The game is set up so that most of the players are doing their jobs or fucking around.
I think this is a misconception. The game is set up around atangonists/game modes, and everyone is fucking around in the background. The kill objectives are here to involve random people in the game.
Think of SS13 like a complex game of werewolf/mafia/whatnot. The other players have roles, jobs and skills, but it’s the antagonists/werewolves that the game relies on and the ones that move the game forward. Or think Among Us.
Is Among Us about the crewies and doing minigame?
In essence players are regulated in order to optimally die instead of fighting back if attacked by a threat.
No, they are regulated around antagonists having somewhat of an advantage because, unlike regular players, when antagonists become exposed, they are allowed to be permanently removed from the round.
Antagonists should usually have no problems getting rid of regular crew; and as an antagoinist, it would be really not fun to have to face a target who has stronger gear and you will be retaliated on by a group of heavily armed people.
In reality any game where dying is expected to take place in is just a badly designed game unless it is due to difficulty.
This is a wrong take on the game, to the point you have a completely different understanding of the game. Remember, the game centers around antagonists, not around random people.
Again, Among Us comparison. Would the impostors be as threatening if crew had a fair, or high chance to survive a impostor encounter or, better yet, robust them? I don’t think so.
The question of where powergaming starts and what the intent of combat and combat items even is.
It shouldn’t be a big part of the game. Combat should not be a focus of the game and, I can go as far as to say, instastun weapons and instakill/2hitcrit weapons suit this game better than the slow, ‘fair’ combat the game currently has.
Why is that? Simply because being robust and good at this game is not about winning combat. It’s not about clicking better and having the best mix of chems to outheal the slow damage your opponent does. A good antagonist is able to play the game of deception, stealth and 4D chess to dispose their targets, take out their objectives and leave unscathed.
It’s not about combat, it shouldn’t be about combat and combat should not be a long paced, ‘enjoyable’ experience.
Seriously, I feel Among Us does SS13 better than SS13 does SS13 at this point.