Currently, the game usually ends with a crew transfer at 90 minutes, with practically nothing happening all round for non-sec players.
I’d love to see more dynamic rounds, or at least more midround antags. I’m curious what the average player thinks about the current antag spawn rates.
I made a similar threat to this, but yeah dynamic should happen more often, midrounds should also spawn more often. Ideally, we also get a buncha new midrounds, that are small and not round ending, like kudzu.
I don’t think more antags or dynamic will fix anything. Our current rules pretty much encourage the crew to drop dead when there’s a threat, to a point where you can get banned for beating an antag if you use anything remotely powerful. To add more of them will simply ruin more people’s rounds and breed more toxicity and more anticipation to be the antag. In other words, one step closer to LRP but with the existing fucked up rules. You can look forward to the huge ban waves, salt threats and honestly, probably players quitting.
The days of baddies actually mounting offensives and crew actually being able to resist are gone. The 90 minute+ stealth shifts are a direct result of our rules and the removal of LRP. It’s what beestation is right now.
But don’t let my realism discourage you. I actually like long shifts where I get to make cool stuff. Maybe try experimenting a bit more. The game is full of possibilities.
I wouldn’t mind more midrounds, but half of the midround events suck. Vines are a chore, blobs are even worse, space ninjas don’t really have the tools to meaningfully change the scape of the round outside of massacring security, xenos are a mixed bag depending on population and abductors are the fucking worst idea anyone has ever had. Fuck abductors.
The problem that wracks a lot of these midrounds I’d say would be really poor power balancing. It feels like a midround does nothing to change things or results in everything going completely to shit. On top of that, a lot of them don’t really give people jobs to do. Blobs and xenos certainly give people something to do, but that thing to do is grab the nearest flamethrower or sharp object and charge the last place the threat was seen. Who you are or what you were doing before that point rarely factors in. I would say more midround events akin to sudden disasters, like meteors, are a better place to search for shaking up the round in a way that consistently gives people something to do. Something like mice infestations but for other hostile simplemobs would jazz up the round for sec and med, creating a quick increase in things to kill and people to mend. Small-ish localised technical failures could give engi something to do, like an EMP blast or having machines permanently break, needing them to be properly replaced, would be good. Call me inflexible, but when I pick engineer or MD or janitor I want to do my job, not meander around until something big happens that forces me to drop whatever I was doing.
The 90 minute+ stealth shifts are a direct result of our rules and the removal of LRP.
The 90+ minute stealth shifts are a direct result of the few round start traitors that usually spawn on a normal round dying early/being too scared to do anything because of validhunters/being too scared to do anything because killing the aforementioned validhunters might result in an admin taking the situation out of context, and interpreting it as murderbone.
I actually like long shifts where I get to make cool stuff.
There are only so many autism projects you can build in this game before you’ve seen it all.
I don’t think having a slow shift every now and then is a bad thing, but i feel like lately every shift has been like that.
to be honest I would prefer LONGER rounds but it’s up to me, I would prefer if we added more low-impact midrounds but had them be quite common
cough cough bay stuff cough cough like crew randomly getting gifts from home that cargo has to deliver and a pipe blowing up causing engineering to need to fix it
Antags are what creates the round in the first place. Without antags, there isn’t a round to ruin. Something happening to you isn’t round ruining.
This is, in fact, not true. Some people play for the antag, some don’t. While I could get into the mentality behind this, I’ll just link my old thread instead. What’s more important is that the game isn’t balanced around revolving around antags and players are specifically told to pretend that antags don’t exist until they become their victims. TLDR - it’s not amogus.
There’s nothing wrong with wanting to play the most fun role in the game.
Hearing the antag alert is like music to my ears.
Then you’re probably on the wrong server. No joke. This sounds like what LRP used to be.
The 90+ minute stealth shifts are a direct result of the few round start traitors that usually spawn on a normal round dying early/being too scared to do anything because of validhunters/being too scared to do anything because killing the aforementioned validhunters might result in an admin taking the situation out of context, and interpreting it as murderbone.
Now this sounds more accurate. Our rules mean both players and antags are encouraged to ignore each other.
There are only so many autism projects you can build in this game before you’ve seen it all.
I don’t think having a slow shift every now and then is a bad thing, but i feel like lately every shift has been like that.
Fully agree. The solution I’d suggest is honestly just new antags that aren’t as poorly designed. I still think cult is the best antag we have because it blends roleplay with an actual threat and ends rounds without ruining them for people. Why can’t we have more like that? Bleh.
As a thought experiment for yourself, try framing it this way and see if you feel the same as your vote:
Think back on those long shifts you did enjoy. Can you identify what made them fun? What point did it stop being entertaining in other rounds?
IMO entertainment for the whole crew is a function of time, antagonism, and improv.
You can reduce round time to compensate for a lack of antagonists and personal creativity/gimmick. This option is best for validhunters but worst for project roles like engineer.
Or you can ensure there are at least a number of antagonists in a shift that security can’t round remove themselves. This is best for everyone to engage with or contribute towards.