11-22-2024, 07:04 PM
The issues with antagonist being very passive on RP, to me, have to do more with certain common RP rules not being in the server like NVL or a definitive new life rule, it's basically entirely on the victim to roleplay, and 80% of the time it never happens, so that's a 80% chance to ruin your antag round for no reason. I think if those were definitively in the server, people would be more comfortable and active in antagonistic stuff rather than just having a huge singular moment.
Another thing that I know already had a thread on it a while ago, player count being too high can also lead to antagonists being afraid to do anything because there is literally always a player around a corner, no matter where you are, alongside the rather loud dying sounds that penetrate walls and doors. Makes it hard to do anything related to killing on-station unless you plan to do it in 10 seconds, instantly run away, and barely talk or allow the other person to do anything.
But all of this is pretty null to my original complaint, because all those times I felt I got screwed over by the shift timer, I was never a antagonist, and I remember only one time I was interacting with a antagonist. I don't think you should NEED a literal antagonist to roleplay, because you can do it on any job, with any crew, and without any mechanical antagonist or, hell, any mechanics present in the first place.
I do agree on the points of latejoining and leaving rounds early feeling weird for some people though, but I think the approach should maybe be adding more incentive for both, like maybe going perma-cryo would get you spacebux still, I don't know. Maybe more persistent stuff would also help, but that's just opening a huge can of worms code-wise and rule wise. The game would probably also need to be balanced a bit more around this which is another good point I understand, I don't think 30 minutes is too big a difference, but it opens up a larger focus on midround antagonist to fill in, which in turn brings up a discussion on if more than sleeper agents should be common.
Also, I didn't actually know this was already something discussed about and PR'd, but I feel like the fact it's been three years since that original PR went through, it warrants a potential reconsideration. I don't know, this is just something that's been bugging me since I started replaying goon as my main ss13 server two years ago.
Another thing that I know already had a thread on it a while ago, player count being too high can also lead to antagonists being afraid to do anything because there is literally always a player around a corner, no matter where you are, alongside the rather loud dying sounds that penetrate walls and doors. Makes it hard to do anything related to killing on-station unless you plan to do it in 10 seconds, instantly run away, and barely talk or allow the other person to do anything.
But all of this is pretty null to my original complaint, because all those times I felt I got screwed over by the shift timer, I was never a antagonist, and I remember only one time I was interacting with a antagonist. I don't think you should NEED a literal antagonist to roleplay, because you can do it on any job, with any crew, and without any mechanical antagonist or, hell, any mechanics present in the first place.
I do agree on the points of latejoining and leaving rounds early feeling weird for some people though, but I think the approach should maybe be adding more incentive for both, like maybe going perma-cryo would get you spacebux still, I don't know. Maybe more persistent stuff would also help, but that's just opening a huge can of worms code-wise and rule wise. The game would probably also need to be balanced a bit more around this which is another good point I understand, I don't think 30 minutes is too big a difference, but it opens up a larger focus on midround antagonist to fill in, which in turn brings up a discussion on if more than sleeper agents should be common.
Also, I didn't actually know this was already something discussed about and PR'd, but I feel like the fact it's been three years since that original PR went through, it warrants a potential reconsideration. I don't know, this is just something that's been bugging me since I started replaying goon as my main ss13 server two years ago.