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Gang rounds don't feel like they belong in RP
#1
As the title says, a short discussion that the rounds of gang antags, don't feel like they belong in RP, due to a majority of people, don't seem to actually roleplay or do roleplay escalation when they are in a gang.

From a previous round, there was only a gang I was in, and another opposing gang. One member of the opposing gang was another QM, and immediately at round start, decided to order phasers for their gang, a while later I hear that someone else in my gang was unloaded into without any words or so by another member of the opposing gang too.

The other gang also whilst I was dead, from being shot and set on fire with no means to fight back from said gang, also demanded the TTV in security they had planted, be armed because security that had joined (since there was none at round start, not even a detective), was now trying to take action against them. This was roughly about 50 minutes into the shift.

There either needs to be more ways to do this via RP methods, or, Gangs should be disabled in RP, and only on Classic instead. As it currently is, even with the rework, it feels like nine times out of ten, there is always one gang that will just kill on sight anyone else, and do little to no RP, just so they can "win" the round.
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#2
Not to be rude or something, but that sounds like an a-help issue rather than a game mode issue.

The stuff you describe can be done by any other antag and there is nothing about your story that involves the gang mode specifically, except it being a team-antag game mode.
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#3
Okay lately I been seeing "A LOT OF" <this antag doesn't fit in RP> posts.

Gangs, Changelings were the last month... but I seen Vampires, Arcfiends, Wizards and Wraiths too.

Wich means if we go by everyone whims.. only 3 antags remain:
- Spiefs
- Sleepers
- Traitors.

The ONLY antag I seen removed from rotation are werewolves. Due to them being either coddled or being rampage heavy.

And most of the complaints come down to:
- I get killed too fast.
- They rampage constantly
- I didn't understand the mechanics.

The problem seems to be as of late...people feel like escalation is wrong.

But from what I can tell of RP antags as of late. They do fail to interact sometimes... and don't get me started on group ones where I wanna work together and do funny things but they go like: "Let's just do the basic stuff to get gear then attack the crew."

I feel more or less group antags are lacking and slouching on the department of trying to make things work together..
My last salvager round was decent, but... when we decided to raid security. Everyone flaked out when 1st security officer came out to check.

I still do not know why antag go: "We only have one shot."
We got antag forgiveness on RP. It's fine to do smaller crimes.
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#4
I will admit, I'm biased since I'm a huge fan of gangs, but also, that's in part at least because my experience has generally been much better. While gangs definitely have more action than some other antag types, I think that a round with a bit more action can be a refreshing change on the RP servers, while I think that definitely doesnt have to mean you can't RP. Sure, it wont be as calm, but the higher-danger has led to some of the most interesting RP moments I've had with my characters, as well as led to some really spontaneous connections due to the spontaneous interaction it engenders with people you might just be able to get to know. Not only that, but I find that gang rounds tend to be some of the rounds that involve civilians more than any other antag type, really pulling everyone into the round, which I think is great.

I'll also mention that from what I hear, with things still being WIP, there are currently plans to move guns to later in the round, leaving early-game to be more focussed on the melee weapons and, as a result, probably also less rampage-y kill-y, which might also help assuage your frustrations. While I do think the issues you mentioned are more down to ahelping and non-RP-like behaviour, I think good changes to the gamemode itself can discourage this behaviour, while still not having to banish the enjoyable change of pace that is the gamemode. I do genuinely hope you get to enjoy the gamemode once it's all fine-tuned.
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#5
For RP this is ahelpable and why IMO gangs is more suited for RP, on classic this is NOT ahelpable and it feels like most gang rounds end with one gang dead incredibly early due to strong weapons and the rest of the round is generally not very fun especially with some sec treating gang on gang violence as if it isnt a crime and not getting involved.
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#6
Pretty please let's not disable like another antag for RP, we're already missing like half of them.
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#7
Agree btw, Sec can't act too fast because they "gotta have their fun" but also crew doesn't do anything about their crew mates being openly slaughtered because "it's security's job"

And once the gangs build enough power they generally just kill security anyway
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#8
(12-07-2024, 02:47 AM)Cal Wrote: but also crew doesn't do anything about their crew mates being openly slaughtered because "it's security's job"

...I seen many crewmates litterly beat me up as an open antag, not killing anyone but just stunning them for insulting me. (escalating) 
And nearly kill me cause "Antag may be killed."
I was happy when security put me in jail since they saved my life.
Heck I was once almost killed as security by a staffy who I thought was an antag but they thought I was an antag (though sec officers cant unless changeling.)

So unless I play when staffy's feel more emboldened to fight back. I do not see this happen a lot.
Infact staffies do interfene (I do too), but also report it to security.

Though I do play like 4 shifts a week-ish so.. maybe I am just differently timed?
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#9
Imo, I feel like too many discussion on gangs are just "This doesn't fit classic!" Or "This doesn't fit RP!" And this kind of discussion I keep seeing from both servers only feels more like "I don't like this mode, other servers deserves it more" rather than pointing what may have been an issue on gang, that has show on both classic and RP.

Many of the issues shows on both, maybe there are something we could discuss more about sec and gang problem. I feel a lot of discussion that end up to just "Throw it to other servers" wouldn't really pinpoint the issue.
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#10
(12-07-2024, 01:50 PM)Emimiyu Wrote: Imo, I feel like too many discussion on gangs are just "This doesn't fit classic!" Or "This doesn't fit RP!" And this kind of discussion I keep seeing from both servers only feels more like "I don't like this mode, other servers deserves it more" rather than pointing what may have been an issue on gang, that has show on both classic and RP.

Many of the issues shows on both, maybe there are something we could discuss more about sec and gang problem. I feel a lot of discussion that end up to just "Throw it to other servers" wouldn't really pinpoint the issue.

I feel like it comes down to how people play the mode and what the mechanics lean toward.

Gang has a lot of RP potential. It's team based, and the teams are fluid. I think the problem might be that the gangs mostly interact with each other through violence, something that is more classic gameplay, mechanics leaning.

You want a slow boil for roleplay , but the most effective way to win is a flash fry. I feel Rev has similar issues.

I dunno, maybe Gang needs more reasons for keeping the other teams around, like needing to trade illicit goods for better selling prices. Give them reasons to try to make deals and double cross each other.
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