Antagonist Teams
Posted: Thu Oct 28, 2021 1:39 pm
Introduction
There was an argument in the discord about why revs where better then cultists at being successful overall. Most people couldn't formulate the reasons, let alone abstract titles for said formulations, but overall, it boils down to organization. Cult players just aren't as organized as rev players. Lots of players metagame where they already know each other and each others behavior, so they give each other special treatment no matter what alignment a player is. Because of this, I came up with an idea to give antagonists more of an edge without making them overpowered like the blob, dragon, or a god tier miner with a hierophant staff.
Antagonist Teams
The way this works is similar to that of how players claim to be "ready" when the round begins. Instead, antagonist teams puts players in teams with other players who have to accept being in a team before the round begins. When the round begins, if an antagonist like cult, revolutionaries, and nuke ops are selected, then 2/3rds of the members of the antagonist selected will be from the antagonist team, while the 1/3rd left will be randoms. Antagonist teams doesn't apply to other types of antagonists that don't normally organize or organization is optional, such as syndicates, changelings, ect.
What This Will Do
This will make it harder for players that intentionally sabotage rounds for team based traitors, to do so. This will make it easier for cult to organize. This will not really help revs too much because revs really don't need to organize to win, but it will still make them more formidable. Almost all antagonist are easy pickings for a ready crew, so certain head of staff players can easily single handedly take out many of these different types of antagonists, but with antagonist teams, it makes it more difficult because they are by default more organized and less likely to make mistakes. Players already metagame and metacommunicate with each other, so this won't really give new opportunities for them to do so and rat their team mates out, as they're less likely to team with someone they wouldn't have metacommunicated with in the first place(This should be common sense).
There was an argument in the discord about why revs where better then cultists at being successful overall. Most people couldn't formulate the reasons, let alone abstract titles for said formulations, but overall, it boils down to organization. Cult players just aren't as organized as rev players. Lots of players metagame where they already know each other and each others behavior, so they give each other special treatment no matter what alignment a player is. Because of this, I came up with an idea to give antagonists more of an edge without making them overpowered like the blob, dragon, or a god tier miner with a hierophant staff.
Antagonist Teams
The way this works is similar to that of how players claim to be "ready" when the round begins. Instead, antagonist teams puts players in teams with other players who have to accept being in a team before the round begins. When the round begins, if an antagonist like cult, revolutionaries, and nuke ops are selected, then 2/3rds of the members of the antagonist selected will be from the antagonist team, while the 1/3rd left will be randoms. Antagonist teams doesn't apply to other types of antagonists that don't normally organize or organization is optional, such as syndicates, changelings, ect.
What This Will Do
This will make it harder for players that intentionally sabotage rounds for team based traitors, to do so. This will make it easier for cult to organize. This will not really help revs too much because revs really don't need to organize to win, but it will still make them more formidable. Almost all antagonist are easy pickings for a ready crew, so certain head of staff players can easily single handedly take out many of these different types of antagonists, but with antagonist teams, it makes it more difficult because they are by default more organized and less likely to make mistakes. Players already metagame and metacommunicate with each other, so this won't really give new opportunities for them to do so and rat their team mates out, as they're less likely to team with someone they wouldn't have metacommunicated with in the first place(This should be common sense).