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[MERGED PR] Disables antag captains on classic
#45
I still say any antagonist detective is much more powerful due to being the only one messing with security records from a safe distance and having infrareds from the getgo.

But.. the problem remains that the captain should be on the trustworthier end. And traitor captain yea... can do much worst then detective antag in the 1st 10 mins.
The problem is.... with any heads in that matter. "Subsume AI and borgs as allies."
That alone gives a headache.. but what makes it worst is that the captain just simply goes ham much faster due to being combat ready.
The captain can grab his gun, rush to the AI, install traitor law and then start murdering people while security barely had time to leave their department and get equipped.
And if the AI is smart.. they would bolt in security too.

And considering the complaint is: "Everytime a captain goes antag they rampage" is wrong, but still... on that note alone I would not do it.

It's the fact what the captain is suppose to stand for. A player who has 20 rounds under their belts and can be captain as a trustworthy figure.
But if they keep going on a rampage cause: "I HIT THE JACKPOT LETS GOOOOO!"
Then yea... I would forbid it or limit it.

And you are right.. if they would wanna rampage they would do it another way. But that takes time and preparition to rampage like a captain.

You might say it's a reward for being prepared. While traitor captains are just lucky.
What's more fun in a rampaging traitor? Taking their time to gather their stuff for their plan? Or "they are the captain and can rampage from the 1st second?"

Anyway I added enough to the discussion. I still think antagonist captains are fine, but at the moment I can see why it's a problem and why RP got rid of it 1st.


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RE: [PR] Disables antag captains on classic - by Kotlol - 01-03-2024, 03:00 AM

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