12-11-2016, 07:12 PM
(This post was last modified: 12-11-2016, 07:13 PM by Mageziya. Edited 1 time in total.)
Favorite:
Traitor: It's basically a free license to kill/do whatever you want with some toys that can help you in your nefarious shenanigans. This is the single most basic and least structured gamemode that can exist, and is highly dependent on the players. I personally ignore objectives, but objectives are a great way to challange new players and teach them the game.
Changeling: It's a stealth challenge with a very clear directive. I love the tension and challenge of trying to flawlessly complete this (That is, never be found, or even have people realize that there's a changeling.), and the the reward at the end of going shambler on the shuttle. It's infrequent enough to not go stale. Recent changes have made it even more fun and engaging than before by allowing you to work with the people that you consume.
Wizard: You get to go hog wild and seed chaos among the station while the entire station tries to kill you at the same time. It's like a great game of cat and mouse, except that both sides are simultaneously the cat and the mouse. Despite that, objectives are oddly difficult, even if they're just "Kill these people."
Wraith: Disappointingly rare, and by far the most interesting antagonist in the entire game, and by far my favorite antagonist to play as. You are effectively the hand of god, and the station is at your whimsy. Sure, the station can fight back, but most of the time you're safe. You can manipulate the round in all sorts of weird ways that relate to the angtagonists: forming symbiosis with antagonists, unifying antagonists, blackmailing antagonists, deceiving people about who's an antagonist. The list goes on. This role is insanely fun and needs to be more common. Please, do something about it, I haven't seen a wraith round in months!
As a gamemode, mixed is fucking great because it can combine all of these at once! By far my favorite game-mode. Mixed also includes Vampires, which are like hard-mode changelings with more spells, but can have annoying objectives. Sometimes werewolves also appear, but they're completely broken and need to be utterly re-done to work. Predator also can appear here and needs some work, but its so rare that I don't even know what needs work with it.
Neutral:
Nuclear Operative: This can be a fun way to let loose and rampage if you're an operative, if you ignore the stress of trying to herd cats work with your teammates. Problem is that it's rather un-fun to play as a non-nukie, as you just end up dead without making an impact unless you're very well equipped, and the short time limit often doesn't let you become properly equipped to deal with them.
Blob: Like nuke ops, blob is fun to play, and can be a real challange in multi-tasking. It's boring though if the crew doesn't find you until you're an unstoppable powerhouse of slime. It's also extremely boring to fight against as a normal person. You just spam click forever and ever in a brutal war of attrition on both sides. There's nothing exciting about fighting a blob because its a blob.
Disaster is fun the first two or three times, and it mostly a solitary round where you hunker down and pray you'll be able to reach the shuttle. Feels like an admin gimmick round. It's so rare that it's basically a non-round.
Disliked:
Gang, Revolution, and Spy are all hot-messes that sound great on paper, but are terrible in application. They have the theme of incorporating large swathes of players (Able to be interpreted as either massive teams or self-antagging) while also having just too much ambiguity with these modes, which would be fine, except that there is either no consequence to collateral, or too much consequence to collateral. This leads to the antagonist side slaughtering everyone (Spy, no consequence to collateral.), winning without opposition (Rev, to much consequence to collateral, due to heads' fears of being banned over randomly killing people / uncertainty of who to kill.), or just mass confusion and dull activities (Gang, due to simultaneously having too little and too much consequence to collateral.).
And that covers about everything.
I will say that this discussion is very needed, because we need new gamemodes. The vast majority of game modes have been around since 2011 or earlier and are only slightly changed since then. Change for the sake of change isn't always good, but these game modes rely on basic concepts, which is what keeps them around forever, but is also what makes them dull after having had them since forever.
Traitor: It's basically a free license to kill/do whatever you want with some toys that can help you in your nefarious shenanigans. This is the single most basic and least structured gamemode that can exist, and is highly dependent on the players. I personally ignore objectives, but objectives are a great way to challange new players and teach them the game.
Changeling: It's a stealth challenge with a very clear directive. I love the tension and challenge of trying to flawlessly complete this (That is, never be found, or even have people realize that there's a changeling.), and the the reward at the end of going shambler on the shuttle. It's infrequent enough to not go stale. Recent changes have made it even more fun and engaging than before by allowing you to work with the people that you consume.
Wizard: You get to go hog wild and seed chaos among the station while the entire station tries to kill you at the same time. It's like a great game of cat and mouse, except that both sides are simultaneously the cat and the mouse. Despite that, objectives are oddly difficult, even if they're just "Kill these people."
Wraith: Disappointingly rare, and by far the most interesting antagonist in the entire game, and by far my favorite antagonist to play as. You are effectively the hand of god, and the station is at your whimsy. Sure, the station can fight back, but most of the time you're safe. You can manipulate the round in all sorts of weird ways that relate to the angtagonists: forming symbiosis with antagonists, unifying antagonists, blackmailing antagonists, deceiving people about who's an antagonist. The list goes on. This role is insanely fun and needs to be more common. Please, do something about it, I haven't seen a wraith round in months!
As a gamemode, mixed is fucking great because it can combine all of these at once! By far my favorite game-mode. Mixed also includes Vampires, which are like hard-mode changelings with more spells, but can have annoying objectives. Sometimes werewolves also appear, but they're completely broken and need to be utterly re-done to work. Predator also can appear here and needs some work, but its so rare that I don't even know what needs work with it.
Neutral:
Nuclear Operative: This can be a fun way to let loose and rampage if you're an operative, if you ignore the stress of trying to herd cats work with your teammates. Problem is that it's rather un-fun to play as a non-nukie, as you just end up dead without making an impact unless you're very well equipped, and the short time limit often doesn't let you become properly equipped to deal with them.
Blob: Like nuke ops, blob is fun to play, and can be a real challange in multi-tasking. It's boring though if the crew doesn't find you until you're an unstoppable powerhouse of slime. It's also extremely boring to fight against as a normal person. You just spam click forever and ever in a brutal war of attrition on both sides. There's nothing exciting about fighting a blob because its a blob.
Disaster is fun the first two or three times, and it mostly a solitary round where you hunker down and pray you'll be able to reach the shuttle. Feels like an admin gimmick round. It's so rare that it's basically a non-round.
Disliked:
Gang, Revolution, and Spy are all hot-messes that sound great on paper, but are terrible in application. They have the theme of incorporating large swathes of players (Able to be interpreted as either massive teams or self-antagging) while also having just too much ambiguity with these modes, which would be fine, except that there is either no consequence to collateral, or too much consequence to collateral. This leads to the antagonist side slaughtering everyone (Spy, no consequence to collateral.), winning without opposition (Rev, to much consequence to collateral, due to heads' fears of being banned over randomly killing people / uncertainty of who to kill.), or just mass confusion and dull activities (Gang, due to simultaneously having too little and too much consequence to collateral.).
And that covers about everything.
I will say that this discussion is very needed, because we need new gamemodes. The vast majority of game modes have been around since 2011 or earlier and are only slightly changed since then. Change for the sake of change isn't always good, but these game modes rely on basic concepts, which is what keeps them around forever, but is also what makes them dull after having had them since forever.