Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
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Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
People seem vehement the round ends after the wizard dies or when the revs win or lose, without regard for how short it's been.
Most productive jobs take the best part of half an hour to see a satisfying result from. Yet people don't seem to see a problem with rounds ending ten minutes in. Or the length of a round being hung on the robustness of a single wizard, a couple of revheads, or a handful of roundstart heads in the first place.
Provided a certain set of criteria is met, the game should spawn more antags instead. This:
1) Allows people to maintain their job progress
2) Prevents the round continuing without purpose
3) Maintains paranoia
4) Gives more people a chance at antag
Some criteria that should be considered:
1) Death toll
2) Round length
i.e. If more than ? percent is dead or the round has been going longer than ? minutes, it'd be preferable to restart.
What problems do you have with this idea? What haven't I thought about?
Most productive jobs take the best part of half an hour to see a satisfying result from. Yet people don't seem to see a problem with rounds ending ten minutes in. Or the length of a round being hung on the robustness of a single wizard, a couple of revheads, or a handful of roundstart heads in the first place.
Provided a certain set of criteria is met, the game should spawn more antags instead. This:
1) Allows people to maintain their job progress
2) Prevents the round continuing without purpose
3) Maintains paranoia
4) Gives more people a chance at antag
Some criteria that should be considered:
1) Death toll
2) Round length
i.e. If more than ? percent is dead or the round has been going longer than ? minutes, it'd be preferable to restart.
What problems do you have with this idea? What haven't I thought about?
Last edited by cacogen on Sat Dec 21, 2019 10:08 pm, edited 1 time in total.
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Re: The round should not end in the first half hour unless by shuttle or nuke
k
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Re: The round should not end in the first half hour unless by shuttle or nuke

Sometimes shit happens right off the bat that people are unable or unwilling to recover from. That's the nature of the game.
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Re: The round should not end in the first half hour unless by shuttle or nuke
>unless by shuttledeedubya wrote:Sometimes shit happens right off the bat that people are unable or unwilling to recover from. That's the nature of the game.
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Re: The round should not end in the first half hour unless by shuttle or nuke
No, extending wizard rounds until after they are gone is pointless and boring.
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Re: The round should not end in the first half hour unless by shuttle or nuke
Dead wiz in 5 minutes should pull a new wiz from alive crew.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
I've updated the OP and title to better explain my thoughts
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
This was a thing with "mulligan" and it was pretty useless because people called the shuttle anyway when the wizard was dead and it just tacked on a boring evacuation.cacogen wrote:I've updated the OP and title to better explain my thoughts
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Why would they do that?CPTANT wrote:This was a thing with "mulligan" and it was pretty useless because people called the shuttle anyway when the wizard was dead and it just tacked on a boring evacuation.cacogen wrote:I've updated the OP and title to better explain my thoughts
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Somebody has already proposed a good solution to the problem.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Because half the crew is dead, the other half polymorphed or inside someone else's body, there are magical artefacts everywhere and the captain's head is a horse?cacogen wrote:Why would they do that?CPTANT wrote:This was a thing with "mulligan" and it was pretty useless because people called the shuttle anyway when the wizard was dead and it just tacked on a boring evacuation.cacogen wrote:I've updated the OP and title to better explain my thoughts
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
This seems to happen mostly on wizard.
This happened again while I was doing xenobio and it was wizard. Wizard died 20 minutes in this time. Nobody likes losing progress. Some jobs take about 40 minutes to complete. Everyone wants more chances to roll antag. I don't see why this is contentious.
This happens what, 1 in 10 wizard rounds? 1 in 20?CPTANT wrote:Because half the crew is dead, the other half polymorphed or inside someone else's body, there are magical artefacts everywhere and the captain's head is a horse?cacogen wrote:Why would they do that?CPTANT wrote:This was a thing with "mulligan" and it was pretty useless because people called the shuttle anyway when the wizard was dead and it just tacked on a boring evacuation.cacogen wrote:I've updated the OP and title to better explain my thoughts
This happened again while I was doing xenobio and it was wizard. Wizard died 20 minutes in this time. Nobody likes losing progress. Some jobs take about 40 minutes to complete. Everyone wants more chances to roll antag. I don't see why this is contentious.
Last edited by cacogen on Thu Jan 02, 2020 10:06 am, edited 1 time in total.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Fighting through damage and difficult odds is part of the game, one that has been mostly lost in recent years because we wrap our players in shuttle-shaped cotton wool and let them run from nearly any sort of difficulty or antagonism. Remember old meteor mode and the like? Yeah, those made for some great stories.
Have a system that takes our current station integrity number and ends the round if a relevant antag dies with that number below a certain threshold, elsewise continuing and rerolling the antag(s). We can still have the shuttle, but at least rounds won't end with a perfect station five minutes in because a crappy wizard or stupid revhead bit it.
Have a system that takes our current station integrity number and ends the round if a relevant antag dies with that number below a certain threshold, elsewise continuing and rerolling the antag(s). We can still have the shuttle, but at least rounds won't end with a perfect station five minutes in because a crappy wizard or stupid revhead bit it.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
hello OP I already have a thread open for adding dynamic to all servers

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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
One of the old proposals specifically for revs was that, once the heads of staff died, all the revs would lose their rev status and the implanted crew would gain a counter-insurgent status with the goal to defeat the former revheads. I still think it would be cool to see it work like that.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Bawhoppennn wrote:One of the old proposals specifically for revs was that, once the heads of staff died, all the revs would lose their rev status and the implanted crew would gain a counter-insurgent status with the goal to defeat the former revheads. I still think it would be cool to see it work like that.
The only downside to this is that everyone would keep all their all access and wack gear.
Too bad there isn't a codified mass reset button that resets the station and all its inhabitants to round start spots, with round start IDs. At least the same job your supposed to have in the traitor panel.
that'd be nice for this.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
:squint:Shadowflame909 wrote: Too bad there isn't a codified mass reset button that resets the station and all its inhabitants to round start spots, with round start IDs.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
Arianya wrote::squint:Shadowflame909 wrote: Too bad there isn't a codified mass reset button that resets the station and all its inhabitants to round start spots, with round start IDs.
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Re: Spawn more antags instead of ending the round on wizard or revhead/head of staff loss
yeah like a new round
but with a reverse revs scenario.
actually that'd be terrible for keeping job progress so people can continue their job during an endless rev round.
I dunno just delete all the guns on the map then. we good.
but with a reverse revs scenario.
actually that'd be terrible for keeping job progress so people can continue their job during an endless rev round.
I dunno just delete all the guns on the map then. we good.
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