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RP suggestions to improve antagonist play
#7
(07-10-2023, 04:31 AM)Glamurio Wrote: This is a cool idea, I'd probably hone in on the "respawn as lesser antag" system a bit more. To be more specific, depending on the execution method, there could be a chance to respawn as a specific antag. Antags that are borged, could have a chance to spawn emagged, for instance. Changeling gets incinerated? You respawn as a fire elemental after some time. And maybe if your corpse isn't preserved, you come back as an undead.

Could be standardized and iterated upon. However, I don't think antags should get a second chance as a rule. Moreso, it'd be cool to have a slim chance at a last hurrah.

We have "Syndicate Intel" you can access about each player on your PDA... why not use this as a means to see if a given player is a traitor? This would at least give spy thieves and traitors more means to work together, it's still not an easy radar functionality, you'd have to read up on all players, and it. Lore-wise it would make sense for Syndicate agents to work together anyhow. This wouldn't really have much of an impact on Syndicate or Nukie gameplay, because those are much more numerous and coordinated, if anything this would lead to the occasional ability for Syndicate team duo gameplay.

Similar cases could be made for some of the other antagonists. For vampires, arcfiends and changelings, it'd make sense to have a way to tell them apart, by scent or otherwise. Not only would it foster cooperation, it could also lead to some antagonist vs. antagonist gimmicks, something that I feel like is missing a bit on RP. If you're fighting an antagonist, you know you don't have to feel bad or hold back, because you're on even footing.



Perhaps the way to implement this one isn't to be silent at all. I'm not sure if there needs to be a mechanical implementation, but rather, it should become normalized to announce executions more publicly. Security, or perhaps Captain or HoS, could make formal announcements after a threat has been eliminated. From a lore-perspective it makes sense; it boosts morale and makes people less scared to work. And it would let antagonists know that a fellow antag died. You could argue to have this be a more automated system, however.

Responding with poor formatting...

1: Respawning as an undead is actually a BRILIANT idea in general. How many times have we left bodies to rot in a corner or infront of medbay?
This alone is not just good for antagonists but players as well. Where they can opt into spawning as a zombie if asked. Thus forcing janitors to follow the miasma before they turn zombie. Thought this should as you say be a rare occurance... especially for antag bodies. It just gives their death more meaning and to be delt with propperly

2: Code words or syndicate intel is great. Though I think Spy thieves should remain as they are, since they are mostly working against eachother. 
I think for traitors to use Syndicate intel is 10/10. For Spy thieves however?? I don't think it fits them since they are also playing against eachother....
Something to actively seek out your fellow traitors is a great thing... with spy thieves I'd say they have to toggle it. Risking possible murder by a fellow spy/thief?
The smelling idea is not a bad one too... too many times have I as a changeling come across another one and ended up drugging eachother.

3: An announcement for each antag down is annoying when it's automated, but the concept seems like a good idea. Though I fear if this is implemented in RP it will cause more antag murdering then arresting... this is more something for Classic. Where if an antagonist is killed the whole station knows! Especially good to know during the chaos of those rounds! This one should be tested on classic, not RP specifically.
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RE: RP suggestions to improve antagonist play - by Kotlol - 07-10-2023, 05:56 AM

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