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PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 7:50 am
by the_shrouded_lord
For a long time now, my favorite antagonist role, the devil, has been relegated to a once in a blue moon TC trade novelty. I personally cannot stand this, however I have a solution.

Devils are an antag that have long bee nrelegated to shit status because of their focus on roleplay and cooperation of other players to not validhunt them immediately, IE, highpop servers will be their death. HOWEVER, lowpop servers do not have any sort of special antagonist that shows up ONLY during lowpop.

What I propose is a new type of antagonist criteria that does not use a pupulation minimum value, but rather a population maximum. Antags such as the devil, the nightmare, the revenant, and even new antags added later down the road would make up an interesting dynamic to the more slow paced, calm, and often RP filled lowpop rounds. I really do think that this would be a welcome addition to the tg antagonist system.

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 8:24 am
by kevinz000
you're joking right?

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 8:49 am
by subject217
I'll write some of what I wrote ingame here too. Currently, when you play on "low pop", the mode rotation looks like this.
Image
Obviously nobody wants to play gamemodes that are horribly unbalanced in low pop, but this still feels like it lacks in variety. Therefore, my suggestion was to implement a maximum players cap for gamemodes, and make some alternative gamemodes balanced specifically around low population (which usually entails few Security players, few Heads of Staff, no AI).
These could be alternative forms of current antags that are gimped in some manner, or completely different antags that don't work on higher population for whatever reason (like Devil). I'm not entirely sure what modified lowpop versions of regular modes might look like yet, which is a problem. If they're changed too drastically, it might be unintuitive to convey the differences. Just wanted to make it clear that it's not just about finding an excuse to put Devil in rotation.

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 11:07 am
by Lazengann
devil doesn't work on any pop my friend

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 2:18 pm
by Lumbermancer
Devil relies on RP, which people can't do.

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 4:16 pm
by SpaceInaba
solution: force medium rp

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 7:35 pm
by PKPenguin321
the problem with devils isn't the rp reliance necessarily, it's that they give every crewman and their mother fireball/hulk/invincibility for basically free

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 8:15 pm
by D&B
You know nightmares have no rp requirement.

Re: PopulationMax Antagonist roles (lowpop antags)

Posted: Thu Feb 01, 2018 9:12 pm
by BeeSting12
neither do devils. it just needs roleplay to be fun but in reality it's "hey have free meme powers"