05-18-2025, 07:22 PM
If I'm remembering correctly, part of the design intent of motives like hunger and thirst was to create movement around the station and create situations for anatagonists to take advantage of
If a target needs to eat, they'll eventually have to use a vending machine or visit the bar, facilitating ambush tactics.
Personally speaking, I'd rather there were less mechanical differences between classic and role-play. It's true, people like the carrot more than the stick, so a system that rewards desired behavior will be more popular than one that punishes undesired behavior.
But, going back to the design intent, something that achieves the goal of giving an antag those opportunities would be best.
Take hygiene for example. Having to stop and take a shower or wash your clothes creates that opportunity by having you in a certain place for a certain amount of time. Alternatively, ignoring the system and becoming stinky could make you easier to track by smell for an antag.
Having to go eat puts you someplace, but not eating could make your stomach growl and give audio cues to where you are.
This achieves the goal of creating those opportunities along the scale of the motive, just in different ways
If a target needs to eat, they'll eventually have to use a vending machine or visit the bar, facilitating ambush tactics.
Personally speaking, I'd rather there were less mechanical differences between classic and role-play. It's true, people like the carrot more than the stick, so a system that rewards desired behavior will be more popular than one that punishes undesired behavior.
But, going back to the design intent, something that achieves the goal of giving an antag those opportunities would be best.
Take hygiene for example. Having to stop and take a shower or wash your clothes creates that opportunity by having you in a certain place for a certain amount of time. Alternatively, ignoring the system and becoming stinky could make you easier to track by smell for an antag.
Having to go eat puts you someplace, but not eating could make your stomach growl and give audio cues to where you are.
This achieves the goal of creating those opportunities along the scale of the motive, just in different ways