Currently, we're in a bit of an antag crisis. We have 5 and a half modes in normal rotation (traitorchan with malf, blood cult, revolution, wizard, nuke ops), the lowest number since at least 2014 (which had 8) and nearly half of the peak (9-10, I can't remember if clockcult, slings, and gang were in rotation concurrently). Clock cult was just removed, and lings and blood cult both are the subject of great controversy at the moment. The newest antag type currently in rotation is blood cult, which is from 2010. This, in my opinion, is a massive problem. Rounds have become very stale, with the same few sources of danger. Nobody is on their toes anymore. Secondary antags are fun and a great addition, but they are no substitute for having a healthy variety of primary antags to keep people paranoid. In my opinion, 7-8 distinct modes is the sweet spot. To start, let's take a look at each of the current antags and the basic mechanical experience that they provide:
- Traitorchan + malf: Independent covert operatives, with optional teamwork at the risk of backstabbing. Low to moderate threat level, only malf AI forces round end
- Nuclear ops: (Usually) loud boarding party. Teamwork required, maximum threat level. Round-ending objective
- Revolution: Viral conversion-based revolt, race to infect and inoculate crew for revs and sec respectively. Loose teamwork involved. High threat level, round-ending objective
- Blood cult: Team symmetrical conversion (all cultists the same) built around establishing base(s) of operation and snowballing. High teamwork, high threat level, round-ending objective
- Wizard: One overpowered antag vs. everyone else. Usually loud, allows for stealth. Medium to high threat, objectives not round ending
Having laid that out, there are some patterns that could use breaking. I tried to do all of the following for my Devil rework idea
(shameless plug, coders pls), and I feel that we'd be much better off if we could get 2-3 new modes that take the following into consideration:
- No more round-ending objectives: Right now, more than half of the antags end the round upon the successful completion of their objective. It's no wonder people want traitorchan to have ridiculously high odds of rolling; it and Wizard are the only modes that don't force a quick round end by design.
- Lower the threat level: 3 and a half (malf) of the current game modes include objectives that cause the destruction of the station. Ops are trying to blow it up, revs render it inoperable, blood cult snowballs quickly and kills everyone, and wizard can have a pretty high body count if the wizard is semi-robust. Again, traitorchan seems to be the only mode that doesn't create a mini holocaust. Future antag types should tone down try to moderate the threat level somewhat. You don't have to blow up the station to cause conflict and be a real threat. They should have the capability to kill lots of people, but they should have to work for it like traitors do.
- The glory of greentext: This is arguably more of a player/mentality issue, but what happened to slipping away on the escape shuttle and basking in the greentext and accompanying bragging rights you get when the shuttle reaches centcom? Right now, 3 out of 5 of the current antags get a pop-up as soon as they complete their objectives saying "HEY GUYS, DID YOU KNOW THAT THE ANTAGS WON!?"
- Independent antags: Traitorchan is the only mode with multiple antags who function independently and who can win or lose on their own. Every other mode is a complete win or loss for the antags. We need more antags that can work on their own, and have the option of either working together and/or backstabbing each other.
- Keep it simple: All of the defunct game modes have one common thread: They had a moderate to steep learning curve. "New" or "novel" doesn't have to mean "complicated"
- Novel conflict types: No more team conversion or one vs all modes. There's a lot more ground to cover. Blob being moved to secondary antag left space for an RTS-style antag. My reverse conversion idea has been positively received. We could do with some more novel mechanical setups.
- G I T G U D: This may somewhat contradict the lower threat level point, but there's a difference between something being genuinely overpowered and people being too retarded to figure out how to deal with it. Let's not shelf or neuter concepts because the digg crowd can't handle it