#Role Traitor Controls
36 messages · Page 1 of 1 (latest)
Yeah kinda annoying when the crew cant have guns due to traitors but then gets stomped cause of a lucky secoff
Or getting driven into the abyss
Why
That means that you can say yea I'm not traitor cuss I'm security that's lame
It's by role not per person
Host does not have to tell the crew that there are role restrictions
It's dumb that security can be traitor when they have access to weapons and bombs and shit
Same with captain
If anyone questions what ur doing you're literally the captain
Even on non-rp servers people will follow the captain
Ok fair
The most difficult missions are these where you can't work alone
Even as cap
Yes but having instant access to guns and explosives is an insane buff
There's a reason people like evil factory's traitormod, and it excludes sec and cap for a reason
I support this. Letting the captain be a traitor can slow down rounds by a lot, since if the captain isn't doing his job and is instead completing some side objective, the crew will be making more or less no progress towards the mission's goal.
Letting any role be a traitor by default is well and good, but being able to customize that experience would be better.
It's not that Regalis is wrong, it's just that there's only so much of it a group of players can tolerate.
Evilfactory wrote me a small line of code that will prevent captain and security from becoming traitor
I'll publish it when I get home, he gave me permission
I think he is 😎
there's honestly a huge gap between:
guy who has access to all the guns and calls the shots is traitor
vs
assistant is traitor
traitor mode is trying too hard to do everything at once and ends up being mid in every aspect
That's fair criticism.
and this is coming from a place of having played the traitor MOD for months before traitor MODE was released, so you can draw a comparison
I agree, evilfactory made sec and cap unable to be traitor in his mod for a reason
traitor MOD is pretty focused and straightforward (kill people in mission mode)
traitor MODE tries to fit in campaign, has 3 "threat" levels, has traitor quests that chain, has many events and completion conditions
As a member of the "command" staff you are automatically less suspicious and have instant access to weapons and explosives
plus security really does play a role
Security need to be 100 percent on finding out who's the traitor, not doubting other sec or captain
security does the arresting captain does the judging
I'm glad evil gave me the code for a patch for this, I'm about to run a traitor campaign featuring enhanced armaments