.


2: "Antagonist Radar"
Only conspirators know who other antags are... and considering RP is roleplaying and slower... introducing a way for antags to find and recongise eachother would be nice.
Now I am not saying "Everyone see the big V, A, C, T's" of antags, but more like examining an antagonist player as an antagonist will give a flavor text saying: "You sense their hostility towards the station."
Now only salvagers and conspirators know who are their teammates are... cept well conspirators sometimes have another antagonist in the mix these days they DONT know of.
This small thing would be a nice way of knowing for antags to know: "Hey this guy I have to be aware of or can work together with or avoid"
Removes that stress of not trying to upstage eachother as antagonists. (or in my case.. getting mindhacked by another traitor.)

3: "Silent Antagonist alarm"
When another antagonist "dies" or cryo's (that isn't salvager), other antagonists will know insted of a possible sleeper agent spawning before hand.
This will let all antagonists know "Hey one of us is less on the board!" 
I don't know how to incorperate this one.. but the idea should be the fact that an antagonist should know if another antagonist has kicked the bucket, thus freeing the way for them to allow abit more chaos.
This is also great for coordinated antagonists that found eachother out, to know their partner has died and thus have to finish the plan by themselves.


And those are my 3 Suggestions..but let's be real...we should debate this more. Do antags really need these mechanics? Are they fine? Or could they use something else to help out their RP rounds?

PS: I know that all these suggestions have a possible abuse to ruin rounds. Like an antagonist blowing themselves up each 10 mins with 1. (but ahelp it)
The second one of antagonists ratting eachother out... and the 3rd one.. well thats the most NEUTRAL ONE in my opinion.
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RP suggestions to improve antagonist play - by Kotlol - 07-09-2023, 03:07 AM

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