Antag playercount hell is BACK

Do you remember when antags numbers were lowered so the game would be more fun and less painfully chaotic? Well we returned to that after thief max player counts were risen and the syndicate ones werent made to compensate in those same rounds. This leads to rounds where Over 1/8 of the lobbies maximum population is antags (>10/80) meaning the station can barely function and sec gets overun

I hope that rounds like these means that syndicate numbers get dwelled down while more thieves exist or that less thieves are chosen in general

I dont think thief playercount were risen, they were fixed to be the intended 1-3 again, no?

It does make a case for making thieves truly pacifist me thinks. If this is the intended number of antags.

If it’s intended was it tested/play tested?

Playtested? uhh how do i tell you that
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This is highly likely just roundflow events and bad rng.

3 thieves (max) rolling, fairly high traitors rolling as well as midround traitor event rolling.

Additionally its kind of player sided also. A lot of antagonists will go stealthy a lot more, causing more of secs job to be investigation rather than just batong,cuff,throw in cell.

While I do agree 10/80 is a bit high, that’s very likely not what it was 20 ish minutes into the shift. with a few becoming traitor later on.

I do recall few shifts recently with 11-13 syndies on 70ish pop and thats not counting thieves on 30 mins rounds.

Your probably right but I think it still makes rounds hell for security, too many people to investigate or even imprison and it would easy to call it a revolution or a riot because of how many people there are involved
It also means alot of the station won’t be doing their job which is probably the largest issue, where departments are either pretty much all antags or every department is only working at about 50% efficiency which makes the game less fun, even for the antags themselves, unless they go loud which is an increasingly likely thing to happen because of these higher numbers, which is something none of us really want to become particularly common among syndis

Even if they are minor and can’t directly harm anyone, adding 1-2 more antagonists into a round with no strings attached makes rounds way more hellish for other entire departments and security as that’s 2 whole people you need to get evidence on, hunt down, arrest and process

Small side tangent
It’s also a pain for detectives to do their jobs still thanks to the random shift start blood puddles and every fibre in the game either being:
Yellow insulated
Black insulated
Holographic
Black
This part may be cope though

ya detective sucks, sec needs more way to actually investigate crimes instead of having to rely on random searches and just responding to loud criminals

Isn’t sleeper agents the only midround event that makes at max 2 new traitors? It is also only supposed to happen once per round. Lizard 61670 had 3 thieves, FOURTEEN traitors and 1 loneop. I felt real bad for that sec team. I late joined and rolled traitor for this so I’m curious how many round start traitors there were.
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Added space-station-14

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