Enlarge your round
-
- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Enlarge your round
Many features can't be properly used because of short rounds.How can we adjust game to make rounds longer?
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Enlarge your round
Remove all bombs.
-
- Joined: Wed Apr 23, 2014 12:23 am
- Byond Username: Kromgar
Re: Enlarge your round
Goodboy points for repairing the station rather than calling the shuttle which can be redeemed for antag tokens. This applies to security too.
Planet Station Best Station
Vote Planetstation and Kor Phaeron 2017
Vote Planetstation and Kor Phaeron 2017
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Enlarge your round
Cull half the playerbase and revert several months of """quality of life""" features.
-
- Joined: Sat Apr 19, 2014 5:19 am
- Byond Username: Gun Hog
Re: Enlarge your round
I do not feel that re-balancing all our content to achieve the goal of longer rounds is really worth pursuing.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Enlarge your round
You don't have to rebalance anything. You just need to remove explosives. Structural damage of the station is the reason of 80% of early shuttle calls, and I have data to back this up.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Enlarge your round
This but unironically.DemonFiren wrote:revert several months of """quality of life""" features.
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: Enlarge your round
This but unironicallyDemonFiren wrote:Cull half the playerbase
- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
- Byond Username: Iamgoofball
- Github Username: Iamgoofball
Re: Enlarge your round
Removing quality of life shit because autists dont like having things not be repetitive grind is dumb
- TribeOfBeavers
- In-Game Game Master
- Joined: Wed Jun 15, 2016 6:54 pm
- Byond Username: TribeOfBeavers
- Location: Canada
Re: Enlarge your round
You could try to add more station goals that are really hard to make/do but make the rewards really OP/fun. It would give people incentive to stay and try for it.
Giving random crew members goon-esque objectives to work on for discount greentext.
Have less traitors are roundstart but increase the chances of people becoming one mid round.
Bombs are more difficult to make/harder to hide.
Give departments strong endgame projects to work towards
Giving random crew members goon-esque objectives to work on for discount greentext.
Have less traitors are roundstart but increase the chances of people becoming one mid round.
Bombs are more difficult to make/harder to hide.
Give departments strong endgame projects to work towards
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
- Byond Username: Repukan
- Location: *teleports behind you*
- XDTM
- Github User
- Joined: Fri Mar 04, 2016 8:38 pm
- Byond Username: XDTM
- Github Username: XDTM
- Location: XDTM
Re: Enlarge your round
Making jobs shorter is a way of working around short rounds, if you don't want those make rounds longer
a.k.a. Duke Hayka
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
- calzilla1
- Joined: Wed Jun 01, 2016 5:55 pm
- Byond Username: Calzilla1
Re: Enlarge your round
Remove players. Boom, infinite round time
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Enlarge your round
D&B wrote:Remove QoL changes
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Enlarge your round
Add a traitor objective to force the round to end within a certain time, watch people endlessly recall the shuttle just in case someone has this objective to cuck them out of greentext
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Enlarge your round
Only way to make rounds longer is to lessen the stress on the hos/captain since they control round length, which would mean nerfing antags or limiting what they are allowed to do
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Enlarge your round
>Remove structural damageLumbermancer wrote:You don't have to rebalance anything. You just need to remove explosives. Structural damage of the station is the reason of 80% of early shuttle calls, and I have data to back this up.
>This huge system and one of the biggest and coolest features in the game
Fuck no.
Spoiler:
-
- Joined: Mon Apr 10, 2017 4:54 am
- Byond Username: Ambassador Magikarp
Re: Enlarge your round
you're deranged if you think 5 minutes in toxins should give someone the ability to destroy half the station and cause effective damage that would eat well over an hour to fix if 3-4 people worked on it
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Enlarge your round
And you're deranged if you think removing all explosions and structural damage is a worthwhile trade for longer rounds.
Spoiler:
- Lazengann
- Joined: Sat Feb 25, 2017 2:26 pm
- Byond Username: Lazengann
Re: Enlarge your round
You could play on a server that has longer rounds on average
-
- Joined: Mon Apr 10, 2017 4:54 am
- Byond Username: Ambassador Magikarp
Re: Enlarge your round
I'm not even talking round duration you twit bombs are not balanced by any means of the word for relative impact in comparison to required effort
Regardless saying "Just go to a server with longer round durations" is stupid because regardless of what you think longer rounds encourage more problems and more solutions around said problems, it isn't as bad as it is with instant singulo releases forcing people to just afk for a shuttle call a few months but it does still feel like people tend to duck out of any mild threat the second it occurs.
though kor is right you kinda have to give the hos/captain a reason to stay if you want longer rounds
Regardless saying "Just go to a server with longer round durations" is stupid because regardless of what you think longer rounds encourage more problems and more solutions around said problems, it isn't as bad as it is with instant singulo releases forcing people to just afk for a shuttle call a few months but it does still feel like people tend to duck out of any mild threat the second it occurs.
though kor is right you kinda have to give the hos/captain a reason to stay if you want longer rounds
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Enlarge your round
Make toxins make bombs out of canisters instead of TTVs. Harder to blow up the station if you're carting around an obvious canister with wires sticking out of it.
- leibniz
- Joined: Sat May 17, 2014 6:21 pm
- Byond Username: Leibniz
- Location: Seeking help
Re: Enlarge your round
- no shuttle call until 1 hr no matter what
there, longer rounds.
better rounds? who knows.
there, longer rounds.
better rounds? who knows.
Founder and only member of the "Whitelist Nukeops" movement
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Enlarge your round
Lumbermancer wrote:Remove all bombs.
and
...DemonFiren wrote:revert several months of """quality of life""" features.
I know you may not like hearing this but some things have been balanced around being tedious to create/do. When you remove those without adding a difficulty somewhere else, you ARE effectively buffing said item.iamgoofball wrote:Removing quality of life shit because autists dont like having things not be repetitive grind is dumb
Voted best trap in /tg/ 2014-current
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Enlarge your round
Play on terrySelea wrote:Many features can't be properly used because of short rounds.How can we adjust game to make rounds longer?
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Enlarge your round
Not even a joke they have like 2 hour rounds on averagePKPenguin321 wrote:Play on terrySelea wrote:Many features can't be properly used because of short rounds.How can we adjust game to make rounds longer?
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Enlarge your round
Well, where is it?Lumbermancer wrote:You don't have to rebalance anything. You just need to remove explosives. Structural damage of the station is the reason of 80% of early shuttle calls, and I have data to back this up.
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Enlarge your round
>game is stressful and and things break down way faster than they can be repaired causing players to reset the round rather than stick it out
>we can make rounds longer by reverting QoL changes and making things more tedious and stressful
???
>we can make rounds longer by reverting QoL changes and making things more tedious and stressful
???
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
- Byond Username: Repukan
- Location: *teleports behind you*
Re: Enlarge your round
I guess the mistake is that QoL is interchangeable with powercreep in some cases.
Faster and easier building and repairing is a QoL change that supports longer rounds.
Roundstart DNA Splice machine for botany just makes grief via Kudzu and spliced plants (which should be endgame stuff) end the round faster.
The extreme proliferation of round start materials doesn't help matters either. Rather than have scientists and chemists work on stocking their own departments/Interacting with cargo to order stuff, we just chose to provide everything filled to the brim which just helps them reach late research stuff or chemicals faster. Which helps bring down the round faster as well, since sooner or later they get itchy and start to break stuff.
Faster and easier building and repairing is a QoL change that supports longer rounds.
Roundstart DNA Splice machine for botany just makes grief via Kudzu and spliced plants (which should be endgame stuff) end the round faster.
The extreme proliferation of round start materials doesn't help matters either. Rather than have scientists and chemists work on stocking their own departments/Interacting with cargo to order stuff, we just chose to provide everything filled to the brim which just helps them reach late research stuff or chemicals faster. Which helps bring down the round faster as well, since sooner or later they get itchy and start to break stuff.
Spoiler:
- Qbopper
- Joined: Fri Jul 10, 2015 6:34 pm
- Byond Username: Qbopper
- Github Username: Qbopper
- Location: Canada
Re: Enlarge your round
"qol changes" is so meaninglessly vague in this case that it could be literally anything though lolKor wrote:>game is stressful and and things break down way faster than they can be repaired causing players to reset the round rather than stick it out
>we can make rounds longer by reverting QoL changes and making things more tedious and stressful
???
Limey wrote:its too late.
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Enlarge your round
Alright that is a fair clarificationD&B wrote:I guess the mistake is that QoL is interchangeable with powercreep in some cases.
Faster and easier building and repairing is a QoL change that supports longer rounds.
Roundstart DNA Splice machine for botany just makes grief via Kudzu and spliced plants (which should be endgame stuff) end the round faster.
The extreme proliferation of round start materials doesn't help matters either. Rather than have scientists and chemists work on stocking their own departments/Interacting with cargo to order stuff, we just chose to provide everything filled to the brim which just helps them reach late research stuff or chemicals faster. Which helps bring down the round faster as well, since sooner or later they get itchy and start to break stuff.
- RandomMarine
- Github User
- Joined: Fri Apr 18, 2014 8:50 am
- Byond Username: RandomMarine
- Github Username: RandomMarine
Re: Enlarge your round
Less gamemodes and antags with round-ending features.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Enlarge your round
oranges wrote:Well, where is it?Lumbermancer wrote:You don't have to rebalance anything. You just need to remove explosives. Structural damage of the station is the reason of 80% of early shuttle calls, and I have data to back this up.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Enlarge your round
I agree with you on principle, but it's just ridiculous how easy is to blow shit up. Just yesterday I was playing HoS, and within 5-8 minutes into the round at least 2 maxcaps blew the station the fuck up. And I have changeling in cuffs, and I'm trying to gib him, killing him over and over (at least 4 times). So I go to crematory but it's gone. I go all the way around (on meta) to kitchen gibber, but it's all busted and unpowered. Then I die to vacuum damage, and ling laughs in my face as he regenerates for the 5th time. Ye, I know unrobust get good etc. , but the point is that explosives affect the whole round with little effort, and I think this is not benefiting roleplaying or paranoia in any way.ShadowDimentio wrote:>Remove structural damageLumbermancer wrote:You don't have to rebalance anything. You just need to remove explosives. Structural damage of the station is the reason of 80% of early shuttle calls, and I have data to back this up.
>This huge system and one of the biggest and coolest features in the game
Fuck no.
In the 100 rounds with early shuttle call, 80 was done because of structural damage, 10 because of grey tide and 10 because of clown. I have these numbers written down on a piece of paper with me.DemonFiren wrote:oranges wrote:Well, where is it?
- Floiven
- Joined: Fri Dec 01, 2017 11:20 pm
- Byond Username: Brak7000
Re: Enlarge your round
I like these ideas. Maybe an overarching department goal, as well as randomized smaller goals for members within the department. Maybe even give assistants a "Get a stamped approval from x department head or members" to give assistants that aren't just using the job for tiding a purpose. I usually find things to do each round, but having a seed of an idea of what to strive for is very helpful, a good example of this is getting cooking ideas from your ingredient starter box, as they're themed.TribeOfBeavers wrote:You could try to add more station goals that are really hard to make/do but make the rewards really OP/fun. It would give people incentive to stay and try for it.
Giving random crew members goon-esque objectives to work on for discount greentext...
...Give departments strong endgame projects to work towards
This would allow for short term, medium term, and long term goals as well.
- Alipheese
- Joined: Sun May 01, 2016 12:56 pm
- Byond Username: Daturix
- Github Username: Daturix
Re: Enlarge your round
Well this is just an idea but syndicate are double agents against NT right? If they reveal they are syndicate that blows the entire operation. Add a stealth or go the entire round undiscovered. Ie has never been in a brig area. Or make it so that they require the crew to believe theyre still loyal so they can continue to infiltrate NT storywise. Or have the station left with percent integrity for future syndicate agents to be deployed there. Perhaps even having a percent of surviving crew alive at round end to open up more living crew to be converted to the syndicate. Theres incentive to make rounds longer from antags and sometimes gate 1 or 2 tators per round behind that from getting their greentext. Gives a story/lore reason to not murderbone and get the round over as fast as possible. Promotes longer rounds on general. And may provide interesting gameplay situations.
Ie tator 1 has ensure the station is at 80% integrity when the crew leaves for future deployments.
While tator 2 has a murder and die glorious objective. He makes a maxcap and deadmans trigger. Goes around murderboning the crew then blows the station the fuck up. If he were to do it like that tator 1 would redtext. So for the sake of his objective, tator1 would be helping the crew so he can succeed.
Basically give some incentives for longer rounds and more fun.
Ie tator 1 has ensure the station is at 80% integrity when the crew leaves for future deployments.
While tator 2 has a murder and die glorious objective. He makes a maxcap and deadmans trigger. Goes around murderboning the crew then blows the station the fuck up. If he were to do it like that tator 1 would redtext. So for the sake of his objective, tator1 would be helping the crew so he can succeed.
Basically give some incentives for longer rounds and more fun.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Enlarge your round
I have a more recent revised version of the same data that spells out "you're gay and this is a shit idea"Lumbermancer wrote:In the 100 rounds with early shuttle call, 80 was done because of structural damage, 10 because of grey tide and 10 because of clown. I have these numbers written down on a piece of paper with me.DemonFiren wrote:oranges wrote:Well, where is it?
Spoiler:
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Enlarge your round
That's just super rude.
- captain sawrge
- Joined: Thu Apr 17, 2014 6:13 pm
- Byond Username: Sawrge
Re: Enlarge your round
Stop replying to him he does not understand game design at allLumbermancer wrote:That's just super rude.
- JJRcop
- Joined: Wed Apr 23, 2014 1:52 am
- Byond Username: JJRcop
- Github Username: JJRcop
Re: Enlarge your round
Once an antag has completed their objective, they have a big incentive to end the round, so that they win. Should this be changed somehow?
I lurk quite often...
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Enlarge your round
yesterday terry had another couple of 4 hour rounds which if you're a fan of long rounds would have been great if you had only played there
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- NanookoftheNorth
- Joined: Sat Oct 21, 2017 11:14 pm
- Byond Username: NanookoftehNorth
Re: Enlarge your round
I think it would encourage different playstyles, but also force people into certain playstyles too, which could be a positive or a negative thing. I always play conservatively when antag. I still do my job, and I try not to be suspicious. I feel bad being reckless and killing random people. However, when it's an objective I feel less bad. However, forcing people to be one or the other may have it's problems too, as then the player has less freedom.Alipheese wrote:Ie tator 1 has ensure the station is at 80% integrity when the crew leaves for future deployments.
While tator 2 has a murder and die glorious objective. He makes a maxcap and deadmans trigger. Goes around murderboning the crew then blows the station the fuck up. If he were to do it like that tator 1 would redtext. So for the sake of his objective, tator1 would be helping the crew so he can succeed.
Basically give some incentives for longer rounds and more fun.
I think the "die a glorious death" or "escape on the shuttle" do create that sort of dynamic though. I've only ever went on killing sprees to get a glorious death.
Love, your favorite forum poster, Jenna Tills
-
- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Enlarge your round
1.Safety:
a.Yeah, bombs should be harder to make.
But still they could be not harder to make, but harder to use.
Now IRL there are interesting device. Laser, which igniting plasma flash at distance up to 30 m.IR spectometer investigates colour of this flash. And can remotely analyze air. So it can even search for explosives.So, maybe station should be equipped with remote chem sensors. Probably mounted. So security will be able to track down bomb users BEFORE something will happen.Still antags could find way to cheat sensors.
b.personal alarm. Small device to call ERT from med and/or sec.
c.convert curator to reporter/whatever. Give him access to survivallence/some other data sources So he must provide valuable information to crew. Often You will know, that now there is only half of station left when xeno will drag you to his nest along big holes in station.
d.Maybe you should give to scientist some wibbley-wobbley telescope, which helps to find space ruins, predict meteors/space carp, or even pirates/ninja.Possibly telescope could be somehow related to anomalous materials.
2.antags.
a. It was good idea to make them motivation to be less deadly. So they could use more stealth, than big bombs. For example, they've got limit to amount of frags. It is fairly simply avoidable, but still can help.
b. also greentext to end round can enlarge round if antag isn't too robust.
c.make it so kill of antag will not end round.
3.gameplay.
a.QOL -- Can you explain, what changes should be removed?
b.interaction. departments work shouldn't depend on each other in the way, when one desperately needed help of other, but can't offer anything.Like chem and botany.
Interaction between old RnD and miners was example of good interaction.
a.Yeah, bombs should be harder to make.
But still they could be not harder to make, but harder to use.
Now IRL there are interesting device. Laser, which igniting plasma flash at distance up to 30 m.IR spectometer investigates colour of this flash. And can remotely analyze air. So it can even search for explosives.So, maybe station should be equipped with remote chem sensors. Probably mounted. So security will be able to track down bomb users BEFORE something will happen.Still antags could find way to cheat sensors.
b.personal alarm. Small device to call ERT from med and/or sec.
c.convert curator to reporter/whatever. Give him access to survivallence/some other data sources So he must provide valuable information to crew. Often You will know, that now there is only half of station left when xeno will drag you to his nest along big holes in station.
d.Maybe you should give to scientist some wibbley-wobbley telescope, which helps to find space ruins, predict meteors/space carp, or even pirates/ninja.Possibly telescope could be somehow related to anomalous materials.
2.antags.
a. It was good idea to make them motivation to be less deadly. So they could use more stealth, than big bombs. For example, they've got limit to amount of frags. It is fairly simply avoidable, but still can help.
b. also greentext to end round can enlarge round if antag isn't too robust.
c.make it so kill of antag will not end round.
3.gameplay.
a.QOL -- Can you explain, what changes should be removed?
b.interaction. departments work shouldn't depend on each other in the way, when one desperately needed help of other, but can't offer anything.Like chem and botany.
Interaction between old RnD and miners was example of good interaction.
-
- Joined: Fri Dec 23, 2016 6:31 pm
- Byond Username: DrBee
Re: Enlarge your round
If you want longer rounds then reduce the number of traitors and changelings during those round types. Blood cult already leads to longer rounds and clock cult, nuke ops, and revs are already short rounds.
Ive had rounds where one traitor or changeling has reduced the sec staff by 50% in under 20 minutes with no chance of body recovery, not even mentioning the 2-3 other changelings and 4-5 other traitors, plus greytiders.
We dont need a full 1/5th of the crew being antagonists during traitor and traitor/ling. If antagonists were reduced to a more manageable level we might even see side antags like aliens, blobs and pirates a bit more often!
Ive had rounds where one traitor or changeling has reduced the sec staff by 50% in under 20 minutes with no chance of body recovery, not even mentioning the 2-3 other changelings and 4-5 other traitors, plus greytiders.
We dont need a full 1/5th of the crew being antagonists during traitor and traitor/ling. If antagonists were reduced to a more manageable level we might even see side antags like aliens, blobs and pirates a bit more often!
- Hathkar
- Joined: Sat Jul 08, 2017 12:41 am
- Byond Username: Hathkar
Re: Enlarge your round
I still think that traitor + changeling rounds shouldn't exist. The changelings always end up with the traitor gear, making them even better at murderboning (which most of their powers revolve around).
- XDTM
- Github User
- Joined: Fri Mar 04, 2016 8:38 pm
- Byond Username: XDTM
- Github Username: XDTM
- Location: XDTM
Re: Enlarge your round
The thing is that with antags it's not directly more antags=more chaos, but rather more antags=more chance of getting the one guy who wants to cause maximum chaos in the minimum time possible.
If there is nobody like that as a traitor during a round it usually lasts fairly long with no clear disruptons but instead a slow downwards spiral as the crew itself gets bored and takes over antag duty. Rounds are usually better with something to work against.
So you do want some chaotic influence over a round. The problem lies in the fact that some antag players are so fast and good at it that:
-A: it's very hard to stop them before it's too late
-B: the damage they cause overflows the definition of "spice" and goes into "why bother"
-C: they completely eclipse any other (antag or not) gimmick that requires time or a semblance of order on the station
To add onto that, since the most easy and effective tactics get more popular, they get repetitive and stale as everyone wants to try them out.
Which is why the general response to antags shutting rounds down too quickly is to try to nerf the most powerful tactics, rather than just reducing antags. It's all about hitting that sweet spot where you can potentially prevent antag-wrought chaos, you can fix the damage they cause, and there is still a timeframe where people with long-term gimmicks can play them out.
If there is nobody like that as a traitor during a round it usually lasts fairly long with no clear disruptons but instead a slow downwards spiral as the crew itself gets bored and takes over antag duty. Rounds are usually better with something to work against.
So you do want some chaotic influence over a round. The problem lies in the fact that some antag players are so fast and good at it that:
-A: it's very hard to stop them before it's too late
-B: the damage they cause overflows the definition of "spice" and goes into "why bother"
-C: they completely eclipse any other (antag or not) gimmick that requires time or a semblance of order on the station
To add onto that, since the most easy and effective tactics get more popular, they get repetitive and stale as everyone wants to try them out.
Which is why the general response to antags shutting rounds down too quickly is to try to nerf the most powerful tactics, rather than just reducing antags. It's all about hitting that sweet spot where you can potentially prevent antag-wrought chaos, you can fix the damage they cause, and there is still a timeframe where people with long-term gimmicks can play them out.
a.k.a. Duke Hayka
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
-
- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Enlarge your round
So, I think, that security should have more ways to discover antags shenanigans before it's too late.
But antags should have bacup--syndie bases.
So It can move strullge out of Hit-n-Run to more complex game with disabling security networks ,bribes and silent operations.
But antags should have bacup--syndie bases.
So It can move strullge out of Hit-n-Run to more complex game with disabling security networks ,bribes and silent operations.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Enlarge your round
had a really fun round that was like 3 hours on Terry last night, man long rounds sure are fun, we got to experience all the late game content at a really good pace. i sure love how we already have really long rounds, you literally just have to click a different server on our homepage to access them instead of rebalancing the whole game!
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Hathkar
- Joined: Sat Jul 08, 2017 12:41 am
- Byond Username: Hathkar
Re: Enlarge your round
Aw yeah, I can't wait for that delicious Free Lag due to ping!PKPenguin321 wrote:had a really fun round that was like 3 hours on Terry last night, man long rounds sure are fun, we got to experience all the late game content at a really good pace. i sure love how we already have really long rounds, you literally just have to click a different server on our homepage to access them instead of rebalancing the whole game!
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Enlarge your round
t. never played on terryHathkar wrote:Aw yeah, I can't wait for that delicious Free Lag due to ping!PKPenguin321 wrote:had a really fun round that was like 3 hours on Terry last night, man long rounds sure are fun, we got to experience all the late game content at a really good pace. i sure love how we already have really long rounds, you literally just have to click a different server on our homepage to access them instead of rebalancing the whole game!
im west coast US with 5 mb/s speeds at best and i had a very very very playable ping
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Who is online
Users browsing this forum: Bing [Bot]