No starting antag for command again (or brainstorm smth else)

A place to record your ideas for the game.
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Likteer
Joined: Sat Oct 02, 2021 9:17 pm
Byond Username: Likteer

No starting antag for command again (or brainstorm smth else)

Post by Likteer » #751938

Hi
I play on LRP
I don't play command
I don't get owned by command antags much, to be honest.

My actual problem is lack of incentive to trust/follow, besides courtesy.
Right now they are like a rich kid with more tools.
When evil men target them, it's to get said tools/access, not to disguise as them or disrupt anything.

I think making them unable to roll roundstart antagonists (do include a warning) could give them a degree of meta protection that security officers have, as well as maybe attract more people interested in commanding.

Yeah this has flaws.
People deserve a little antag, people can use their immunity to arm themselves/hunt/etc.

If you agree that the current state of command is kinda meh & have some other ideas on fixing it, let's talk here.
Last edited by Likteer on Mon Sep 30, 2024 7:32 am, edited 1 time in total.
Mimepride

Re: No starting antag for command again (or brainstorm smth else)

Post by Mimepride » #751965

Likteer wrote: Sun Sep 29, 2024 2:16 pm If you agree that the current state of command is kinda meh & have some other ideas on fixing it, let's talk here.
I hate that every single head has a one-tap win stick which they frequently use to grief people with, especially their own staff. I also hate that this winstick is frequently the #1 item that antagonists want off you as a head, and they frequently go on killing sprees with it because stun combat is balanced and fun, especially when that 1 tap win-stick requires no recharging. The telebaton being cap only literally wouldn't be a downgrade in my eyes--since it would force more antagonists to acquire stun batons or buy the contractor baton instead.

I mean, does the RD REALLY need a baton? You can literally speedrun hulk, build a mech, become a xenogod or make WMDs with toxins. Does the CMO really need a baton? You have a hypospray you can immediately spray someone with lexorin with, for god's sakes. Don't get me started on the CE--aka the station's biggest shitter. Man I hate engineering.
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Itseasytosee2me
Joined: Sun Feb 21, 2021 1:14 am
Byond Username: Rectification
Location: Space Station 13

Re: No starting antag for command again (or brainstorm smth else)

Post by Itseasytosee2me » #752004

Yeah maybe we should make some special antags for heads of staff to we don’t have to undergo the impossible balance implications. It also the possibility for fostering a respect or trust in the employee boss relation.
Traitor head is just alot more powerful than a traitor janitor or whatever, which makes it hard to balance traitor so it isn’t a steamroll. Traitor hop basically has armory access if they want, and can finish any theft objective almost instantly at no cost. On the other hand, antagonists having access to those systems only available to heads alows them to use them in interesting and nefarious ways. A traitor HOP can use codewords to call other traitors to get a big ID boost.
I think ling head is basically fine, although it kinda deprives the ling of the gameplay aspersions of killing someone higher up on the ladder and taking their position.
I could do away with heretic head entirely. Heretic pretty much takes you out of the round completely if you want to stay competitive and keep advancing. You just become a maintenance dweller. The telebaton is also a huge boon to heretics, at least early game.
Spy also kinda gives similar vibes of having to go on competitive fetch quests every couple minutes and thus take themselves out of the normal context of their job for basically the whole round.
In that context, heretic, spy, and to a lesser extent progtot, work better the less responsibilities the player has. Changeling and basic traitor (like the midround ones) work best for heads of staff because they are more able to lurk and bide their time.
I also think cult is basically fine? I haven’t seen cult in forever though. Maybe some dynamic tweak made it happen much less often.
- Sincerely itseasytosee
See you later
iain0
In-Game Admin Trainer
Joined: Fri Dec 06, 2019 6:23 pm
Byond Username: Iain0

Re: No starting antag for command again (or brainstorm smth else)

Post by iain0 » #752097

Mimepride wrote: Sun Sep 29, 2024 4:38 pm Does the CMO really need a baton?
Yes. Until people stop taking a fireaxe etc needlessly to my department. Or brawling in the middle of treatment. Or just stealing everything. Or self treating their 2 tox with pent acid. Etc. Frankly we should have CQC in medical :P
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warbluke
Joined: Mon May 29, 2017 2:36 pm
Byond Username: Warbluke
Location: Veruzia

Re: No starting antag for command again (or brainstorm smth else)

Post by warbluke » #752133

iain0 wrote: Mon Sep 30, 2024 4:29 am Yes. Until people stop taking a fireaxe etc needlessly to my department. Or brawling in the middle of treatment. Or just stealing everything. Or self treating their 2 tox with pent acid. Etc. Frankly we should have CQC in medical :P
The most soulful replacement would be multiple hyposprays so you can tranq invaders.
8bot
Joined: Mon Oct 09, 2023 6:33 pm
Byond Username: 8botticus

Re: No starting antag for command again (or brainstorm smth else)

Post by 8bot » #752145

just return every antag to being 20 tc with no limits at the start
let people do what they want again
as for the OP's idea, that seems like a great way to get people to play command even less.
the gamer formerly known as "remanseptim"
Likteer
Joined: Sat Oct 02, 2021 9:17 pm
Byond Username: Likteer

Re: No starting antag for command again (or brainstorm smth else)

Post by Likteer » #752319

We have a shortage of command players?
I mean, there can hardly be more than 6 at a time (QM is not real), but I do see the slots fill very easily on proper pop.
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WineAllWine
In-Game Admin Trainer
Joined: Thu Jun 27, 2019 8:17 pm
Byond Username: Wineallwine
Location: LANDAN

Re: No starting antag for command again (or brainstorm smth else)

Post by WineAllWine » #753427

I agree there's a problem with people not respecting head's authority but I don't think that removing their roundstart antag will change that.

If the CMO wants healing stuff but the chemist just wants to make grenades they'll do that regardless of if the CMO might be an antag.

I guess what I really want is a Head of Staff to make it really very difficult to do your job if they want to demote you. Like, being able to remotely wipe your ID kind of difficult. That would be useful for antags to but maybe too useful.

How about this: A head of staff can remotely wipe an ID for their department but it also needs a keycard swipe from the bridge.
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