Giving an Antagonist the same rewards as a Raider is a bit of a joke don't you think MSE?
It's 1 versus 4 in reality and the only time the game evens out is when Elite heavies get aleph and either bomb the area or get a shield and grab the raiders.
You should at least have triple the gold, xp and faction award. Even better, if a raider/s are playing for first pot/s of the day you should be getting a large percentage of that, at least 75% of total winnings. And if there happened to be blueprints: common/advanced and rare then they should be yours as well.
No one, in their right mind is going to play as an Antagonist on their pot and dailies.
I'm afraid I don't get your point of view here. Why is it you feel antagonists have less incentive to play than Raiders when they get similar rewards for the same amount of playing time?
Game difficulty for Antagonist is FAR higher than a raider. 1 human + AI does not equal 4 humans. As stated Elites only become a threat with aleph. Tank Turrets can be a problem, helping the antag, but can easily be killed. The only times an Antag really has the same advantage, as a Raider, if not more, are on 'Cat & Mouse' and 'Mind over Matter' with the Beholders. If the creatures start spawning all over the place in 'The Enemy Within', the antag will be on a par with the raiders, but that's rare if you're in a good team. The Destroyer of Worlds is also a mission where unchecked kills on elites who get aleph, will turn the place into a Blitzkreig and shielded grappling elites on a rampage.
You'll pretty much always find antags on these missions. Other ones are really suicide for antags.
Sure, but in the other hand you can choose character after the Raiders, you have unlimited spawns, alternative mission victory options, you can now give orders to the AI, you can spy Raiders while you're dead, you can choose your spawn location...etc. The way that I see it, it's as a highly asymmetrical game mode, with both handicaps and advantages.
Ojuel,
Yes, I can see all that but humans ALWAYS beat AI in video games. The new commands, an Antag can give really are a waste of time. Giving orders to four grunts means diddly when a good team will annihilate them in seconds. A team of 4 T1 R1 raiders will destroy the equivalent antag. A T1 R1 X 3 team will also. Your new updates aren't doing much. Even if an antag can spawn anywhere there's still 3 seconds or so of antag invulnerability when they spawn a yellowy-orange glow that while the enemy can't attack you, you can't them, but they can SEE you. If antags could instantly reappear behind you, punch, grapple or shoot without invulnerability, on a par with Doldren, then that would give a huge edge, but then it would be very unfair.
Ojuel, the majority don't want an antag. You need to give them a choice or people will walk away. Monitor antag and no antag match figures and see what the overall consensus is and work from there (of course if an antag-no antag choice was given). I think the game is excellent but, truth be told, your updates are not addressing players' concerns and the new aleph update, let alone recent, isn't going to work.
There's an age old adage - "if it ain't broke don't fix it".