The emergency shuttle fundamentally makes no sense
Posted: Sun Apr 30, 2023 12:28 am
One of the core mechanics of the game Space Station 13 is the ability to call an emergency escape shuttle, which is the main way that the round ends. However, the way the mechanic is treated in game is very confusing as it contradicts with roleplay and gameplay.
The first issue with the emergency shuttle is that players will get bored and may call the shuttle simply because they want to move on to the next round, even if no dangers are present. This goes against the core concept of the escape shuttle, which is meant to be called in case of an emergency only. Nanotrasen isn't going to send an entire emergency escape shuttle just because some people are bored. No, "Time to go home" is not an emergency.
At some point, pretty much all of the crew get bored and want to leave to start new round that has actual danger. We've accepted that people can call the shuttle in this situation because nobody wants to play a game where they do nothing for hours. Forcing people to not call the shuttle is definitely not the solution in this case, especially when leaving as a nonantagonist is frowned upon and can get you in trouble from the admins. The solution to this problem could be to introduce a "Crew Transfer Shuttle" that can be used for non-emergency purposes. Although it is still somewhat unrealistic to end your job after just an hour or two, it could be explained by space station work being very taxing.
Even calling the escape shuttle in an actual emergency can be an issue, but for the opposite reason. Realistically, the crew should always call the shuttle as soon as people start dying, but that isn't any fun for the actual gameplay. Players WANT to play on a dangerous space station death trap with antagonists everywhere, that's the whole point of the game. While calling the shuttle without an emergency makes no sense for roleplay, calling the shuttle with an emergency makes no sense for gameplay.
Furthermore, calling the shuttle can ruin the gameplay for the antagonists who have very little time to carry out their plans ( As well as engineers who almost never get an opportunity to repair the station as any damage will lead to the shuttle being called.) Traitors rely on progressively getting stronger to unlock equipment, but if the shuttle is called too early, they may not have enough time to do anything. The same is mostly true for heretics, although some skilled heretics can rush to kill all of their targets when the shuttle is called. Calling the shuttle is the best way to combat progressive antagonists and that really shouldn't be the case. One possible solution to this issue could be to introduce more abilities for other traitors to disrupt the shuttle, similar to what cultists and revs do.
In conclusion, the escape shuttle mechanic in Space Station 13 makes little sense either in an emergency or not in one. According to how people would realistically act, the crew should call the shuttle as soon as possible in case of a genuine emergency. However, this just isn't fun for the gameplay, as an emergency occurring is the entire point. It is a flawed mechanic in either situation.
The first issue with the emergency shuttle is that players will get bored and may call the shuttle simply because they want to move on to the next round, even if no dangers are present. This goes against the core concept of the escape shuttle, which is meant to be called in case of an emergency only. Nanotrasen isn't going to send an entire emergency escape shuttle just because some people are bored. No, "Time to go home" is not an emergency.
At some point, pretty much all of the crew get bored and want to leave to start new round that has actual danger. We've accepted that people can call the shuttle in this situation because nobody wants to play a game where they do nothing for hours. Forcing people to not call the shuttle is definitely not the solution in this case, especially when leaving as a nonantagonist is frowned upon and can get you in trouble from the admins. The solution to this problem could be to introduce a "Crew Transfer Shuttle" that can be used for non-emergency purposes. Although it is still somewhat unrealistic to end your job after just an hour or two, it could be explained by space station work being very taxing.
Even calling the escape shuttle in an actual emergency can be an issue, but for the opposite reason. Realistically, the crew should always call the shuttle as soon as people start dying, but that isn't any fun for the actual gameplay. Players WANT to play on a dangerous space station death trap with antagonists everywhere, that's the whole point of the game. While calling the shuttle without an emergency makes no sense for roleplay, calling the shuttle with an emergency makes no sense for gameplay.
Furthermore, calling the shuttle can ruin the gameplay for the antagonists who have very little time to carry out their plans ( As well as engineers who almost never get an opportunity to repair the station as any damage will lead to the shuttle being called.) Traitors rely on progressively getting stronger to unlock equipment, but if the shuttle is called too early, they may not have enough time to do anything. The same is mostly true for heretics, although some skilled heretics can rush to kill all of their targets when the shuttle is called. Calling the shuttle is the best way to combat progressive antagonists and that really shouldn't be the case. One possible solution to this issue could be to introduce more abilities for other traitors to disrupt the shuttle, similar to what cultists and revs do.
In conclusion, the escape shuttle mechanic in Space Station 13 makes little sense either in an emergency or not in one. According to how people would realistically act, the crew should call the shuttle as soon as possible in case of a genuine emergency. However, this just isn't fun for the gameplay, as an emergency occurring is the entire point. It is a flawed mechanic in either situation.