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I believe these two antags are incredibly easy to add and they only need some much needed improvements to systems we already have.
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Firstly, it seems like a good simple antag, like acquire magic antag, with a clear goal that refuses established game mechanics. Would be a good addition. I don't see any reason to have a distinction between the two. They aren't different in a meaningful way. The difference stated, one being round start and the other being midround, is not in of itself grounds for them to be separated. We don't call a mid round nukie as something different from from a round start nukie; they are the same role with the same objectives. You do describe giving the opportunist tools that the thief doesn't get, but is that enough for them to be separate when it's a toolbox and a perhaps a bag of holding? In /tg/, the fugitive comes in several quite different flavors, but they're all still fugitives because their goal hasn't changed. another thought, why does the opportunist get extra gear? I'm not necessarily against it. I just wonder what your thinking was. Why do they get it when a thief doesn't? Why do they have the gear if they are an opportunist who is taking an opportunity in the moment? Being handed the tools to expedited I think might take away some of the variety that this antag could potentially have. Figuring out how to work with what's around you is a stated goal, so giving them gear seems counterintuitive to that. Separate note about the cash withdrawal, Aaron made IDs able to track currencies a while ago. That seems like a sufficient method to me to track stolen credits. |
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Updated based on discussions we had on discord and here. |
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Thief and hiester antags are different from regular antags because they do not have objectives; They instead have a score of how many valuables they have at the end of the round.
Stealing is the entire point of their role, they're not designed for murder, nor they are equipped with any way to obtain tools from a syndicate shop or anything like that.
They must make use of the station they're in to create tools and opportunities that lets them get into places without getting caught or getting violent.
Their win condition is based around getting high scores, with thieves competing against previous round theives' own scores in a leaderboard and the player's own all-time high score.
Hiesters spawn midround in the middle of all the chaos to compete against the starting thieves. They gain a few tools to mask their identity and gain access around the station quickly as a head start, Their win condition is to get a higher score than the other thieves.
Design as discussed on Discord:
Feature Requirements for these roles:
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