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An Open Discussion About RP NukeOps
#3
I play rp for a pace that doesnt involve the wanton violence of teamfight modes, and when I want to teamfight, I play classic. in the rounds I've seen and been a part of, nuclear on rp plays the same as nuclear on classic, so there isnt a fundamental rp experience I'm missing out by playing nukies on classic. it's also a fast-moving, high-energy gamemode I'm willingly exposing myself to when I go on classic; personally for me, I'd prefer not to play every security round on rp looking over my shoulder for the first 20 minutes and wondering if it'll be nukies and I'll have to Perform Heroically or whatever. That's not the pace or energy I play RP for.

super not major but it's also currently a win condition for the crew to have all living nukies cuffed and in the brig; just by nature of the round type, that's pretty rare to happen; if nuclear was on rp, I imagine it would only happen as often as it does now currently anyways. At least for teamfight, there's not really an incentive on RP to not launch yourself into the face of danger and risk your life, so most nukie stuff would be to the death anyways, I imagine. Anyways, that said, in the rare event sec gets something to do post-bomb with arresting and interrogating nukies, it's a round-ending condition anyways, so doing that wouldnt extend the round for any longer and provide more intrigue.

I mentioned it a little but there is maybe a major paradox in a continuous-round/dynamic antag scenario for nukies: people should want to retain their job and the allure of teamfight is to be a part of the event, and it's best when people are, as wrench says; you want to throw yourself into the fight. that's a *good* thing imo. but there's also no need for self preservation; there's no penalty for dying really, the "other side" doesnt gain points or anything like they do in something like pod wars, cloning is quick and easy, but noticeably also falls behind on nukie rounds to the extent you really only have one shot at the bomb as crew. If everyone throws themselves at everything and dies, but the round goes on...who's left to play the rest of the round?

I think my last thought on this is just that there will almost always be a perceived unfairness in escalation for a handful of people no matter what if nukie rounds pop up. if we take from earlier that most nukie rounds on rp are played straight with little verbal escalation, they breach and the first people to be in the vicinity get killed with little time to respond or even realize what's happening. those people then miss out on the 10 minutes of fighting and die mostly meaningless deaths since they dont get to mount a response. if it happens on classic, it happens and is bad luck, but I get the sense people playing rp would be more apt to feel like they were cheated out of an experience because of a lack of escalation, versus chalking things up to bad luck. and like! maybe rightfully so, it sucks to get hit with being the loser or not getting to be a part of the round! on classic, it's expected there are people who this is going to happen to (it may even be you), and the rounds end relatively fast. it's part of why I think having Announced event nukie gamemodes is workable but normal-rotation nukies isnt; on announced mode, the premise of Danger is set up immediately and universally for all players. That way it isnt super surprising if you're shoving boxes in cargo and wind up in crit 10 seconds later without really knowing why because an infiltrator got you. when you have the announced pretense of danger, that feels more acceptable without escalation. if it just Happens, I wouldnt be happy at all, I had no time to react and no knowledge that the particular nature of the threat for the round was a non-escalating, non-selective rampage antag.
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An Open Discussion About RP NukeOps - by Wrench-1 - 02-03-2023, 07:11 AM
RE: An Open Discussion About RP NukeOps - by nefarious6th - 02-03-2023, 09:01 AM

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