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There has been some discussion about ways to implement rewards for high point value rounds and other achievements that would exist as items that persisted through rounds.
A novel way of doing this I considered would be to allow players to earn a reward, however it can only persist for as long as they can keep joining and surviving through rounds of SS13, with any deaths resetting them back to being a pleb like any other person.
I know nothing about the code side, however given that automatically changing maps between rounds has been described as pretty difficult, I would not be surprised if the game could not keep track of this kind of info, but would like to hear ideas!
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It sounds good in theory, but it could potentially create a kind of dull culture of don't-kill-and-I-won't-back. Along with that, depending on what the rewards are, it could potentially shift favour towards forming cults around people as with the old Clown role.
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Fuck no. A Good Player is super subjective. The 'good' playstyle is usually the most boring. This game already rewards correct gameplay with rewards such as made items or chemicals, and that is enough.
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With the current modes the way they are - everyone just messes around while one or two people try (and fail) to go on a killing spree - "good player" is just way too subjective. Is a good engineer one who sets up the engine right away and tells the AI to get the solars? Or is it one who builds a cool room for the rest of the station to use? Is it one who repairs doors to EVA, then goes through the teleporter and repairs the AI Satellite's console?
How would you stop people from "boosting" for points? What's to stop an Engineer from ripping up floor tiles only to replace them right away because he gets points for "fixing" it? What if he's only ripping them up because he's building something cool? What if he's ripping them up because he's making the floors stronger?
There's just waaay too many variables here. Our game modes are just too open-ended, and there aren't any jobs that have a really really clear and defined goal. (And then you know people would just boost for points anyways by having someone else rip up tiles for them to replace or something)
But if anything like this is ever done, resetting after death is the right idea, I think. It would make it so people actually care about surviving through rounds, which would make murder a much bigger deal and I think most players would just generally be more careful and act much differently around antagonists.
It's a cool idea, but hell if I know how to stop the cheating/abuses/unfun aspects.
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iam a gud spacemen and i dont hurt fellow krew and halp old krew akross the space streeeet and i want parks and rewads fo being gud spacemens plz
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I want a statistic of "all-time count of petting" because it would make people club seals more/less.
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there should be a hall of fame for janitors that displays that janitors who had a) the least messes at end of the round and b) the most messes at end of round
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call it "the mess hall of fame"
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mozi Wrote:there should be a hall of fame for janitors that displays that janitors who had a) the least messes at end of the round and b) the most messes at end of round
If we're going to track Janitor accomplishments it should just track how many times any sentence containing a combination of "Janitor," "murder," and "signs" was spoken.
But like people have said, rewards lead to really lame behavior among players (last time I looked at TF2 servers it seemed like 90% were for farming achievements, for example), plus the gameplay is just too open to dictate what ~~good~~ really means.
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mozi Wrote:there should be a hall of fame for janitors that displays that janitors who had a) the least messes at end of the round and b) the most messes at end of round
When poo was still in i coated the entire station with shit and i spaced the space cleaner
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Being a good player is a reward in itself.
Though I guess the end-round summary could do with more achievements, other than the most injured/rich escapee.
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I think the idea of persistent player rewards is kinda awful personally.
I'd much rather just make all the jobs more fun to perform, and make all the dangerous jobs have some productive features so they're not just wasting time waiting to bomb the escape shuttle or whatever. It's a damned video game we play for fun, none of these imaginary jobs should feel like actual chores to perform. Blech.
Another good in-round reward would be to have some really cool expensive stuff that the station can only afford if a bunch of people are cooperating and doing their jobs. Nobody gives a shit about the end of round achievements, in-round achievements are where it's at.
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Have giant "Employee of the Week" posters hanging around the station, that display the face of a random crewmember that completed their round objectives the previous round .
Then allow people to deface the posters by drawing mustaches, goaties and other silly crap on them with pens.
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V12US Wrote:Have giant "Employee of the Week" posters hanging around the station, that display the face of a random crewmember that completed their round objectives the previous round .
Then allow people to deface the posters by drawing mustaches, goaties and other silly crap on them with pens.
This! All of the this!
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V12US Wrote:Have giant "Employee of the Week" posters hanging around the station, that display the face of a random crewmember that completed their round objectives the previous round .
Then allow people to deface the posters by drawing mustaches, goaties and other silly crap on them with pens.