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[Enhancement] Make the game relevant for dead crewmates. #164

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k-electron opened this issue Dec 17, 2021 · 5 comments
Open

[Enhancement] Make the game relevant for dead crewmates. #164

k-electron opened this issue Dec 17, 2021 · 5 comments

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@k-electron
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Among Us has a fundamental design flaw in the experience for dead beans. While a dead imposter can still sabotage, a dead crewmate has nothing interesting to do. They have to complete the tasks to help their team, but the tasks aren't interesting. Sometimes when I die early, I complete my tasks and then go play a mobile game for 10 minutes because nothing else to do. If the ghosts had better things to do where they could have an influence (albeit small) on the game, they would be motivated to stay involved.

Some core requirements:

  1. Crew ghosts should still be incentivized / required to complete their tasks so as to not prevent / delay a task victory.
  2. Ghosts shouldn't be able to buff / debuff living players in a way that outs them to others - eg. speeding up or slowing down players. However buffing / debuffing in a way thats only obvious to the target player is fine.
  3. Ghosts shouldn't be able to interfere with the sabotage / fix mechanic because that is an essential imposter gameplay mechanic.

Ideas for Crew ghosts:
After completing tasks, crew ghosts can have abilities that have minor impact on the game. These should be on a single cooldown that applies to all abilities with a reasonably long cooldown to prevent overpowering ghosts.

  1. Reduce vision: Reduce a targeted beans vision by 50% for 5 seconds
  2. Increase vision: Increase a targeted beans vision by 50% for 5 seconds.
  3. Guard: Mark a bean for 5 seconds where only imposters (or killer neutrals) will see an arrow over the target. Killing a guarded bean doubles the kill cd. (Since its only 5 seconds, it should be manageable)
@VirusTLNR
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VirusTLNR commented Dec 19, 2021

i was saying dead people should get a buff as well, i made suggestions in this issue.

#95

i was basically suggesting there should be more dead roles, and they should have their own category(or categories)

for example... going back to the abilities you suggested...

an "Impostor" ghost role could be to reduce vision
a "Crewmate" ghost role could be to improve vision
The Phantom would be the neutral ghost role.

the impostor/crew roles would be able to "banish" each other til the next meeting, or outright kill each other by clicking)

this would mean an early impostor being voted out, can still help their impostor partner
this would also mean a crewmate voted out early would be able to help the crew win.

i would say though a 50% increase in vision would be a bit op... i would say 50% reduction.. and 20% increase

@VirusTLNR
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VirusTLNR commented Dec 19, 2021

edit:- just saw anusien's comment in my issue about perhaps not wanting more ghost roles... and i get that..

but, dead people do get bored of tasks,

in my group, we tell people not to kill so an so first because they died first round in the last game... because they die, and sit there doing nothing but the same tasks for 30 minutes, which, is fine for 2/3 games in a row, but, might as well play vanilla if all you do is tasks and die for 15 games in a row... but this could also be tied in with making people do tasks.. so the roles make doing the tasks lead to them getting access to their dead abilities.

like the vitals for the scientist in vanilla, what if the dead crew ghost has to do tasks to get an extra use of their ability?

as for the impostor one.. every time someone dies, they get another use of their ability.

just ideas... and sorry if there is a way to merge issues, i would have merged mine into here as mine didnt have a clear title, but i dont know how,.. so ill just close mine

@k-electron
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When I originally played the phantom I liked it because it was something to do after dying. However I think it is bad design now because it involves a team switch. I think roles that randomly (as opposed through a players a actions) switch teams during the game are bad because they can be very demotivating to a player that's emotionally tied to their team.

Dying is inherently unfun and since neutral roles are not a good fix as explained here, giving ghosts some abilities will help with that in a manner that doesn't ruin the experience for anyone. This is also less heavyweight than giving ghosts entirely new roles.

Regarding giving crew and imposter ghosts different abilities, one issue is that when playing with 'do not confirm imposters', if my vision reduces, I know an imposter is dead. So that's something to think about. Also should imposter ghosts even get abilities? They can already sabotage and close doors.

@VirusTLNR
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thats a good point about an impostor being dead and so reducing vision would give away info, i did not think about that, but it was just an example.

i just felt that giving players who are dead... something to do alongside task after task after task.

as for dead crew sabotaging, closing doors, etc. If i know my impostor partner is new to the game, i might sabotage, but normally at best, all i do is close doors, often i leave well alone, not all impostors want help while being the last alive, so yeah sure sometimes a dead impostor has stuff to do, but, sometimes they have nothing to do.

perhaps the crew who dies, can increase the vision of 1 crewmate for 5s.. and the dead impostor... would just be there to stop the good crew ghost? a battle of impostor vs crew even after death? i guess the actual phantom would have to be unclickable by them though.

@VirusTLNR
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Here is 2 ideas.

1... phantom should be assigned to the first dead neutral role... (Ie, not random)

2... players who die are given a task to do, it should be a fixed yet time consuming task that's available on all maps.. so maybe wires?

Once crew then complete all tasks after death, they get a shield.. the shield lasts 20 seconds, and can only be used once.

Once impostor dies and completes the added task.. they get the ability to do something to help their impostor partner... perhaps arrows to every player for 10 seconds.. which they can only use once?

All dead players and the impostor, should see all the effects, but the crew should have no clue about the shield, but should know that the impostor had arrows after they end or something?

Thoughts?

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