THE IDEA: Now i suggest that we add an objective that adds a heavy antagonist(an antagonist that can heavily impact the round) for example a blob or weaker nuclear operatives, that kind.
Traitors love the communication console hack objective and it motivates people to work their way to it and these objectives hopefully motivates them to do objectives even more. We could further delay round end objectives and add these objectives in between console hack and round end ones. I believe it would be best to be able to call these antagonists 1 or 1.30 hour into the round. The called antagonists would be obvious to the crew that they are called (unlike a 5 minute timer for a blob to be alerted for example).
WHY I THINK ITS GOOD:
1) As i previously said, this gives traitors an incentive to do objectives.
2) Since these antagonists would be called late into the round, the crew would have tech, gear and setups to fight these threats, making them even more fun to fight.
3) This would lessen bore calls as they would expect a threat to happen and with that, making rounds longer.
4) By making the rounds longer we would reduce the routine that people have to do every round. Which means less burnouts and more motivation to do setups in each department and actually do a project because the rounds wouldnt end as fast and a higher chance for these setups to be used.
5) Give ghosts(deadchat lol) and observer mains(admins) more chances to join the round instead of hoping for a midround.
I wouldn't mind if these antagonists have a low win rate as the main idea is for them to impact the round and have some action, if the crew still lose to these antagonists with tech, gear etc. it would only mean that there is a skill issue
