Barotrauma

Barotrauma

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Darkblade 25 DIC 2021 a las 7:37
More Traitor Gameplay
I think Traitor Gameplay as it is now needs to be improved.
There are not enough different Traiter missions and the missions that exist are mostly really annoying for a campaign run or even crippling the progress of the campaign. Therefore i barely see any multiplayer campaign having traitors activated.
So i think adding more Traitor missions and somehow connect them to the active crew missions could lead to a better experience.
For example:
-During the Terorist mission a traitor could be tasked with eliminating the same target as the terrorist.
-During a Prison transport mission a traitor could be tasked with freeing the prisoners, helping them to take over the sub and steer it out of the map/to the next station
-During a Radio tower/boje mission a traitor could be tasked to destroy the radio tower/boje instead of repairing it.
Now there will still be dead players but since the main target off the taitor would be to sabotage the crew missions instead of killing everythink and sinking the sub it should affect a ongoing campaign less.
Another think that would probably help would be the possibility to choose which traitor missions can appear/blackmail those you definitely doesn't want.

PS: I personally think there should be a traitor mission to start a mutiny against the captain and take over the sub.
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Mostrando 1-8 de 8 comentarios
JakobWimsy 25 DIC 2021 a las 22:56 
Honestly, having traitors interact with missions would be fantastic. During pirate missions, the traitor could sabotage weapons. During cargo, the traitor could steal some of it, hiding it so that they can sell it when they get to the station.
Buggy Boy 26 DIC 2021 a las 0:08 
I think when it comes to traitors in campaign mode they should be different to those in missions mode, the main feature for campaign should be that the traitor needs to remain undiscovered, if they are then the mission is a failure (they will probably be fired from the crew as well, or lynched by the crew). Firing should be a thing in campaign mode as well, if you are fired then you can't rejoin that campaign so it's effectively like being banned. Better be a damn good traitor to succeed in a campaign! No murdering allowed (they would usually know who did it anyway), either directly or indirectly, that includes the obvious indiscriminate things such as welder fuel swapping.
Última edición por Buggy Boy; 26 DIC 2021 a las 0:12
JakobWimsy 26 DIC 2021 a las 0:42 
I think that the only things traitors should mess with are mission objectives, and even then in ways that don't completely ♥♥♥♥ the rest of the crew if the traitor actually succeeds. The worst a traitor should do is cause the crew to fail the mission, and not completely derail/ruin the entire campaign. Also, I don't like that firing mechanic.

If you get fired, you're just banned for the rest of that campaign? Is this something only the host can do, or is it a voting thing? If it's host only then why have it in the first place since it's so similar to a ban and if it's a voting thing, it will get abused to hell and back to remove anyone the majority doesn't like. I've seen griefers ABUSE votekick, and this just seems like votekick but instead of like a half hour temp ban it's a perma for that campaign.
Darkblade 26 DIC 2021 a las 2:12 
I like the idea that the main goal of the traitor is to not be found out. Imagine getting an achievementt if you manage to fulfill 5 traitor missions without being caught.

However the banning/firing a traitor might be bit too much. How about instead:
A Traitor stays a traitor until he is killed or "handshackled at the end of the round" (meaning he was found out and inprisoned/selled at the next station) In both cases the player joints the campaign but isn't the traitor anymore.
Recel 26 DIC 2021 a las 2:16 
The reason you don't see traitor campaign mode is because traitor mode is not fun for anyone but the traitor.

Having someone who is actively working toward making you lose time, items or crew, either by themselves or by screwing over your payout which you sacrificed said time, items and potentially crew for screws the whole point of campaign, which is progression. And that is in the unlikely case where they will try to complete their own mission and not use "I'm a traitor" as a sorry excuse to grief.

I can just chuck out all the dive suits through the airlock to prevent the crew from fixing the beacon. Saying "I was a traitor, guys." won't really make anyone feel better once they realize that without dive suits they either restart the mission, having all the time wasted, or restart the campaign, because dive suits are quite essential. Very "fun".
JakobWimsy 26 DIC 2021 a las 2:28 
That's a fair point. Traitors in campaign would be horrible, especially in public campaigns.
DuckieMcduck 26 DIC 2021 a las 7:26 
What the traitor mode needs is not new objectives but new toys exclusive for the traitor ala Syndicate uplink from SS13. Anyone can just go "haha I'm traitor" in mission mode because it's impossible to tell when they're actually trying to do the mission, there's no evidence.

What these toys can be beats me - Barotrauma is much more fast paced, detailed, and smaller scale for most things to work like in SS13. Voice Chat makes stuff like "changing voice" impossible to do without an option to disable mics.

They already kinda do this with NPCs because they break out of cuffs and pull out a knife or weapon from thin air, so if player Traitors had some special skills and could summon items it would go a long way of making the Traitor an actual maximum threat role rather than a "prankster" label that nobody respects.
Darkblade 26 DIC 2021 a las 8:28 
Giving traitors special traitor items to build in the factory sounds great.
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Publicado el: 25 DIC 2021 a las 7:37
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