DA needs 2-4 fewer antags

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Oldman Robustin
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DA needs 2-4 fewer antags

Post by Oldman Robustin » #243594

I harped on this a bit last year but as we've taken steps to make lowpop more tolerable, the DA issue has only grown more obvious

Yesterday I had a round where NukeOps were excluded since it was past midnight and pop had dropped to medium/low levels. Fair enough.

But if the station isn't equipped to fight off 5 operatives then why the flaming fuck did the round end with 12 goddamn antags, including a malf AI.

Simply put, DA feels like "Traitor mode, but with twice as many traitors". Typically you get 1-2 DA's who actually act like the mode intends, they aggressively hunt down their single target and then focus on staying alive. That's acceptable for balance purposes even if it isn't great gameplay for everyone who didn't roll antag (why should the rest of the crew give a shit about antags killing each other in maint?). But the vast majority of DA's (who don't even know its DA) just run the standard traitor play and cause mass chaos/murder. Traitors acting like traitors makes the round more interesting but when you've got 25%+ of active players designated as antags, it tends to be a nightmare for anyone who didn't win the grief lottery.
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Bombadil
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Re: DA needs 2-4 fewer antags

Post by Bombadil » #243680

Double Agents = ITS LOOSE
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Re: DA needs 2-4 fewer antags

Post by lzimann » #243681

I'm probably killing DAs in my refactor(with the possibility of having a bigger chance on targeting another traitor, althought not sure on that yet).
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TribeOfBeavers
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Re: DA needs 2-4 fewer antags

Post by TribeOfBeavers » #243683

Maybe adding a bit of a metagame to the gamemode would give players something to focus on, rather than just fucking everything up once their target is dead?


So like if you kill your target then use their ID in your uplink (to keep people from just maxcapping and killing everyone at once) you get whatever their current target was and maybe a few extra TC or something.
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Lumbermancer
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Re: DA needs 2-4 fewer antags

Post by Lumbermancer » #243687

What if you rolled Double Agents in gradually.

Start with 2 agents with objective to kill one another. When one of them is dead, wait a bit and make another person an agent with the target to kill the survivor. Then make another agent to kill who's left, and so on.

You could spawn 2 agents to kill 1 agent. You could adjust the time between agent spawns to make the round slower or more aggressive.
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Armhulen
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Re: DA needs 2-4 fewer antags

Post by Armhulen » #243695

two double agents have to get the same guy, but they have to make sure that THEY get the kill, not the other person. I don't know how the game would decide who killed him on the more obscure cases but i'm just the ideas man
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Anonmare
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Re: DA needs 2-4 fewer antags

Post by Anonmare » #243698

Proof of the kill maybe? Like having the target's head/brain or ID card on your person at the round end. Would discourage maxcaps and singuloose as they have a habit of destroying any way to ID your target.
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Bombadil
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Re: DA needs 2-4 fewer antags

Post by Bombadil » #243713

How about Syndicate bluespace bodybags. Afte bodies are put in the body bag can be folded up and fit inside a small box
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Saegrimr
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Re: DA needs 2-4 fewer antags

Post by Saegrimr » #243722

Lumbermancer wrote:What if you rolled Double Agents in gradually.

Start with 2 agents with objective to kill one another. When one of them is dead, wait a bit and make another person an agent with the target to kill the survivor. Then make another agent to kill who's left, and so on.
Shit I kind of want to see this. Like ragin mages where they just keep fucking coming.

As soon as the first one's target is killed, a second is spawned to kill the first "to ensure the secrecy of the syndicate". Then a third is spawned to kill the second once he's done.
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Anonmare
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Re: DA needs 2-4 fewer antags

Post by Anonmare » #243727

Sounds like Nanotrasen isn't the only bureaucratic nightmare
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DemonFiren
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Re: DA needs 2-4 fewer antags

Post by DemonFiren » #243869

The Syndicate is NT, just with cooler colours.
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Lumbermancer
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Re: DA needs 2-4 fewer antags

Post by Lumbermancer » #243870

NT is not a Syndicate.
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DemonFiren
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Re: DA needs 2-4 fewer antags

Post by DemonFiren » #243876

Not every lizard is a skink, but all skinks are lizards.
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Lumbermancer
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Re: DA needs 2-4 fewer antags

Post by Lumbermancer » #243880

Syndicate is a group of corporations. Syndicate in ss13 is comprised of corporations like Gorlex, Donk or Waffle. NT is a corporation. Your analogy doesn't really work.
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DemonFiren
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Re: DA needs 2-4 fewer antags

Post by DemonFiren » #243881

>invoking lore
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Lumbermancer
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Re: DA needs 2-4 fewer antags

Post by Lumbermancer » #243882

Not lore, the dictionary.
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DemonFiren
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Re: DA needs 2-4 fewer antags

Post by DemonFiren » #243895

>implying prescriptive dictionaries
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Screemonster
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Re: DA needs 2-4 fewer antags

Post by Screemonster » #243901

shit, a "Kill X and bring proof" objective would be neat, even if it is basically the old ling debrain thing from before dismemberment was a thing
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Re: DA needs 2-4 fewer antags

Post by Fatal » #243904

Yeah DA has been a cancerous gamemode for a while

Either restrict traitors to a little less of the obvious gear or make their be less of them

The issue with the AI is that it's so OP when the rest of the station is busy dealing with the traitors fucking everyone, nobody has time to pay attention to the AI
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Screemonster
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Re: DA needs 2-4 fewer antags

Post by Screemonster » #243927

Make a mode where everyone (bar the AI) has a target and is a target, but nobody gets any TC :honk:
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Re: DA needs 2-4 fewer antags

Post by Armhulen » #243950

Screemonster wrote:Make a mode where everyone (bar the AI) has a target and is a target, but nobody gets any TC :honk:
THE ROOM

except

THE SPACE STATION

actually, that sounds like a fun video to make, replacing every face on the room trailer with space men
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oranges
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Re: DA needs 2-4 fewer antags

Post by oranges » #244222

lzimann wrote:I'm probably killing DAs in my refactor(with the possibility of having a bigger chance on targeting another traitor, althought not sure on that yet).
Yeah cause that'll work really well on a change that's already nearly impossible to get over the line
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Whoisthere
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Re: DA needs 2-4 fewer antags

Post by Whoisthere » #244976

TribeOfBeavers wrote:Maybe adding a bit of a metagame to the gamemode would give players something to focus on, rather than just fucking everything up once their target is dead?


So like if you kill your target then use their ID in your uplink (to keep people from just maxcapping and killing everyone at once) you get whatever their current target was and maybe a few extra TC or something.
This, but also:

- DAs get an announcement that it's DA's mode
- DA's immediate target gets a hud icon for that DA so mulligan/unknown/fake ids etc don't help (maybe even something like a pinpointer?)
- you only greentext if you're the last one standing
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Armhulen
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Re: DA needs 2-4 fewer antags

Post by Armhulen » #244991

DA should have been like the ship but it ended up just being a mistake

so we should make double agents know who they need to kill through a hud icon but they don't know who is hunting them. they should know that someone is hunting them, though, and killing someone will give them a text message that they either killed their hunter or spilled innocent blood. DA should come in waves, if you don't kill your hunter in time then TWO people will be hunting you, and the new hunters have to obtain proof they killed the hunted. once killing your target, you should be assigned a new target, preferably a hunter who hasn't killed their quarry but if there's none of those left then you're hunting a hunter who killed their quarry.

tl;dr
you have to kill your target before the time runs out or else you have increasing amounts of people trying to lynch you, it's fantastic
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DemonFiren
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Re: DA needs 2-4 fewer antags

Post by DemonFiren » #245017

If you murder everyone new hunters can't get you.
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