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Traitor variety (take 3) #264
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Traitor variety (take 3) #264
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Personally I think traitor variety should actually influence the types of objectives different traitors get. Butchering Ian wouldn't make sense for ARC or BLF, and realistically wouldn't do much in the way of saving other animals. MI13 would never want someone to die a glorious death, and gorlex marauders wouldn't need the CMO hypospray, since they already have their own version. It'd be way more interesting for roleplay outside of gimmicks if objectives actually made sense. |
It can be implemented with some effort and game design, sounds great that some "boss" gives you objectives that they prefer, but personally thinking in gameplay loop, will it make such a big influence on player's pro-social, interactive part? And we have to do more work and code/design support in the future to achieve and maintain this feat.
That's stand for Seriously Silly, Player Interaction, Player Agency in design principles. When traitors don't have in-code restrictions player's would get new and never repeatetive pro-social experience, for example some amazing situations you will get:
And the important one, traitors are both, like still part of the Syndicate and a traitor, and have only "in words" restrictions, not real one. These notes are by your boses, but you make the final decision, and you not have to take seriously notes at all. Traitors do everything as they see fit.
TL;DR: adding just pure text, will encourage players interact, talk, communicate with each other by giving "initial kick". Like atm about what agents could talk about? Pretty much nothing except their objectives, but with this concept players will get more room for amazing interaction! |
Also the feat has already been developed by amazing dev @whateverusername0 , after concept's approval, pressing few buttons and the feat will appear in the game, following the concept which I described it in the design document |
Making this for space-wizards/space-station-14#30198