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Dynamic but make it more like secret

Posted: Tue Apr 18, 2023 1:36 pm
by TheRex9001
The current issue with dynamic is that it tells no story and just spits out antags at a complete whim, I instead suggest we tweak the config to lean more into specific antags so for example more traitors or more heretics with randomization as to what threat is picked as the "main" threat. Essentially, make roundstart antags have some cohesion and not just a bunch of randomly selected ones.

Re: Dynamic but make it more like secret

Posted: Tue Apr 18, 2023 1:51 pm
by Pandarsenic
Mods help I can't figure out how to move this thread to coding feedback

(Having Dynamic prioritize antags of like type would require new code to be done, as there's no current framework for that)

Re: Dynamic but make it more like secret

Posted: Tue Apr 18, 2023 3:12 pm
by TheRex9001
Pandarsenic wrote: Tue Apr 18, 2023 1:51 pm Mods help I can't figure out how to move this thread to coding feedback

(Having Dynamic prioritize antags of like type would require new code to be done, as there's no current framework for that)
Dammit, I thought we had the framework for this!

Re: Dynamic but make it more like secret

Posted: Tue Apr 18, 2023 7:08 pm
by Misdoubtful
Thread moved from Policy Discussion to Coding Feedback.

Re: Dynamic but make it more like secret

Posted: Thu Dec 21, 2023 5:27 am
by Itseasytosee2me
bump i agree.

Re: Dynamic but make it more like secret

Posted: Sun Jan 14, 2024 8:10 am
by TheBibleMelts
i like it.

Re: Dynamic but make it more like secret

Posted: Sun Jan 14, 2024 5:09 pm
by 8bot
not a fan of this idea, if anything dynamic often runs the risk of being greenshift-lite
what should be done is round enders changed so that a cult doesn't cuck someone's anteg round or something
cult and rev victories should change the station radically but still allow people to play

Re: Dynamic but make it more like secret

Posted: Sun Jan 14, 2024 8:17 pm
by Itseasytosee2me
Tangentially related, I would like AI controllers that adjust threat based on the state of the round and not just arbitrarily. If traitors get mopped up early, then start calling in the big guns for a climatic round end. If traitor are still alive and kicking, let them cook.

Re: Dynamic but make it more like secret

Posted: Sat Mar 09, 2024 1:40 am
by Blacklist897
yeah

Re: Dynamic but make it more like secret

Posted: Fri Apr 26, 2024 1:09 am
by PKPenguin321
is dynamic reallllly all that much better than secret if you really think about it

Re: Dynamic but make it more like secret

Posted: Fri Apr 26, 2024 5:16 am
by MooCow12
The main benefit is it makes rounds harder to meta , like before you would usually have round start antags kind of isolated from eachother like wizard OR cult OR revs OR nukies OR a mixture of tots lings heretics and any proof of a single antagonists determines the round type.

But i feel like those "gamemodes" were designed to not be mixed, it sucks to play as a tot during a wizard round for example

And we had to make so many bandaid fixes and policy changes to try to solve problems we created by disrupting the parameters that these antagonists were designed for.


Mixing secret with dynamic wouldn't solve any of this but it would retain the benefits of being harder to meta a round while also just increasing the chances that antagonist types will exist in their intended isolation which is why it seems like a good compromise even if its just placebo and would only effect a fraction of the rounds.



There are multiple ways to go about this you could actually have dice rolled for secret instead of dynamic or you could just mess with the weights of different antagonists and the threat dicerolls to get similar results of just increasing the chance of isolated antagonist types within dynamic.

Although the latter would likely require going through mothblocks and can get rather complicated to do without causing unwanted consequences while the former would just be a consistent sidestep without messing with dynamic.

Re: Dynamic but make it more like secret

Posted: Fri Apr 26, 2024 8:51 am
by Imitates-The-Lizards
PKPenguin321 wrote: Fri Apr 26, 2024 1:09 am is dynamic reallllly all that much better than secret if you really think about it
It's more "gamey" and less "rp", but I greatly prefer dynamic. I do not miss shifts ending in 2 minutes before I could even finish setting up the SM because the miner headrev went down to lavaland accidentally (or "accidentally") or the wizard "somehow" died near instantly, thank you.

Re: Dynamic but make it more like secret

Posted: Fri Apr 26, 2024 1:57 pm
by RedBaronFlyer
MooCow12 wrote: Fri Apr 26, 2024 5:16 am The main benefit is it makes rounds harder to meta , like before you would usually have round start antags kind of isolated from eachother like wizard OR cult OR revs OR nukies OR a mixture of tots lings heretics and any proof of a single antagonists determines the round type.

But i feel like those "gamemodes" were designed to not be mixed, it sucks to play as a tot during a wizard round for example
A high threat nukie round where two changelings, a heretic, and five traitors fucked over the station before the nukies have even arrived completely shook me from being somewhat okay with dynamic to hating parts of it. I remember one manuel round where like, half the crew was dead due to antags before the nukies even arrived. Didn't help that we had a whole two security personnel that round. The orm was bombed one minute in and half the lathes were bombed by 15 minutes in.

Re: Dynamic but make it more like secret

Posted: Sat Apr 27, 2024 2:21 am
by PKPenguin321
Imitates-The-Lizards wrote: Fri Apr 26, 2024 8:51 am
PKPenguin321 wrote: Fri Apr 26, 2024 1:09 am is dynamic reallllly all that much better than secret if you really think about it
It's more "gamey" and less "rp", but I greatly prefer dynamic. I do not miss shifts ending in 2 minutes before I could even finish setting up the SM because the miner headrev went down to lavaland accidentally (or "accidentally") or the wizard "somehow" died near instantly, thank you.
instant rev rounds were 1/1000 rounds (not joking i have like 4-5k connections and recall 4-5 instances of it tops) and were not a real problem if that's your only issue with secret

im evil however because i simultaneously want a lot more antags but dont care for dynamic