#Role Traitor Controls

36 messages · Page 1 of 1 (latest)

chilly cobalt
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Very simple: Add the ability to toggle which roles are able to be selected as traitors, and maybe even the ability to adjust the chances of each role being a traitor.

I'd really just love a way to make it so captain and security can never be traitors.

carmine rose
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Yeah kinda annoying when the crew cant have guns due to traitors but then gets stomped cause of a lucky secoff

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Or getting driven into the abyss

bright panther
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Why

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That means that you can say yea I'm not traitor cuss I'm security that's lame

chilly cobalt
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It's by role not per person

carmine rose
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Host does not have to tell the crew that there are role restrictions

chilly cobalt
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It's dumb that security can be traitor when they have access to weapons and bombs and shit

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Same with captain

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If anyone questions what ur doing you're literally the captain

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Even on non-rp servers people will follow the captain

bright panther
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Ok fair

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The most difficult missions are these where you can't work alone

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Even as cap

chilly cobalt
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Yes but having instant access to guns and explosives is an insane buff

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There's a reason people like evil factory's traitormod, and it excludes sec and cap for a reason

wraith schooner
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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.

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Letting any role be a traitor by default is well and good, but being able to customize that experience would be better.

fallen plume
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Traitor captain/security is cringe

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theory vs reality

wraith schooner
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It's not that Regalis is wrong, it's just that there's only so much of it a group of players can tolerate.

chilly cobalt
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Evilfactory wrote me a small line of code that will prevent captain and security from becoming traitor

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I'll publish it when I get home, he gave me permission

fallen plume
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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

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traitor mode is trying too hard to do everything at once and ends up being mid in every aspect

wraith schooner
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That's fair criticism.

fallen plume
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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

chilly cobalt
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I agree, evilfactory made sec and cap unable to be traitor in his mod for a reason

fallen plume
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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

chilly cobalt
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As a member of the "command" staff you are automatically less suspicious and have instant access to weapons and explosives

fallen plume
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plus security really does play a role

chilly cobalt
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Security need to be 100 percent on finding out who's the traitor, not doubting other sec or captain

fallen plume
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security does the arresting captain does the judging

chilly cobalt
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I'm glad evil gave me the code for a patch for this, I'm about to run a traitor campaign featuring enhanced armaments