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Reinforcements

Posted: Sat Jul 04, 2015 11:36 pm
by peoplearestrange
So very occasionally there's a situation where the main antag has been killed an Mulligans kicks in, or the antags are dead but most of the station is intact.
In this situations there can be often a lot of ghosts left waiting and the shuttle invariably gets called so the round can end and restart.

But instead of this why not have a locker room on central that can be used to send "Fresh staff".

They could start in a bunk room, select gear for their job or be assigned gear/job by a central staff member. They then take the small ferry to the station and can fill in the blank job openings.

This way we bring new characters into the round, people aren't left out and it works as a nice simple roleplay as well.


Thoughts etc?

Re: Reinforcements

Posted: Sat Jul 04, 2015 11:40 pm
by TheNightingale
I like it. An admin button only, a random event, or a player-done thing? Either way, it's a way for ghosts to get into the round, so it sounds great in my books. There might be a few meta problems though - arresting the guy who killed you, for example. How would appearances and names be done? A magic mirror in the room, perhaps?

Re: Reinforcements

Posted: Sun Jul 05, 2015 12:04 am
by Cheimon
I think quite often when the main antags are dead and the round has continued a lot of people just want to evacuate, get back to roundstart, and begin fresh with their old characters.

Being able to play the midgame again but without any antags isn't actually that interesting once you've done it a few times, but if you just spawn a bunch of antags in with these reinforcements then you have a different problem: the crew has won, but you're not allowing them to claim victory.

I think it's more satisfying to just end the round after all antags have been defeated and allow a satisfying conclusion instead of dragging things out. I may be in the minority, that's just my view.

Re: Reinforcements

Posted: Sun Jul 05, 2015 5:12 pm
by Miauw
we're getting closer and closer to just having respawn enabled.

Re: Reinforcements

Posted: Sun Jul 05, 2015 5:17 pm
by Falamazeer
Honestly I see no functional difference.

Please no.

Re: Reinforcements

Posted: Sun Jul 05, 2015 5:47 pm
by Steelpoint
If a lot of people are dead, and the antags are dead, and the shuttle has not been called then just force call the shuttle as the admin and get the round over with.

Re: Reinforcements

Posted: Sun Jul 05, 2015 6:15 pm
by Gun Hog
There are two many goals and directions. Some people are calling more more lethal rounds, others want longer rounds to get their jobs done, etc. We need to decide, here and now. Do we want longer, or shorter rounds? We cannot adjust balance accordingly until we know what we want.

Re: Reinforcements

Posted: Sun Jul 05, 2015 6:16 pm
by Steelpoint
Here we go.

Personally I would like shorter rounds, 30 to 45 minutes is my personal avocation.

Re: Reinforcements

Posted: Sun Jul 05, 2015 6:19 pm
by Falamazeer
Mid to high, 45 minute being high.

I hate people who have no fucking clue what's going on recalling the shuttle, Eat shit and die in agony, surrounded by every girl you ever thought was high laughing at your tiny penis.

Re: Reinforcements

Posted: Sun Jul 05, 2015 6:38 pm
by Incoming
Longer rounds, 90 minutes to 2 hours with more lethality.

I really can't stand the "reset button" mentality, people who want to have the game fix the station/crew instead of working to keep things running themselves. Space station 13 only stays fresh because of emergent gameplay situations, and if you're constantly returning the station to its initial state these situations will not develop.

You find the antags, you fight the antags, you beat the antags, you fight what comes next, you don't go home until you're utterly broken as a station.

Too many times I don't even see people fight the antags, how telling it is that we keep having to figure out excuse mechanics for antags to be able to recall the shuttle because so many would rather run from the conflict than you know, PLAY THE GAME.

---

That said on this idea it's alright, I intended for mulligan to have more things that involved ghosts so this wouldn't be an issue, but after datum based antags mulligan won't exist in the form it does now. On the other hand we have SO many ways back into the round these days, I don't know how necessary it really is to have another.

Re: Reinforcements

Posted: Sun Jul 05, 2015 7:49 pm
by Cheimon
I don't want 'longer rounds' or 'shorter rounds'. I want both, and I think the current balance is fine. I want to be able to win some rounds, and I don't want to feel they all last too long, but I don't want them to all be over quickly.

The implication of a question like 'longer or shorter' is that nobody thinks the current situation is satisfactory, which just isn't right.

Re: Reinforcements

Posted: Sun Jul 05, 2015 8:12 pm
by Scones
Everyone will say longer rounds but those are literally only fun for a select few people and jobs

For anyone not building something/science, over 45 minutes it starts to just be like "When will it end?"

Re: Reinforcements

Posted: Sun Jul 05, 2015 11:14 pm
by Cheimon
I agree that longer rounds have to have something to do in them. There's something shit about being 40 minutes in with only really quiet antags.

But a long round can be fantastic if there has been something for the crew to do, and if everyone's in some way involved with it. Mostly in team antag modes, to be clear, is where you're going to find that sort of stuff.

Re: Reinforcements

Posted: Mon Jul 06, 2015 2:58 am
by newfren
Cheimon wrote:I don't want 'longer rounds' or 'shorter rounds'. I want both, and I think the current balance is fine. I want to be able to win some rounds, and I don't want to feel they all last too long, but I don't want them to all be over quickly.

The implication of a question like 'longer or shorter' is that nobody thinks the current situation is satisfactory, which just isn't right.
Supporting this - if we have a push towards a more deadly SS13 in the code then I'd like more of the sort of respawn mechanics where you change character just so it's still possible to pull a round together after some guy eswords + spaces half the station without deadchat getting salty af for an hour.

Re: Reinforcements

Posted: Thu Jul 09, 2015 10:18 am
by Tornadium
Well we have a fucking gateway, Why not use that more on longer rounds.

Re: Reinforcements

Posted: Thu Jul 09, 2015 3:56 pm
by Steelpoint
The only reason we have this problem is because the average round lasts for almost an hour, with hour plus rounds being common.

If we had shorter rounds this would not be a problem.