#more antag roles that aren't "i'm killing you" or "diet revolution"

139 messages · Page 1 of 1 (latest)

real mulch
#

ever since the introduction of Hermit gamemode, it made me realize just how cancerous heretics and Shadow or regular lings when too many times in the row, it's not that they are a bad antag concept, it's frustrating because it's highly intrusive antags being constantly thrown around, so i thought why not try a few concepts out that are not just about killing or raising the numbers of people on your side:

  • Mugger - antag role that's basically a thief lite, you spawn with thieving gloves, fultons and the fulton beacon, thieving beacon a door opener and a bigger backpack, nothing else. Your job is not to go exclusively for valuables of the department heads, but mugging the items out of any crew member that hold a specific item, you get a directive what item to steal and any person who's currently holding it.
  • Assaulter - antag role where you spawn with no items, but craft melee weapons faster, your job is to find and beat up a specific person to teach them a lesson from the syndicate (it'll never be someone from sec or command because frankly that'd be so ass), but NOT kill them (if you do kill them, you automatically get the "wanted" status). Your job is to also not get caught, on end round screen you are counted for the amount of successful beatdowns.

right now creative juices stop there, but you can offer your concepts, we really need more antag roles that are more calmer in nature who yet interact with the crew negatively

polar folio
#

Both of these would never ever be seen because of antag pityyyy

cosmic inlet
#

Contractor was almost added but it kinda fizzled out

hazy fjord
real mulch
wet orchid
#

maybe also like "mad chef" where you need to make burgers out of people?

unreal cave
#

Or gangs

ocean mica
#

A proper space pirate role with a small, but expandable, shuttle. Maybe a special kind of temp docking port that allows them to breach through the exterior of a departments wall without spacing said department (atleast not initially). Give them goals of just taking whatever they can get their hands on (from the station) and selling it to get new and better gear for juicier targets.

(special pirate captain hardsuit with a built-in pirate hat, eyepatch and pegleg)

real mulch
# unreal cave Or gangs

i like the idea of gangs, where there are 2 factions with weapons supplied by syndicate where it's just "which gang wins first", i imagine sec, command and med to be excluded from being rolled as a gang member

#

i actually had an idea for an antag but at least 3 of those ideas require willing candidates

real mulch
#

I'm thinking of putting a bounty on that, what do you think?

wet orchid
cosmic inlet
#

I do not have the expertise good sir

plain widget
#

i think it would be cool if, like contractor, there were other kits that you could buy as traitor which essentially changed the role you're playing completely. thief somewhat has this with kits but it would be nice if they had more of them and there weren't such clear amazing options that you always pick. i think this sort of design would be better compared to making more antagonist roles, because i feel like mugger steps on the niche of thief and assaulter steps on the niche of traitor. but maybe it could coexist with a design like contractor that kinda has subroles. basically make more cool kits for thief, nerf/gut the really good thief kits, and add contractor and stuff like contractor to traitor

elder escarp
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the issue isn’t antags at all, the issue is the fucking spawn rates being jacked up for shit making it so intrusive, people intentionally vote hermit due to it spamming 4 heretics 4 lings 4 traitors etc, the mode needs to be removed as its only purpose is spamming those threats, and I see no way for any smart fucking person to rework the director, since this shit has happened with every single mode for months since we added directors.

the best possible way to make shit less ass is to give crew more content so they’re more content with actually doing their jobs / roleplay on station, letting less antags be an actual thing because at the moment, crew has fucking jackshit to do and evacs constantly because either they’re bored, or the antag spam ruins station.

there will never be a good way to keep people interested in the game at the moment, we just don’t have enough content as 13 does, and probably never will, but the one thing we can TRY to do is focus on making people want to play the game and roleplay with other people. adding more antags and more gamemodes is just poisoning the game even more, and some of the og players would absolutely agree with this, since this game turns into a PVPfest after a certain point in the rounds.

celest kettle
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Jack's right but the original post also rings true, we need more interesting antags that aren't just kill people and bring the station to ruin, we need functioning pirates, contractors, more stealth antags that aren't the devil because holy shit is the devil awful to play when everyone just refuses to deal or tries to RR you with hidden clauses.
I can't grasp how we KEEP having this exact same issue of either no antags greenshift because it rolled blob and it died in 5 seconds due to misclick, or 20 antags back to back. and I don't think zombies are that bad in regards to this, it spices it up but good lord infection resistance from armour needs to be entirely redone.
Like how is it not as simple as, the only 2 round start heretics got ashed 10 minutes in so we should give 2 new people heretic with some free knowledge? Both lings got ashed so spawn a new ling and a traitor.
If that IS what it's already doing it sure as shit doesn't feel like it half the time, more like. it's been 15 minutes, time to make an entire department antags. Also why was hermit even readded??

rocky willow
real mulch
surreal pewter
#

ermm bad ideas none of them RR so i cant enjoy them
(they are both cool ideas 👍)

real mulch
#

another idea: mafia

evil counterpart to cargo where their job is to pocket the cash from cargo, print it, or anything as long as it gets spesos flowing, and the mafia boss themselves has access to ATS and has deployable spaceship that has the visibility turned off for ship stuff, they themselves aren't necessarily hostile and their job isn't to kill anyone, but be a nuisance to cargo

where they shine is that they are essentially suppliers of actual antags on station with exceptions of aliens like blob, xenos, or infections like zombies, mafia boss can take the crystals from undercover syndies to provide cheaper services compared to buying them from uplink, but it's more timely to get the delivery, not to mention risky because what if cargo or sec finds out. They shine especially a lot during revolution where the mafia has the biggest synergy because it can at least supply revolutionaries with at least some armor or weaponry (aka cargo is now also involved in denying the revolution by trying their best to slow the mafia down)

its basically antag role not focused on killing, but supporting existing threats

static loom
#

atp we need more shit for crew to do/work towards and less antags

real mulch
#

non violent antags create problems

static loom
#

I said we need more crew stuff, adding antags is still adding antags
why would anyone play the "non-violent antag" when you can roll for traitor, nukie, heretic, ling, etc. and have the potential to greatly influence a round

real mulch
unreal cave
#

Once again we loop back over to antag pity fucking over the game severely

leaden basin
#

Psa: antag pity denies creativity on the crew’s part to toe the line of rule 1, and actively promotes valid hunting in sec. IF CHANGELINGS SHOWED UP ONCE A WEEK OR BY ADMEME THEY WOULD BE BETTER.

polar folio
real mulch
real mulch
#

Like let's be real here, being dead

Is not fucking fun

either for waiting for a ghost role that you wanna play but will not always be there, or waiting to be revived which can take as long as it takes your body to rot if med is too busy, either way waiting is not a fun interaction

Having more antags that don't want to kill you would be fun because chaos happens without anyone having to die

real mulch
#

Shenanigans are the most fun you can have in space station, not killing, constant spam of antags who kill turn the game about roleplay into one of two branches:

  • current objective: survive - aka any role that isn't sec
  • shittier enter the gungeon combat - for sec exclusively

It gets old real fast, especially if you experience hermit gamemode

civic anvil
real mulch
half pollen
real mulch
half pollen
#

all im gonna say is theres more station ending antags than just violent antags

real mulch
#

Yea, I'd also love antag supporting antags like mafia I suggested, it's not station ending, but it's something cargo has to be wary of because if antags get supplies then the station has the potential to go to shit

grave canyon
#

It’s kinda werid how ling and thief are only round start none station ending threat

unreal cave
grave canyon
#

Pretty much every one can be station ending if they lock in

unreal cave
#

but ling gets what is essentially free juggernaut armor. Faster than one AND is immortal

ocean mica
steady ermine
#

I posted this one on the old bad ideas thread.

✨️🪄♥️MAGICAl GIRL ANTAG♥️🪄✨️
A round start antagonist that any female player characters can be. They start with a wand and use it to select 3 spells of any kind and a ultimate attack. Their have a special transformation that turn them into magical girl (hiding their identity) and have the mission of destroying all evil and spread love ❤️ (kill a evil doer and they will revive with the pacific trait). The transformation has a time limit and sec must capture the magical girl because magic is illegal and a evil doer is anyone committing any crime, ever (or literally anyone that slight them a little, or sec for being sec). And yes, the transformation have a theme song.

grave canyon
leaden basin
real mulch
#

oh i got another idea, what about another antag supporting antags

  • hacker - your job is to cause disruption, shutting down power in a department, electrocuting their doors or just opening doors so antags can get in, other antags get something akin of a sec hud for specifically you to hint you're a hacker aka "useful to have around" (it's to prevent accidentall kills on an ally). You can't do these nilly willy, as there's obvious delay for your actions to actually keep that balanced, shutting down power gives longest cooldown for all the abilities being 45-60 seconds of cooldown for 15-20 second shutdown of power, while just opening doors gives you like 8-12 seconds of cooldown. End round score counts use of each of your abilities to cause disruption
#

if we had antag supporting antags, i feel like more chaos could happen without there having to be just one person being ridiculously overpowered. It's teamwork but for antags, think of how cargo and sci are departments with the best chemistry between each other

real mulch
burnt scarab
# real mulch oh i got another idea, what about another antag supporting antags - hacker - yo...

we need a like,

Error In The System ( fuck you ai )

A random machine somewhere will have a rogue semi-ai stationed on it, For all purpises, this ai is effectively purged.

It must slowly print points in order to acess ai features, such as taking over BEPIS, Air alarms, shocking doors, etc, though it starts with pda and syndie radio.

Its one and only objective it to kill and hijack ( basicly RR & takeover ) the ai's core, Once it does that, its point output is hella boosted, and it still remains purged

grave canyon
# real mulch they're not a threat on themselves, they're a threat when combined with other an...

ngl I think instead of them being random spawns like head revs should get like rev coins for conversion( that's not done by book fuck book revs) and they can by kits or something that lets you promote revs into like sub classes like a grand tider or something who can generate a pair of insulated gloves every 2 minutes and the humble door jack to tider harder just something stupid like that

burnt scarab
small trellis
real mulch
#

I think I got another one:

  • pyromaniac - you're immune to explosives, you job is to blow up as much as you can, you can create bombs with just some steel and ash under G menu, the catch? You can't kill with these explosives! I mean you can, but killing as much as a single person results in not granting as much goob coins as you'd normally get, your job is to destroy tiles and walks, not take lives! (Indirect killing like from pressure or lack of oxygen doesn't count to you killing a person)

Basically joy of blowing up shit with the limit that killing removes your rewards

steady ermine
real mulch
burnt scarab
unreal cave
#

"Imitator", replace people, you are provided with the changeling mimic, aswell as a full set of chameleon clothes and AA, see how long you can pretend to be someone before getting caught and being someone else

unreal cave
thin skiff
#

this.
THIS!!
THIS SO MUCH

unreal cave
#

less antag roles and more shit for crew to do so they stop complaining abt no antags
Game shouldn't be about fighting antags anymore it should be fighting antagd AND doing fun stuff

real mulch
unreal cave
real mulch
# unreal cave less antag roles and more shit for crew to do so they stop complaining abt no an...

My main argument is to add antags who focus on other stuff

I think my favorite is still the mafia idea, where on their own, they're just a nuisance to cargo, but with antags popping around, suddenly mafia becomes really dangerous because the current antags of the station essentially have someone to supply them, so both sec and cargo has to cooperate to not killing the mafia boss, but stopping the deliveries or at least steal what mafia purchased from the ATS

Not to mention bits where tiders get supplied with fun junk to be robust with since cargo won't buy em

unreal cave
real mulch
# unreal cave Mafia could be hand jn hand with ss13 ganfs

For me it should be a kinda neutral faction, doesn't look for killing, but they benefit from being able to increase the area where they operate and antags help with that one out

I think I might put a bounty for that antag role, it's such a fun antag idea

uneven osprey
#

Mafia should just be a gang submode

real mulch
uneven osprey
#

It wouldn't work very well ingame. It'd just be ignored and no one would want to "waste" an antag roll on one where you just give other antags stuff

real mulch
real mulch
#

anyone got ideas?

unreal cave
#

abandoned xenomorph that needs to survive (no queen evo)

real mulch
steady ermine
#

Organ trafficker, kidnap, steal and replace crew organs with barely functional replacements to sell on the black market, is not betting the abdutor copycat allegations

real mulch
burnt scarab
real mulch
ocean mica
#

Mad scientist/doctor but it's about making people into horrific abominations by stitching different bodies together (monkey legs + tajaran head + resomi body)

fluid rapids
#

I mean that's still effectively an "I'm killing you" antag. Not saying I don't like it, just doesn't really fit the post.

real mulch
real mulch
#

Ok fellas how about:

  • Poisoner - antag that spawns with a kit to craft poisons, none of them are lethal, but right combination will bring anyone to almost crit (like one slap away from dying), you have to successfully poison someone from command, someone from sec and random person from the station, there are many poisons you can mix and match, them being

a) internal harm (deals the most damage but needs to be digested)

b) external harm (deals less damage but you can chuck it at someone, and actually deal poison damage)

c) side effects (for example making someone mute for a time or blind them shortly)

d) silly side effects (making someone slip randomly or fart themselves randomly)

grave canyon
#

This just sounds like average chemist shift

real mulch
grave canyon
polar belfry
#

Dogwelder,
Welds dogs onto crew members’ faces, replacing their mask slot with an immovable dog (covers vision, prevents eating, cannot be used as internals) that must be surgically removed

#

Frankenstein

Has to construct his one monster.
Comes with an empty monster torso, which can have limbs attached to it and organs inserted into it.
Has to scrounge around for parts, maybe amputate an Oni leg here, a harpy arm there, all to construct their magnum opus.
The Monster needs all limbs and organs to be defibbed. Once alive the Monster is a free agent, and the frankenstein’s mission is complete.

noble solstice
#

As for more antaggy roles:

  • Prisoner: You start in permabrig with a perma detainment record. You want to escape the centcomm. Simple. You have only your wits to help you out, or very few smuggled tools, possibly TC and codewords to bribe syndies with...

  • VIP Jailbird: Thief variant of prisoner. You want to steal items from the station... And bring them back to your prison cell, as luxuries - meaning you have to not only escape but smuggle items in as well. Sec is obligated to keep you alive because you are a VIP, but you are also pacified. You get thief stuff to help escape and a few extras to smuggle /hide your loot in your cell.

steady ermine
#

Animal Farm

Comes with all station pets unlocked as ghost roles, when they roll it, their objective becomes escape their corporative master and create a crew free kingdom away from everyone

unkempt shard
real mulch
unkempt shard
half pollen
small trellis
noble solstice
#

Game Mode: PR-0P Hunt
A bunch of PR-0P cyborgs with chameleon cloaking have invaded the station and camo'd themselves as a station feature. The crew has to find them all before they detonate or start killing people.

I.e. prop hunt. 3-5 cyborgs with full invisibility spawn, and have laws that basically tell them to hide somewhere, disguise as a station prop, and then activate their self-destruct timer. The cyborgs have the grace period where they're invisible to pick a prop to disguise as that makes them visible, then they can root in place to start a syndicate bomb timer. Killing the cyborg defuses it assuming it's done before they blow up.

polar belfry
#

Little smurfs that spawn somewhere in maint, and whose goal is to make a huge smurf city. To do so they must place down buildings a la a city building game or something. to build these buildings they must take resources from the station, and can knock down walls to expand

real mulch
noble solstice
polar belfry
#

The smurfs are good , but they slowly eat away at the station to build their town. The crew are faced with a dilemma of killing the smurfs to preserve the station, or leaving them be to eventually eat the station

real mulch
# polar belfry The smurfs are good , but they slowly eat away at the station to build their tow...

we could make them be exceptionally good at fighting off other antags, sort of like double edged sword of "should we let them stay or not"

like being able to steal weapons really easily off of people and turning it into materials for their city, or being really good at tripping them, the point is, they could be really good to have when you're dealing with antags, making the dillema of killing them harder

unreal cave
#

Just give people like abductee antag roundstart

grave canyon
unreal cave
grave canyon
real mulch
thin skiff
unkempt shard
thin skiff
#

😭

small trellis
worn apex
#

devil n such

thin skiff
#

imo thief is one of the best antag roles
we need more things like it but contributors want gib everyone antags from now on, i guess
it seems really stupid from a game design perspective

thin skiff
steady ermine
#

Imps (don't mind some wackiness of the sprite from the side)

Has the objective of hacking and/or breaking everything on the station, literally just be the ultimate shitter.

Their hands basically give them the power of borg's tools module

steady ermine
burnt scarab
# steady ermine

Just give them the tider sprite and it'll basicly be the same thing

small trellis
burnt scarab
small trellis
untold hill
#

just make gang/gang wars, i think a server in 13 has that kind of antag

untold hill
unreal cave
#

wait a second... conversion?