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The New Nuke (It'll be around forever, eh eh eh)
Mageziya Wrote:A recent change was made so instead of Nuke-op rounds ending after all Nuclear operatives are killed, late-join antags will spawn instead. I am going to be extremely blunt with this: It's a bad change. The reason it's a bad change is that HUGE swaths of the crew (Along with the 6 Nuke ops) can/will die only 15 to 20 minutes into the round, due to the general nature of Nuke-ops. The result is you've got a lot of people who's reward for fighting the nuke ops is being dead for an hour. I understand this change, which was also applied to wizard rounds, was done as part of a recent trend to extend rounds in general (A trend which I personally don't agree with, but that's not part of the discussion.), but a problem is that the fundamental nature of Nuke ops means it's short as all hell, and trying to change it just doesn't work. Nuke ops will always be short rounds, and they should be left that way. Give the crew a win condition of destroying or permanently disarming the nuke, and just let the round end there.

I agree and I've seen many people in deadchat say that having the rounds continue after the syndies are dead and parts of station destroyed is pretty dumb. The new syndie mode has turned into another deathmatch mode and from some admin's opinions on REV and Zombie (two modes some admins say are boring deathmatch) you figure they would not want to change a mode into just that a boring deathmatch. I'm starting to feel like more thought should have went in changing the new nuke mode before changing it right off the bat and adding it in right away, instead of doing just that and then working out the issues and the players suffer though the issues as they slowly get fixed or changed for the worse. I don't see why both types of syndie rounds can't exist or be merged together.

Again, the change to not end syndie rounds after all the syndies have died is pretty dumb and I honestly feel like the new syndie mode is a unfun mess that missed the point.
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