Cultists shouldn't act like nukies/murderboners
- Lopz12
- Joined: Sat Feb 24, 2024 7:25 pm
- Byond Username: Lopz1
Cultists shouldn't act like nukies/murderboners
Cultists should be forbidden from round removing people (like killing them and throwing them in a ditch where they'll never be found again) in situations where they're not under any pressure and are perfectly capable of converting the person they've defeated. I'm seeing cultists do this way too frequently and it's just an asshole move that denies people the fun of partaking in the round for literally zero reason
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- Joined: Sat Apr 10, 2021 11:08 pm
- Byond Username: MooCow12
Re: Cultists shouldn't act like nukies/murderboners
The funny thing is sometimes thats actually the optimal thing to do in order to win due to how poorly cult was designed.
If there are 5 cultists and 60 crew and you convert 1 that becomes 6 cultists and 59 crew, but if the person you converted is an actual npc all youve done was greatly increase the % of players in the round that are cultists and put your team closer to eyes/halos than you would by just killing and rr'ing someone.
If cult remains around just 5 people all round they can silently stun hand and rr security / chaplain and then start converting after the station was already crippled.
You also risk converting someone that might actively out your team as cult, its a stealth antag and it only takes 1 person to ruin the cover.
It's both a code issue and a policy issue because its the meta.
A good reason to really curb this type of behavior though is because well known statics almost always get converted if able while random names and nobodys are less likely to get converted, its gatekeeping and not newbie friendly at all.
If there are 5 cultists and 60 crew and you convert 1 that becomes 6 cultists and 59 crew, but if the person you converted is an actual npc all youve done was greatly increase the % of players in the round that are cultists and put your team closer to eyes/halos than you would by just killing and rr'ing someone.
If cult remains around just 5 people all round they can silently stun hand and rr security / chaplain and then start converting after the station was already crippled.
You also risk converting someone that might actively out your team as cult, its a stealth antag and it only takes 1 person to ruin the cover.
It's both a code issue and a policy issue because its the meta.
A good reason to really curb this type of behavior though is because well known statics almost always get converted if able while random names and nobodys are less likely to get converted, its gatekeeping and not newbie friendly at all.
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- dendydoom
- Site Admin
- Joined: Fri Dec 04, 2020 10:40 am
- Byond Username: Dendydoom
Re: Cultists shouldn't act like nukies/murderboners
this is already a thing on mrp, as cultists/revs are considered restricted and should play to their team objectives rather than killing people. it should be a last resort if conversion isn't possible.
there is no easily quantifiable boundary between when a cult/revolution goes from quiet/conversion to all-out war, but generally it does happen when the amount of fighting and destruction reaches a breaking point. it is near impossible to control your entire team, and no one member of that team is fully responsible for the general attitude of the collective. for example, if you walk into a room and 3 cultists are fighting someone to the death, how responsible is any one person to say "hold up let's stop killing them and focus on conversion"? people just go with the flow, and this is also reflected in mrp rules:RP Rules wrote:Blood Cult/Revolutionary In general no, conversion should take priority, however if the situation is dire you are allowed to kill as many as required to accomplish your goals.
on lrp the playstyle and attitude is different. there are much less boundaries, antags have more freedom and the only rule holding back team antags is that they cannot intentionally hinder their own team:RP Rules wrote:Restricted antags that are not automatically global or round ending threats may still become so through their actions in the shift, the stronger your reasoning the more action you can take against them.
many admins make the argument that excessive killing when conversion is possible is a hinderance to their team, and players have been actioned on these grounds plenty of times before.Rule 4 wrote:Team antagonists can do as they wish as per lone antagonists, but their actions should neither harm their teams efforts, nor intentionally harm it through inaction.
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- Joined: Tue May 20, 2014 6:39 pm
- Byond Username: Higgin
Re: Cultists shouldn't act like nukies/murderboners
(going for bodycount with conversion antags also makes the Inquisition getting called in more likely, especially if help is asked for, though your mileage may vary)
*edit okay spellcheck "fior" is a word but bodycount isnt. 1984
*edit okay spellcheck "fior" is a word but bodycount isnt. 1984
Last edited by Higgin on Sun Jun 09, 2024 11:16 pm, edited 1 time in total.
feedback appreciated here <3
- Vekter
- In-Game Admin
- Joined: Thu Apr 17, 2014 10:25 pm
- Byond Username: Vekter
- Location: Fucking around with the engine.
Re: Cultists shouldn't act like nukies/murderboners
I'll reiterate this point - we do regularly bonk people for killing indiscriminately instead of converting. The exception, of course, is anyone who the cult can't actually convert, so they're generally free game.
I have been relatively outspoken about applying the restricted antagonist rules from MRP to the game as a whole, which would certainly fix this...
- kieth4
- In-Game Game Master
- Joined: Sat Nov 07, 2020 6:17 pm
- Byond Username: Kieth4
Re: Cultists shouldn't act like nukies/murderboners
just go with the flow and don't sabotage your team
teams should make an effort to convert, but if someone gets killed because conversion was too inconvenient, shrug
teams should make an effort to convert, but if someone gets killed because conversion was too inconvenient, shrug
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