I mean changeling & traitor (filing DA into the same mode) are basically the longest and least enjoyed rounds on the station because there is no win condition and they are actually minor antagonists. Should the traitor even be coming into full armed contact with the crew at all, and the changeling is always topical for being a undetectable murder machine that abuses its free revives to only have 4 win conditions in which you can defeat it as to default into extended-round, first 2 can be destroyed and the third is containment.
- Incinerate the ling (incinerator can be permadestroyed), fully gib the ling with explosives, grind the ling down in the kitchen (can rebuild but also can be easily took apart by metagaming lings), or indefinitely contain the ling in xenobiology (unreliable due to events)
I mean i've said my own thoughts on how to alter the traitor game mode, and others have said how making changelings more detectable/less inclined to go loud , and now we could be having a proper discussion about whether traitors/lings/(ninjas?
i already have a balancing idea on that covered but you honestly can't get any more murderbone terrible than it already is) are right to remain as they are.
> All the antags dying in a traitor round defaults it into extended, so maybe we should encourage the antagonists to fail if they get blatently detected and start fighting the crew openly so extended++ is active round decisions (for covert mini antags like traitor and changeling that can be sprinkled in via datum antags, not full 'loud' antags)
> Currently wiz no longer ends the round instantly, and we see the same issues of wizards stalling the round as super-charged traitors and then admins try to seed more antagonists to fill the void. Wizard dies, so suddenly a traitor or two starts to pop up as admins hit buttons.