Names and Antag Timer
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- Joined: Sat May 30, 2015 9:44 pm
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Names and Antag Timer
So one idea is when you mouse over a person or animal(or expand it to almost anything really) you see a transparent box with their name. This would make it easier than looking to the bottom left of the window and guessing with your mouse where they are, especially if they're running across the screen.
Another idea is that there would be a timer which tracks how long it has been since you were last antagonist. People with the longest time would take priority over recent antagonists. I can see this would create a cycle of the same antagonists playing together so you could make it so the longer your timer is the higher chance you have to be antag and what I mean is even if you have the longest time you would still have a chance to NOT get antagonist.
Another idea is that there would be a timer which tracks how long it has been since you were last antagonist. People with the longest time would take priority over recent antagonists. I can see this would create a cycle of the same antagonists playing together so you could make it so the longer your timer is the higher chance you have to be antag and what I mean is even if you have the longest time you would still have a chance to NOT get antagonist.
- PKPenguin321
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Re: Names and Antag Timer
If the first idea is implemented, I'd like it to be a pref option, as I'm find with reading the bottom left and don't really want a box obstructing my screen but I see how it could be useful to some people.
As for the second option...
Is there any reason this hasn't been done? I feel like things regarding antag roll chances are usually vetoed, but for this idea in particular I can't really see why.
As for the second option...
Is there any reason this hasn't been done? I feel like things regarding antag roll chances are usually vetoed, but for this idea in particular I can't really see why.
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- Joined: Sat Apr 19, 2014 6:33 am
- Byond Username: Konork
Re: Names and Antag Timer
Some quick thoughts about the antag timer, 1) It shouldn't go by real time passed since you were last antag, it should go by rounds finished, you might have intended something like that but it's still good to make it clear, 2) It resets, or at least lowers itself by a certain amount, when you get antag, having it not reset would just make things boring because at a certain point, you could end up with a fairly sizable group of players with timers high enough that said group ends up having antag almost all the time, and 3) The weighting is done essentially lottery style, where each point you have on the timer is one "ticket" to be antag, I kind of feel that's a pretty fair way of weighting things towards people with high timers while not fucking over people with low ones
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Names and Antag Timer
Anything involving a deterministic antag-timer will be metagamed. "Oh, Bryce Pax was traitor last round, so he's OK this time!" and such.
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- Joined: Sat May 30, 2015 9:44 pm
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Re: Names and Antag Timer
What I meant was you wouldn't be able to see the box at all, I'm just assuming the nametag would have to be in a text box which you could then make invisible leaving only the letters.PKPenguin321 wrote:don't really want a box obstructing my screen...
That's a good point. I'm sure there could be a good balance of antag allocation to seem random enough while still giving everyone a fair chance at being antag if they haven't been for a while. The reason I was thinking about this was that people in OOC were saying they haven't got antag in over a month!? Maybe they just don't play as much as I do and only play one round a day, but even then I would expect to get antag at least once within a month.bandit wrote:Anything involving a deterministic antag-timer will be metagamed. "Oh, Bryce Pax was traitor last round, so he's OK this time!" and such.
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- Joined: Wed Jun 11, 2014 3:08 pm
- Byond Username: Marflow
Re: Names and Antag Timer
Yes and yes to both. The antag timer wouldn't give really any metagamey feelings if it's subtle enough. It should just increase the chance mildly, not force it.
Also having some kind of timer bonus from playing security would give incentive for players to play that more often and it'd sort of counter the "I'm not playing sec since then I can't be antag" to an extent.
Also having some kind of timer bonus from playing security would give incentive for players to play that more often and it'd sort of counter the "I'm not playing sec since then I can't be antag" to an extent.
- Not-Dorsidarf
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Re: Names and Antag Timer
That wass completely fixed by making antag rolls happen before jobs. It now redirects your job if you have Sec to high and roll antagMarflow wrote:Yes and yes to both. The antag timer wouldn't give really any metagamey feelings if it's subtle enough. It should just increase the chance mildly, not force it.
Also having some kind of timer bonus from playing security would give incentive for players to play that more often and it'd sort of counter the "I'm not playing sec since then I can't be antag" to an extent.
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- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
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Re: Names and Antag Timer
People would just log in once after a hiatus to get their antag fix and then not stick around to play another round. I think the result would just be less traitors devoted to putting on a good show for the rest of the crew. Not to mention the metagaming problem bandit mentioned earlier.
Also, I would imagine any seasoned security player would not want to be coworkers with someone who took the job because they do it for antag points.
Also, I would imagine any seasoned security player would not want to be coworkers with someone who took the job because they do it for antag points.
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Names and Antag Timer
Hovering over stuff to see the name was tried once, but it turned out to be pretty shitty and laggy, so rip.
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