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Round lock for captain and no antag for captain
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(09-27-2021, 03:09 PM)Chayot Wrote: Whereas Staff-assistant Antagonists have a jumpsuit, 120 creds, maint access, etc. How is this fair? It's not. Clearly.
Some starts are better than others. That's the fun.

Completely agree with you on that one mate.

For experienced players it is also not a real issue to overcome the so called "worse-starts".
A staff assistant in the hands of an experienced player can still get a toolbelt, multitool, hand-teleporter and figure out the access-wire in less than 2 minutes into the round.
Having AA just enables easy access to lockers as far as I see it.

The energy-gun whilst it surely is a powerful tool - does not hold up for prolonged engagements obvious antags often have to face.
Sure - you can ambush a person or perhaps two if you got a few other tricks up your sleeve, but once an antag captain is found out the whole thing turns into a witch-hunt and the odds turn drastically.

I'd even go as far as to argue that the mechanic or scientist start is quite more powerful in terms of starting equipment and the general location and reputation in comparison to the captain.

Think outside the box and any challenge shall become obsolete. smile
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RE: Round lock for captain and no antag for captain - by GORE - 09-27-2021, 03:22 PM

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