Steps should be taken to incentivize traitor action during a round instead of at the end of it

A percentage of traitors will save their telecrystals until the end of the round and then attack the evac shuttle. Everyone hates this and it makes the round less dramatic than it otherwise should be.

I believe that we should come up with ways to incentivize antagonist players acting during the middle of the round. In many ways, the antagonist role is the most important role in the game and it is critically important that it is implemented in such a way that it drives the action of a round.

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reputation systen would probably fix this

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It may be difficult to design and implement, but it might help to have objectives that push them towards actually interacting with the station and crew.

Also, it might be worth looking at their balance. Depending on the player, it can be pretty daunting to risk a move during the round when they could relatively easily be foiled. Meanwhile, a shuttle attack gives them pretty good odds.

Wouldn’t it be easier to just lock greentext the moment shuttle arrives? Of course except the escape centcom alive and unrestrained. I am also done with shitter syndies doing nothing and bombing evac.

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At very least “Success… but at evac” end round message… yellowtext? :godo:

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You also have to consider that sometimes antags also do consider doing their role while being an antag. You don’t want to run off instantly round start to look suspicious.

Sometimes it takes up to 30 minutes (chemist, engineering, promoted security officer) but someone plasmaflooded already so evac has to be called. It’s really a rush once evac gets called because half the crew just stands around evac for the ten minutes or hide until evac. I rarely antag on evac but if I do, it’s forced most of the time.

it’s not important because in the end of the day we all die because of a shity caption :sweat_smile:

I think I have an idea that could fix both issues of rushing syndies to do things and stop bombings of evac all the time.

Syndies shares common limited marketplace.
Lets say shop is selling 2 supermatter grenades. The first players who buys it, gets it, rest can no longer purchase as its out of stock.

I think this is great idea, is because it will reward people who want to act first and promotes antags to use different tools.
If some one gets only stealing objectives, then they will rush to get Emmag or Jaws of life.
Those who get kill objectives, well they better be rushing to get grenades or killing weapons.

Some common items should stay infinite, like Pistols and ammo or C4’s. But rest more specialized tools become contested to be bought and used by syndies.

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Honestly thinking about, it maybe just making it so assassinate objectives don’t allow the person’s corpse to make it to Centcom (let’s say unrotted so medbay can’t screw traitors by hauling an array of rotted corpses from the morgue).

If somebody wants to shuttle bomb for a kill objective, the chance of them successfully gibbing their target isn’t that great. And if they don’t gib their target it’s all for nothing.

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What if there were some kind of system where traitors would be given an easy objective at the start of the round, and once they accomplish it they get a handful of telecrystals and a new, more involved objective… rinse and repeat. Such a system would incentivize traitors to take traitorous activity while also rewarding them for doing so.

So contractors bundle? :godo: