Traitors aren't "activated" until 15-20 minutes in

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WarbossLincoln
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by WarbossLincoln » #290356

Bottom post of the previous page:

ExcessiveCobblestone wrote:
bandit wrote:
bman wrote:whenever i get my tator objective i hide it in one of 200 remote areas that are almost impossible to find.

so tough luck finding that.
let me guess it's the linen boxes
I was thinking Toilet cistern.
oh man dude, there's one time I'm convinced that someone had a meta buddy as a ghost who saw me hide something in a toilet. It was a document exchange round, the exchange went great, neither of us has the objective to get both sets of documents. About 5 minutes later I swapped clothes just in case and went to a toilet. I made sure no one following me, checked every locker on the way, etc. I hid my docs in the toilet along with a revolver in case sec searched me for some reason. I came back later and the fucking toilet was open, no other toilets were open, it was the only one someone checked. Unless I got incredibly unlucky and some goon was checking all the toilets I have no idea how they found it.
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Qbopper » #290357

bandit wrote:I like this idea, but the activation time should have a random offset (kinda like blob) so that at 14:59 everyone doesn't just rush to maint and wait for the antag lottery.
I'm really in favor of at least giving this some testing
cmspano wrote:
bandit wrote:
BeeSting12 wrote:problems i see with this:
by 15 minutes in half the steal objectives will be gone anyways. especially the hand teles, antique laser gun, blueprints, hypospray, etc
This? This attitude infuriates me. I see it from time to time, and it's infuriating.

They're not "gone." Unless someone literally cremated all the antag objectives at roundstart (which is bannable), they are not gone. Someone took them. As a traitor, it is your job to find out who, and get it from that person, by force if necessary. It might involve (gasp) talking to people to find out who. It might involve surveillance, or getting fingerprints, or the like. It might, depending on what the objective is, involve cargo. It will probably involve killing for a reason other than murderbone. But traitors crying because their objective stopped being piss-easy is one of the worst developments of the server imo

dude they're basically gone. Unless you murderbone the entire station of 60-70 people and search them you aren't going to find it. "talking to people to find out who" If you asked about a traitor objective that isn't something people want to steal like the laser gun or hand tele then sec is probably going to valid you because "lol he wanted the station blueprints, he must be tator". Those are the kinds of players we have.
It's not a stretch to go after the people who would likely have the specific item (eg. hand tele is probably in the cap's bag), but if this is really that significant of an issue (which I don't believe it is) maybe someone could make an "objective pinpointer" that gives you directions to your item for like 10TC? That way you have a crutch if need be but it isn't a no sacrifice "find the item" button
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WarbossLincoln
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by WarbossLincoln » #290362

I don't think it's a huge issue really. Now that I think about it there are only a couple steal objectives I can remember that are both unique and would be hard to find typically.

The blueprints tend to just sit in the locker so if some chump steals them you'll prolly never find them.
Antique laser - if it's not on the captain it will probably be in some random assistant's backpack. However when it gets stolen the AI will probably yell over the radio that such and so are in the captain's office,
Reflector armor - Going to be on someone's chest unless it's another tator who keeps it in his bag. In that case it's fine for it to be very hard to find if a tator already stole it.
Hypo - CMO will always have it unless they're dead.
Hand Tele - Either in use by someone who has access or stolen. If it's stolen you can probably follow the portals until you see who is using it.

plasma tanks and slime extracts aren't unique.

I know there's a steal objective for "secret documents" or something but I don't know where those even are.
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bandit
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by bandit » #291079

cmspano wrote:Reflector armor - Going to be on someone's chest unless it's another tator who keeps it in his bag. In that case it's fine for it to be very hard to find if a tator already stole it.
or order it from cargo
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Cobby
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Cobby » #291105

cmspano wrote:I don't think it's a huge issue really. Now that I think about it there are only a couple steal objectives I can remember that are both unique and would be hard to find typically.

The blueprints tend to just sit in the locker so if some chump steals them you'll prolly never find them.
Antique laser - if it's not on the captain it will probably be in some random assistant's backpack. However when it gets stolen the AI will probably yell over the radio that such and so are in the captain's office,
Reflector armor - Going to be on someone's chest unless it's another tator who keeps it in his bag. In that case it's fine for it to be very hard to find if a tator already stole it.
Hypo - CMO will always have it unless they're dead.
Hand Tele - Either in use by someone who has access or stolen. If it's stolen you can probably follow the portals until you see who is using it.

plasma tanks and slime extracts aren't unique.

I know there's a steal objective for "secret documents" or something but I don't know where those even are.
The Vault or on someone [who you typically know if you have the obj]
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Lumbermancer » #291185

What if you, instead, didn't get your TC's instantly? What if you had to wait 10 minutes, to get first 10, and another to 10 to get the rest.

You'd have to wait to get your best shit, but you could buy something smaller earlier if you think you could manage (i.e. you devised a game plan while waiting). This would reduce early murderboner, and perhaps increase stealth and paranoia if people used wider variety of items creatively.
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DemonFiren
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by DemonFiren » #291187

Lumbermancer wrote:What if you, instead, didn't get your TC's instantly? What if you had to wait 10 minutes, to get first 10, and another to 10 to get the rest.

You'd have to wait to get your best shit, but you could buy something smaller earlier if you think you could manage (i.e. you devised a game plan while waiting). This would reduce early murderboner, and perhaps increase stealth and paranoia if people used wider variety of items creatively.
time to hide in a locker and go braindead for 20 minutes

time to round up everyone hiding in a locker braindead and confiscate the pdas
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Nilons
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Nilons » #291188

This is a good fucking idea, not only would it make rounds appropriately longer, it would make people use more items and make departments interact, "maybe I should use my 10 now and move because science might havee hooked up sec with better gear in 10 mins" meaning they don't just go for esword and now, but buy cheap stuff to use creatively or other trains of thought like that. The trick would be to split it with regular rounds. The argument "what if people go brain-dead for 20 mind" is stupid, because what if they just emag into their objective grab it then sit in a locker for the whole round, antagonists who sit still to wait for their TCS should just be banned unless they have a good reason. As well as even if they did, as I said it would give the station reason to work department to department and also make the warning about tator tots at the beginning of the round meaningful
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by captain sawrge » #291192

Time to bribe Kor to code and speedmerge this
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WarbossLincoln
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by WarbossLincoln » #291214

A big consideration though like people have said is getting an antag roll even when you're sec. "Oh, I had sec on high but spawned as an assistant. I know I'll be antag in 20 min". That might not be a problem in practice though.
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by BeeSting12 » #291651

cmspano wrote:A big consideration though like people have said is getting an antag roll even when you're sec. "Oh, I had sec on high but spawned as an assistant. I know I'll be antag in 20 min". That might not be a problem in practice though.
yeah i already meta stuff like this. of course i usually get antag about 20 seconds after ive metaed it but still
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christ110
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by christ110 » #291659

Actually... To fix the who is antag issue...
We just have a list of players who joined at round-start, and then, over the course of 15 minutes, we subtract all those who have gone afk, acting afk, in sec, in custody, etc. Then, we roll those people for antag traitor.
For security, we can instead add a value to our db with their ckey, which will double-weight them for next round that they don't play sec (next round only. The idea is that sec officers will play not for a flat double chance, but for a more reliable antag roll. This should not stack with multiple rounds.) if they play the round fully (and spend less than 20% afk).
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Nilons » #291661

christ110 wrote:Actually... To fix the who is antag issue...
We just have a list of players who joined at round-start, and then, over the course of 15 minutes, we subtract all those who have gone afk, acting afk, in sec, in custody, etc. Then, we roll those people for antag traitor.
For security, we can instead add a value to our db with their ckey, which will double-weight them for next round that they don't play sec (next round only. The idea is that sec officers will play not for a flat double chance, but for a more reliable antag roll. This should not stack with multiple rounds.) if they play the round fully (and spend less than 20% afk).
The idea is
I think rewarding active sec players with higher antag chance is a great idea
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Wyzack
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Wyzack » #291662

The amount of bitchbaby whining about how it will make traitor objectives not piss easy by having the items in the same place all the time alone makes me think this is a good idea
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Yakumo_Chen » #291984

I support any idea that prevents the 5 minute syndie bomb toxins rush plasma flood everything is shit 20 minute shuttle call round that at least 80% of all traitor rounds currently devolve into
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Re: Traitors aren't "activated" until 15-20 minutes in

Post by Qbopper » #292005

Wyzack wrote:The amount of bitchbaby whining about how it will make traitor objectives not piss easy by having the items in the same place all the time alone makes me think this is a good idea
I wanted to die every time someone on the forums said "the items are GONE you CAN'T DO THE OBJECTIVE IT'S IMPOSSIBLE" when speaking about being late to a steal objective

still in favor of this though, maybe I'll look into making a PR for it if I can figure out how the round start code works + if it's easy to delay or not
Limey wrote:its too late.
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