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Increase the length of the respawn timer to 20-30 minutes on roleplay
#1
Currently the respawn timer is 10 minutes on roleplay, I'd argue this is way too low. I think such a low timer has two main downsides, the first is that it trivializes death. Death feels a lot less important now that you can just hop into a round after only ten minutes. On classic or roleplay pre respawn timer, since you know that death comes at a cost of having to wait a while to play again everything that risks your lives has stakes. 

The second is that it reverses a lot of antag actions quickly, if an antagonist kills a lot of engineers the ramifications of that should be felt around the station. With such a short respawn timer however, any job losses from deaths are just replaced by more players. My main concern with this change is that it will make people more afraid to kill or end peoples rounds, but honestly from memory that problem seems to have been happening to the same extent pre-timer so I doubt it'll make a huge difference there.
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#2
I'd say 10 mins is fine, if you die as an engineer and respawn as one after 10 mins?
That's fine.

If it's about the antag succesfully killing all engineers... I hate to break it to you bub.
You can always get more of em by late joiners or people who leave after they died.

So in this situation... antags killed all engineers, 2 of them log off for the day since "eh I am done"
2 engineer slots appear, a player joins late and choses engineer.
In this hypotehical situation... less then a minute has passed since all engineers are dead and no respawn mechanic is used.

This is why your argument is kinda null on that.

As for 10 mins respawns... nothing is more frustrating then not being able to play the game for an extended period of time.
The reason classic has it off is because classic is more frantic. It's faster... more destruction.. more damage... if you get slaughtered there, it might be the end of the round soon anyway. Either by nuke or shuttle call.

On RP, you only call shuttle when everyone agrees: "Yea this ain't fun anymore, the damage is too damn high."

So the only argument that remains of "death ain't impactful"
But... I can say this too... "Death ain't fun."

Eitherway.... I am against this. 20 mins is quite a huge part... but... there are ways to do stuff like the afterlife bar, VR and such. I think I'd fine with 30 mins if we get more incentivicing to use it.
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#3
While respawning makes death less impactful, it doesn’t make character death less impactful, which I feel is more important for RP.

I don’t entirely disagree with what you said about it reversing antag actions. I feel like antag actions should have a higher capacity to affect the entire station and not just the people they directly interact with. That being said, I don’t think that respawning affects this as much as you think it does. Not everyone is immediately going to jump back into the same role as the one that they just died as.
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#4
(12-17-2025, 12:40 PM)Snowy Wrote: While respawning makes death less impactful, it doesn’t make character death less impactful, which I feel is more important for RP.

"..." Not everyone is immediately going to jump back into the same role as the one that they just died as.

IMO roleplay is at its best when gameplay aligns with the narrative of a round, yeah sure the narrative of the game is that your character died but you as the player don't have to really suffer much consequence from that.

Also the issue here isn't that people will hop into the same jobs, it's that everyone will be respawning therefore any serious dip in crew population is basically impossible long term in a round. If you kill of all engineering, some of those people who died may not hop back into engineering, but some of those people who died in botany may.
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#5
10 minute is, imo, fine. Goon RP tend to have faster pace and less limited antag rulings on who to kill and what they can destroy. Iirc, respawning to your old job is limited anyway. Most people rarely ever use respawn, they tend to observe or just logged off.

Though, I do get why respawning into needed jobs can be borderline odd
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#6
(12-17-2025, 12:40 PM)Snowy :D Wrote: While respawning makes death less impactful, it doesn’t make character death less impactful, which I feel is more important for RP. .

Character death should not matter though. The point is that you are a random personell and replaceable (even by your own clone). If a character death is important, the only reason should be due to the characters actions in round, and most other reasons likely deserve a beating by an admin.

The important thing for a round about a person is their job. If the role is unfilled, it affects other people directly through gameplay. And that is what matters.

Slots being filled too quickly causes death not to matter when it comes to how it impacts a round. And that would be a major reason why i would support an increase of the respawn timer.
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#7
(Yesterday, 10:39 AM)Lord_earthfire Wrote: Slots being filled too quickly causes death not to matter when it comes to how it impacts a round. And that would be a major reason why i would support an increase of the respawn timer.

Kinda have to say it again: "Slots being filled too quickly." Can also happen since that slot is available and a mid joiner takes it.

But let's say this slot stays locked.. the same midjoiner will be a staffy and can get re-assigned as an engineer. Giving Staffies more value.

I find the whole "The role gets filled" argument very weak as: "Another player can do it too."

You can also make a 5 min respawn timer but keep the slot of the person who died at 20 mins. The only thing you changed... is the fact they cannot come back as an engineer but can still be hired as one.

If you want to say: We want antags to possibly win by murdering half the crew and nothing that can be done about it.
I don't think RP is the right server for it.

Killing someone essentially "ENDS" their RP on the spot. In 10 mins they can try again... make it 20 mins.. and no new RP will happen for 20 mins for the player.
That my friends is boring.

Overall I think 10 mins is already fine, 15 is acceptable.
But 20 is just a lot and I only hear: "So the antag's damage is more meaningful"
And it's just dumb. That's like saying: RCD trivializes the Antag building a fortress around the AI Law rack when they subsume it.
The antag is suppose to bring conflict and intrigue in the round and dead players is a consiquence of it yes.. but dead players also have nothing to do.

As someone who doens't use respawns much unless I think it might be fun. I don't think punishing those who respawn much to make death more meaningful or giving antag deaths meaning more is the way to go.

Unless you want dead players to have more ways of getting back in the round and influencing it then just respawning, then it wouldn't matter as much. But as it stands now.. I am solemly against it out of the fact it doesn't create more "FUN" ..it might even detract it.
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