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RP version of nukies - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: RP version of nukies (/showthread.php?tid=24989) |
RP version of nukies - valtsu0 - 02-17-2026 Mostly just throwing ideas around for fun but maybe with some help it could be worked into something Admin nukie rounds are often turn into gimmick nukies, which usually boil down to gather everyone in one place for an event, do the event and then gun everyone down. While these are usually fun, they don't really make use of nukies thematically. Major changes:
What the changes are trying to achieve: Slow the round down a lot and provide opportunities for escalation by dividing the round into 3 loose "acts". While these wouldn't be hard requirements, but the nukies would hopefully be encouraged to more or less follow these by game mechanics (this needs a lot work and ideas to actually make work). Ideally this would be close to the optimal way to play nukies and deviations from this would be made to make the round more interesting or fun. Obviously these acts would not be actual things in the game but are helpful in thinking what i want the nukeops round to look like. Act 1: Subtle hostile actions This act would start with the operatives bringing the traitor gear. The nukies would do stuff like steal an unattended disk. A fair bit of similar stuff would need to be added. Potentially the armory could be sabotaged to add a delay from it being authorized to it opening. More ideas are needed here. Stuff to give hints to the crew that the syndicate is planning something while giving the nukies advantages later. Act 2: Significant hostile presence This act would start with the nukies performing a overt action that would reveal them to the crew if they have managed to stay undiscovered so far (or just make an announcement). This could be for example kidnapping the captain with their tranq pistols and exchanging them for the disk or a captured nukie (nukies could use their threat of their weapons to deter security from having any funny ideas). Additionally the nukies could subvert the ai. Eventually the nukies would capture a part of the station in preparation of bringing their ultimate weapon, while the crew would prepare a siege. Act 3: Finale Nuclear bomb. Fight! Few problems:
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