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Non-extended rounds on destiny
#16
Yeah, we can throw Grim's reasoning out the window. Sorry but it's not just a test server. I was one of the few folks who populated the Destiny server since its inception; however, I have been keeping to cog2 since the Day of Destiny events ended. Destiny quickly fell into this groove where people treated the server with Grim's mentality and it put a damper on the experience for me.

This server was meant to foster interaction between people. I mean, it's even in the RP server rules! People still just ignore dying crew, loot from other departments, and do other people's jobs before giving them a chance to do it.

I say sure, add some spice. Maybe hard mode traitors, beefed up miscreants, or something we've yet to come up with.

My proposal: A mission for the entire crew to work toward with the traitor's role being one of a saboteur.

This gets everyone working together (hopefully), communicating (hopefully), and puts the antagonist in a position to interact with the crew that isn't simply "silent crusade," which is against the server rules anyway (but still, hopefully).

citizen slang bro

I miss my Destiny friends
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#17
Lets just say that for every 5-10 crewmembers, there's one hardmode antag. This would mean that there wouldn't be many, there could be several, they wouldn't appear on very lowpop so the crew won't be killed, and the hardmode antag will have to seriously work to do anything bad. Also, there shouldn't be any hardmode antags spawning unless there is at least one active security officer/HoS.
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#18
(01-09-2017, 02:04 AM)The Grim Sleeper Wrote:
(01-08-2017, 08:27 AM)elan_oots Wrote: Non-extended rounds on destiny
please, for the love of sanity,

NO

There is a very good reason there is a readily available low-pop, no antag server: to practice your Goonstation skills. SS13 is a difficult game, and Goonstation code is (mostly) private. Figuring something out can take weeks, even months, and some tests require 30 minute setups. It became very frustrating to train when every other round, some little fuckwad got an antag-role, murdered all 4 players and blew up the station, shitgiggling all the way because the adrenaline blinded them to the obvious; it's not funny.

So antag roles were turned off. There are other reasons, but this is one.

(01-08-2017, 09:59 PM)Frank_Stein Wrote: I really enjoyed those Day of Destiny events
I do too. I  would like more Day of Destiny events.
It's called LLJK RP 1 probably because it's meant for Roleplay, not exclusively a training grounds. While it is a good place to learn, that doesn't mean RP 1 should be restricted from having an occasional antagonist. I feel that hardmode antags grant a better experience and range for roleplay and keeps everyone looking over their shoulder, which is how SS13 should be played, instead of automatically knowing that there won't be any danger at all unless an admin runs a gimmick or someone causes grief, which removes a lot of the atmosphere.
And as I recall, you've only been playing on RP 1 recently, and didn't really give much thought to roleplay in any of your speech or actions. For instance, you broke into the pharmacy as a staff assistant to "experiment" without even asking anyone to be let inside or ask for access. On top of this, "The Grim Sleeper" isn't really a roleplay-friendly in-character name on an RP server.
To me you're just using RP 1 as a means to experiment without consequence or thought of anyone else, which detracts from the roleplay experience overall.
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#19
People using LLJK1 for testing can be the absolute worst. My first-ever round on destiny was with a sole telescientist clearly only there to explore on their own. They were rude and abrasive and barely interacted with me other than telling me to go away, which really soured my opinion of the server for a good long while.

Far be it for me to tell anyone how to play, but using the Destiny as your own personal sandbox for testing is completely against the point of the server.
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#20
I'd assume that you can trust the RP nerds to play antagonists in a way that's fun for the whole family, but from my tenuous experience with violent roleplayers on an entirely different platform from SS13, this isn't always the case. All it takes is one nerdy antag with a million points in robustness to take down a station full of roleplay dweebs.

The antagonist is a very important part of any good character-focused story. Without them, your good guys don't have anything to do other than *ugh* talk to each other. But, like with any major role, a bad antagonist can turn a dull story into one you never want to pick up again, especially if it takes three hours for the next story to arrive.

With that in mind, I have a few thoughts on how to make that work. Maybe not all-together, though.

1. Make the deadlier antags require an application. While being a badguy isn't *quite* as big of a responsibility as being the Head of Security, it still requires a level of trust that you'll use your powers of evil for good.

2. Make dying harder to do and healing take longer. This'll accomplish two things: Allow badguys to still be savage megajerks without their victim dying mid-sentence, and it'll let medbay be able to play doctor for more than a few seconds at a time (Or waffling around before slapping their patient with an all-better patch). This is because roleplaying with a corpse isn't much fun (usually), and there isn't much point to hanging around medbay once you're out of crit.

3. Give weapons a damage-toggle switch. Let's say you set your extinguisher to "fun" and whack someone over the head. Instead of the game forcing them to fall over, gasp like an idiot, and die, your victim gets to act out all that fun stuff through character interaction! Maybe even record the injuries on a sort of RP medical record/flavor text, one that medbay could "treat" and that you could edit in case someone made a mistake.

4. Enable respawning. Being able to still play (as a different character) after you finish up a getting-killed-by-someone RP would be nice. Course, if the badguy's still on a killing spree, getting killed again might be kinda awkward.

5. Allow players to have multiple "shell" characters? This one's kinda out there. You'd have a couple other "active" characters that you could switch through like AI shells. You would be able to hear everything said around your shells (minus things "you" can already hear) and talk through them no matter who you're currently playing. If you're elsewhere and someone wants to play with you, they could request your attention through some kind of command. This way, you could go to jail for half the round and still lead a fulfilling life dicking around telesci.
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#21
Having a chance of hardmode traitors and miscreants each round sounds good to me. It'd make things more exciting, but (hopefully) without too much destruction. The thing with a lot of antag roles, though, is that you can get pulled into the "hell yeah I can finally kill people now!" mentality, and then just go on a rampage.

(01-09-2017, 07:51 AM)atamusvaleo Wrote: This gets everyone working together (hopefully), communicating (hopefully), and puts the antagonist in a position to interact with the crew that isn't simply "silent crusade," which is against the server rules anyway (but still, hopefully).

Yeah, this really would be the ideal outcome. It'd be great if it could happen!

Though, of course, I wouldn't want antags every round, because sometime I do want to work on projects or go on Telescience adventures, which are more suited towards longer rounds (edit: Though, if everything else went smoothly, I guess antag rounds wouldn't necessarily have to be short, and things would be fine! Though, that could potentially call into question why you ran off doing other stuff instead of aiding the crew...).
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#22
(01-09-2017, 02:04 AM)The Grim Sleeper Wrote: Stuff.
I think a little defence is justified here!
Just to clarify. I never said "Antag were turned off JUST for testing" I said that there were multiple reasons, and that was the one that stuck with me the most.
I am all in favour of adding new PvE game modes.

(01-09-2017, 09:27 AM)Burrito Justice Wrote: On top of this, "The Grim Sleeper" isn't really a roleplay-friendly in-character name on an RP server.
To me you're just using RP 1 as a means to experiment without consequence or thought of anyone else, which detracts from the roleplay experience overall.
And you are the first person ever to call me out on it, and I've always been told that 'RP on destiny was very loosely defined'. Beyond that, I have always (tried to) maintain model behaviour, less regarding of RP and more regarding things like 'setting up solars before the station flatlines' and 'Leaving Unique items accessible' before I go back into Cryo.
At the time, as far I was aware when I joined, the population was 1 braindead, 1 active player and me and the active player was 'doing their own thing'. So I also 'did my own thing', which required a chem-dispencer. I used packet magic to get it done, rather then smashing my in, specifically because I DIDN'T want to wreck the station for future players. I even took the Network card out of the PDA before entering cryo, because there are only about 4 of them on the station.

A few months ago (before the survive stats) the server was dead for days, and I've learned a lot during that time and I'd grant newbies the same chance. More recently (since Day of Destiny) people have taken a proper interest to RP on the RP server. I am happy to admit that has changed, and that my behaviour will reflect that. (But I am not changing my name. You recognized me, which is the purpose of my name choice)


My opinion on antags on Destiny has not changed, but Superlagg' post articulates my opinions much better then me.
And I love the idea of a 'Mission' game-mode
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#23
(01-09-2017, 07:51 AM)atamusvaleo Wrote: My proposal: A mission for the entire crew to work toward with the traitor's role being one of a saboteur.

I'd like this. Some kind of "mission" that only the AI, Captain, or other heads knew. From there they would have to get the crew to carry it out using whatever means they thought were effective.

So they could share mission details, or keep it on a need to know basis and just issue orders. Sometimes it'll be responding to a distress beacon, sometimes it will be to raid a martian base, or capture a changeling alive to bring back to Centcom.
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