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maxfromsweden

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Everything posted by maxfromsweden

  1. I also think player elimination is a pretty zero sum game in this case. Being murdered randomlyl for no reason with no warning isn't really my idea of fun. I have suggested "Find out password from X" which works similarly. A random player gets told the "password" at the start of the round. A traitor gets the goal to find out this password. However, the only way to get this password is for the random player to tell the traitor. This means roleplay IS required to aquire the information. You can't murder the person, you won't get the password. Torture might work, maybe trading the information for a favor. Your suggestion runs along the same lines and I think those ideas are great!
  2. First off, I really like the idea of more creative ways to accomplish the traitor goals. I would prefer them more interaction and RP based then violence based though. I also didn't know you could ask the admins for specific traitor items and trade them for TC:s. That is very helpful. Watching this video, I'm a bit concerned. You kill 13 people which to me seems extremely excessive. Even more concerning is the admin urging you on. Personally, a killing spree before hijacking is what I would call the opposite of creative, since murdering a lot of people is usually the first thing that comes to mind when people think "traitor". I don't have all the facts about the situation. Maybe your traitor goal was to cause as much havoc as possible. But I have no idea how this could be considered an increase in fun. By my count, you're having a great time. The other 13 people who got killed.. not so much. I don't mean to sound harsh. I think the idea of the thread is great! The example used may not be the best though.
  3. Spawned as a sentient animal. Creator basically said me (the tree) and the Lussy xenomaid should get married. We set out to join branch and claw in holy matrimony. It took some time but the captain finally put a ceremony together!
  4. Great suggestion! Giving inexperienced people a chance to try new stuff with no danger of "failing" is amazing. I mostly play sec and command so the first ideas that spring to mind is the HoS asking the HoP to hire someone to play a Victim and someone to play a Criminal. The test officers could practice talking to a victim and get details then find the criminal. Bonus points if the Victim and Criminal are stereotyped as a sweet old lady and a bearded greytider or clown, respectively. Extra bonus points if the person they hired as a criminal, actually is a traitor. Would lead to a really interesting learning experience!
  5. Hologram is definetly one of the coolest features of an AI. Great suggestion!
  6. Move or remove the courtroom and put the library or chapel there instead. The courtrom occupies prime real estate yet is something I've never seen used. Give some love to the RP roles and put the library or the chapel there instead. I think having the chapel quite close to the centre of the station would be pretty sweet. I would also love to see the unused office moved closer to the centre to give more RP opportunities. I think the feeling is that many heads are incompetent but this solution may not adress that. It will make those that play the jobs more skilled at individual tasks of their department but it will not make them more skilled at RUNNING that department. There is no job (right now) that prepares you for leading and directing a department. It's about people management and less about individual skills. Head roles are about leading, directing and delegating, not your individual skills, although those are necessary. Sure, you should know the details of your department, but if you're silent in comms, constantly escalates minor discussions and do everything yourself as a head, you will seem incompetent regardless of how well you can robust a changeling as HoS. Maybe some leadership guide would be useful on the Wiki. I doubt increasing the time would make people more competent at the job since the Department Head roles fundamentally a different skillset than the "normal" jobs. While it might be annoying to have an incompetent Head, it's the fastest way to actually get good at being a Head. There is an NTrep and Captain in place if they are not good enough. This is a big reduction of the data gathered. It actually says: 45.9% Left as it is 42% Changed to a list of antags and objectives, but without their completion status or largegreen/redtext. 12.2 %Removed from the gameentirely, leaving station objectivegreentext instead Meaning that a majority of those who voted, want to see a change. Since both the two second options agree in removing greentext the conclusion would be that it's what the majority wants. I didn't participiate in the survey, but I assumed the question was "Pick One Alternative". Letting people rank their option would make it easier to see if those 12.2 % that want it completely removed, would also be fine with a "Changed to a list of antags and objectives, but without their completion status or largegreen/redtext." With that said, I think greentext is a good reward system for antagonists. It's just the goals that need changing. Having more RP focused goals would lead to being rewarded for RP:ing. Killing, Hijacking, Marooning, can all lead to RP, but the quickest and most efficient way is through violence, which means it's the path most likely taken. Goals like Stealing, Interrogating (a goal I suggested in another thread), Contract signing (getting someone to sign some sort of document), trading a certain item for another one, Capturing (someone) alive etc. would be more likely to result in interactions that don't require lethal violence to solve. Hopefully some of the goals should actively discourage violence and lead to more lying and deception which can be done through RP. Personally, I find the events focus on violence directly opposed to RP, since you can't talk while fighting and doing so actively diminishes your ability to fight. Meaning you have to pick one most of the time.
  7. Thanks for the reply! I would be surprised if it turned out to be a race-war but honestly, if it does, then that's what happens. There is no set destination this event needs to end up with. If the race is a big mess, the winner was methed up, the clown lubed the whole track, race relations were irrevocably damaged... then that's what happened. It sounds like a really interesting round to me. Compared to "nukies want to blow up the station, kill them or die", it sounds pretty amazing.
  8. Name of Event: All Races Together - A stationwide footrace One Sentence Description: NT is holding a stationwide footrace to improve morale and race-relationships. Map Changes: No Code Changes: No Suggested Number of Players: Medium-highpop Full Description of Event: Due to complaints of non-diversity, Nanotrasen is starting it's "All races together" initative which is a foot race from one end (arrivals) of the station to the other (departure). They hope it will bridge racial chasms and bring the whole crew together. Security is in charge of keeping the racetrack clear and the captain/ntrep/IAA agents are in charge of documenting the start and end, and who wins. At the start of the shift, the race is announced to be happening probably like an hour or 45minutes into the shift. During that time the track needs to be prepared and cleared of debris and all contestants can get time to excercise, hopefully together in a wide constellation of races. After the race there should be an award ceremony where the captain hands out medals. Altough it isn't important who wins, the winner will get some sort of price, maybe a date with the captain/a letter from the head of Nanotrasen/a special joke made by the clown/The captain can choose. The journey is the fun, not the destination.
  9. Great job on the writeup and thank you for your dedication. Agree. Certain events actively detract and oppose roleplaying. There is no RP interaction with wizards or Nukies. It's just fighting. This is completely out of left field and would most likely be impossible to greentext but what about an "Interrogate goal"? Something along the lines of: Find out the name of (Player characters) first pet/Moms maiden name/grandfathers favorite whiskey/others. Since it would be impossible to gain the information without actually talking with the target, it would force RP. Also, the victim would make up the information. Lorewise you could say that the Target character has been left something important and the syndicate needs to aquire it, thats why they need specific password information from that target. Also a great suggestion. Non violent goals, even though they can be executed violently, are great. I would love to play more antags, but not as my characters. I mostly play good guys and couldn't justify them being antags. However, if I could get the option to get a random name or even better, a specific character, if I became an antag, then I would have it enabled all the time. Furthermore, giving you some anonomity as a possible antag could stop the "X-player is always antag" memes going around, since if that person is an antag, their name would be changed. Also, making someone anonymous significantly lessens the feeling of being "judged" that people seem to have when playing antags. While I think the Admins are doing a good job in general, when they play make public announcemnts as CentCom, they come of as extremely unprofessional, especially when compared to the rigorous standard set to faxes that should be sent to Centcom. Often they make huge announcements, calling out mistakes of employees THEY THEMSELVES hired in front of the whole station. From a huge corporation with so much focus on being professional, they don't really apply those standards to themselves most of the time. I think getting bwoiked would be a much more pleasant way to be alerted of mistakes you're making instead of being called out in front of the whole station. If there is such a situation that needs to be resolved IC, I know most IAA agents would foam at the mouth to get a fax from Centcom where they are tasked with dealing with a serious breach of SOP.
  10. Great suggestion! If someone manned the front desk you could also have fun RP:s of people having to wait to be treated for a little while with emergency patients being prioritized. If you want to go the paperwork route, you could also give people a form to fill out about their injuries or diseases.
  11. Thanks for the uplifting comment. If you have some sort of concrete steps you want me to take to flesh it out, please let me know! Personally, I can't see the captain getting an order form CENTCOM to be nice to the kid then saying "fuck it" and refuse to even RP with an NT VIP once they are at the ship. But even if that happens, that will have interesting consequences in the game. Regarding attacking the kid, if it happens, it happens. Coming up with this event I assumed that something will go wrong, the station being the station. Thats usually when the most interesting stuff happens.
  12. Depends how you define "will work". There is no set goal, or predetermied outcome we're working towards. I think it will promote a new and interesting experience for the station. It would take some RP-skill by the player playing the kid to keep the demands interesting without going into annoyance territory. I know several people on the server who could pull this off. Personally, I think that some jobs like chef/bartender/librarian/chaplain would love a specific goal directed strictly towards them. I do when I play those jobs. I don't see why an NTrep is necessary at all nor that they need to be especially skilled. Regarding crew members attacking, if they do, the standard laws apply. In my experience, you rarely get attacked for no reason. Furthermore, the kid getting beaten up would just lead to more RP. Some interesting trajectories off the top of my head would be, the kid threatening the people beating them up to call his dad, the kid asking someone they vaguely trust on the ship if they deserved getting beaten up, the people beating the kid up getting free drinks at the bar or something. This idea is to create "fun" like with the antagonists except that the threat is non-violent, which I think would be a great change of pace. If the whole station goes to shit because they get a visit from a VIP, that's not much different from other shifts so I don't see the problem.
  13. I agree that it promotes interaction. You can't earn Karma by yourself. I don't agree with that it promotes people to try things that are interesting and new. Based on my own Karma gains I gain more just by playing an interesting character with established relationships to other characters on the station than trying something new. Also you gain way more Karma playing command roles, I'm guessing that this is due to heavy interaction with experienced players who remembers to give karma, but there's probably other factors aswell. Framing Karma exactly in the way you say it would actually help people gaining Karma since people would know who they should give it to and how they can earn it, which is what my suggestion above was about. Right now it is arbitrary because people do not have to agree with your critera for how to give Karma. One person may give it randomly, one may give it due to good RP another to someone with a funny outfit. I'm not trying to formulate a strategy on how to gain Karma in this thread, we're discussing how Karma can be changed to actually promote behaviours, like the ones you suggest. Not really to which part of my statement? It's interesting how you're opinion of gaining Karma is so different from ZN23X, further solidifiying the arbitrary nature of Karma. If the point of the game is to RP and have fun, giving Karma for exactly that will be an encouragement to RP and have fun. A game system should reward behaviours it wants to encourage. That's why reward systems (such as Karma/XP/Scores in PVP games) exist. Striving towards earning Karma is not a goal in itself, but unlocking the jobs/races that require Karma is. If you've unlocked everything, then obviously Karma holds zero value. But for a new player who actually wants to play NTrep, Blueshield or Vox, Karma holds a high value and if they know how to act to get it, they will act in that way. Just look at the OP for instance. I don't see that as a bad thing, depending on the behaviour encouraged as it is a thing most games do. As I mentioned in my suggestion for karma example, tabletop roleplaying games reward certain behaviour with XP, even though those behaviours are Rping and having fun.
  14. Veterankyl, you sparked some more ideas for me. Thanks! In preperation of the event, the player playing the child should be able to Fax the station naming stuff like, favorite food/drink/book/jokes/plants/flowers/pets/clothes/office size/department/gifts/etc. As long as the station can make it or order it, it could potentially be on the list. It only has to be a few things to get the crew going in preparing for the event and making sure it's not just the bridge preparing. Adding this to the OP.
  15. I always assumed that certain jobs were locked so you would keep some players away from them, namely people who don't get a lot of karma. Making karma three times more accessible would also make those jobs three times easier to get. If you want to keep them as hard to access as they are now, you should raise their cost by three times it's current value. But hey, if I'm wrong, then you shouldn't change the costs. I also think one of the strongest benefits of making one or several karma "prompts" would be that players know EXACTLY how to gain karma and can change their behaviour accordingly. It would be a reward system based on roleplaying and interaction rather than the arbitrary thoughts of a player judging if you're worth "karma" or not. Renaming the term might also help to like.. character points or something might also reframe their meaning. But maybe I'm getting ahead of myself.
  16. I've been thinking about this a lot. I agree that karma for doing your job is wrong. I think the best solution is borrowing from tabletop rpgs and base a reward system based on roleplaying criteria rather than anything else. Some basic suggestions for inspiration would be Burning Wheel, Apocalypse World and Dungeon World. In those games you get experience based on certain character based promts, rather than kills/loot/being good at the game. I'm imagining a simple set of questions at the end of a shift. One, or more of the following questions could be posed to players. Who did you have the most interesting interactions with? (They get to pick a character present in the game) Who played their character in a very enjoyable way? (They get to pick a character present in the game, maybe forced to pick another name than the one above) Who revealed an interesting part of their past? (They get to pick a character present in the game, maybe forced to pick another name than the one above) Counter arguments You can ignore the prompts and just put down any name - This is exactly how Karma works today. A prompt is more likely to produce a prompted answer than no prompt at all. You only name your friends! - Personally I feel that this is already the case and there is no stopping it. At least with this option you're prompted to think a certain way before giving Karma away. Karma Inflation - More karma to go around means you can get special jobs more easily. The solution is simple, raise the cost of the Karma Unlocks.
  17. How about just making holy water more rare? The chaplain blessing a huge watertank creates a near infiinite supply of holy water at a moments notice. Wouldn't an easier solution be to make Holy Water harder to make? Like you can only bless X units per Y minutes or something? Making it more rare means you shouldn't waste it on every gasmask-wearer in maints. I've also played around with not handing out Holy Water freely to people who don't believe in my religion as a chaplain. That did not go over well with security.
  18. Name of Event: Efficiency test on the Cyberiad One Sentence Description: Some players have gotten secret orders from CENTCOM to work really slowly or make stupid mistakes at their workplace and IAA needs to find them Map Changes: No Code Changes: No Suggested Number of Players: Medium-High population Full Description of Event: At the start of the shift, certain players get messages from CENTCOM similar to this. ”You've been tasked by CENTCOM to test the efficiency of the IAA team. You have authority to neglect your duty, perform mistakes and generally make a mess of your workplace. You are not authorized to destroy property or hurt people or in general destroy the station. If you are discovered by an IAA agent, you must start performing your job as per usual.” If you want specifics they can vary from job to job. Below are a few examples: Chef: ”Make the most disgusting food you can think off” Cargo Tech: ”Make sure all crates are delivered to the wrong department” Bartender: ”Make sure everyone on the station is intoxicated and not doing their job” Librarian ”Go around and demand fines for books that have not been returned. Refuse to fill the library until all fines are paid.” Doctor ”You are not authorized to let someone die, however, you should treat them for as long as possible. Also ask them invasive personal questions and make sure they answer.” The IAA gets the following message: ”This station is running an efficiency test the following shift. Inside several departments there are employees who are, on orders from CENTCOM, neglecting their duties and mismanaging their tasks. Find them and make sure they start doing their job properly.” The IAA has their job cut out for them.
  19. Isn't there already plenty of gamemodes that are just straight up fighting? Wizards and Nuclear ops for instance are just team deathmatches, just that the teams are asymmetrical. This event just seems pretty similar but without an immediate violent solution for the captain. Since security holds all the weapons and they are the ones standing directly opposed to the captain, it seems like a very risky play to start outright fighting. I think it would be cool to try. Mix it in with some regular traitors and you got a pretty interesting gamemode.
  20. Can't the captain just be blackmailed or similar and keep the mindshield? The regular syndicate recruits are not mind controlled but forced to do it. I really like this event!
  21. Name of Event: Placating the CEO's kid One Sentence Description: The child of Nanotrasens CEO visits the Cyberiad Map Changes: No Code Changes: No Suggested Number of Players: Highpop Full Description of Event: The CEO of Nanotrasen has a kid. They are spoilt and bratty, as most rich kids are. However, they have a golden future within NT and their parent listens to their kid. If the kid were to say that they wanted the Cyberiad dismantled, the CEO would listen. So the kid would need constant placating during their visit. The crew would need to organize tours for the kid, fun events, their favorite food and a great show by the clown and mime. If the kid leaves Cyberiad unhappy, everyone would lose their jobs. Someone gets to play the kid of the Nanotrasen CEO, who has to be spoilt, bratty and around 20 years of age. They can dress however they want, and they expect everyone to love their sense of style. They should be encouraged to demand certain things constantly, like special gifts, foods or books. Maybe a storyhour session by the librarian, maybe a special new pet delivered from cargo. Maybe they get someone as a bodyguard, or just get the Blueshield as a guard. **Edit** Advanced options: At the start of the shift, before the child has arrived to the station, the player playing the child should be able to Fax the station naming stuff like, favorite food/drink/book/jokes/plants/flowers/pets/clothes/office size/department/gifts/etc (not all, just a few of course). Another option is that the NTREP gets a semi secret message from CENTCOM detailing the kids preferences so they can prepare. As long as the station can make it or order it, it could be on the list. It only has to be a few things to get the crew going in preparing for the event and making sure it's not just the bridge preparing. Kidnapping the kid - Some syndicate agents gets the goal to kidnap the kid, ALIVE, and ransom them for a huge sum or some sort of item from the station, maybe the nuclear codes or something.
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