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Mafia Gamemode - Printable Version

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Mafia Gamemode - pizzatiger - 08-10-2014

Edit-

Go to the second page for the actual idea, thats where i finally perfected the gamemode


Re: Combining rev and spy to make a less shitty gamemode - Zadeon - 08-10-2014

The idea is great, but what you have down would be just another round of spy with only one spy master. What I'm saying is that they would just go straight and kill the heads after getting a team set up and ignore the objectives.

How you can fix this is give the spy-master a one or two use implanted and a low amount of telecrystals. If they want to get more crystals or more implant uses then they need to complete their objectives first instead of going strait for the heads. I also think that it shouldn't announce to the whole crew there's a spy on-board the station and instead just a vague message on the intel-report thingy that's printed off at the beginning of the round.

Now that I think about it this is almost like rev, but the objectives do set back the time a bit for the spy master to create a team. Some other suggestions would be great also.


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 08-10-2014

Zadeon Wrote:The idea is great, but what you have down would be just another round of spy with only one spy master. What I'm saying is that they would just go straight and kill the heads after getting a team set up and ignore the objectives.

How you can fix this is give the spy-master a one or two use implanted and a low amount of telecrystals. If they want to get more crystals or more implant uses then they need to complete their objectives first instead of going strait for the heads. I also think that it shouldn't announce to the whole crew there's a spy on-board the station and instead just a vague message on the intel-report thingy that's printed off at the beginning of the round.

Now that I think about it this is almost like rev, but the objectives do set back the time a bit for the spy master to create a team. Some other suggestions would be great also.


What i really want to do is to have the spy team have NO telecrystals that why they don't have to do the objectives but getting that one random item or a second spy-head so you don't lose if your first dies would be pretty useful...

How about this.....The spyhead/rev has one mindslave injector that last forever(Intill taken out) with the goal to kill the heads and security. He and his new mindslave then have 15 minutes to do the objectives to gain the points to do stuff before the heads get a private pda message and begin to strike back and start using the budget(This results in a secondary objective for the spy to sabatoge the budget and stop the station from making money if he wants less problems) to slowly find out who the rev-head is.The spy can use his points to buy a random syndicate spy tool/weapon, A pinpointer that points to the heads and security,The ablity to upgrade a mindsalve to a spy-head(Who has a seperate things of objectives and points),And a one use mindslave that last forever.The heads get what i suggested above.


This results in a arm race as the spys try to do their objectives to gain tools and more mindslaves/a new person to generate points while the heads try to get the normal crew to earn them money while trying to figure out who the revs are.


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 08-10-2014

Okay two updates to the proccess of building this gamemodes idea....First is i thought of a good name....Insurgency and the Atang name is an Insurgent....Can i get an admin to rename the thread Gamemode:Insurgency please

The second update is that i thought up a better system for the heads ordering stuff

My new idea is Once the general anoucment has annouced that there is an insurgent in the crew who plots to kill the heads and security. Then a second annoucment comes in from a Syndicate turncoat who offers to help the crew for certain items dropped off at a randomly chosen pickup point. Then every 5 minutes the turncoat asks for something ranging from a DNA disk of someone to A random chemical pill of 100 units and the crew then has 3 minutes to complete the said task by taking the item to the pickup point. If the crew fails to complete the objective then the insurgent gets one or two points for managing to stop the trade. The heads can then spend the points they earn at a commaster (At this point a new program has popped up in it from the turncoat) to buy information on what the current spy objective is,A random letter of an random(If there is more then one) insurgent name, A list of what the insurgent has spent their points on (This includes the name of the insurgent bought random item but doesn't include the purchase of upgrading a mindslave to an insurgent), The number of insurgents there are (Not the mindslaves but the heads who are upgrades) or The number of mindslaves.

This Makes it harder on the insurgents who could in my previous idea could easly stop the heads straight in their tracks just by blowing up so they could not earn money to buy information. This also means the heads can't buy 20 hints on the insurgent in 10 seconds and have to wait 5 minutes to gain the chance to have points to learn more about the insurgents


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 09-13-2014

I been thinking.....This post is kinda unorganized so i decided to redo/add some updates to it


Insurgents
In insurgency a player is randomly chosen to become a head insurgent with the goal to kill the Heads and all of security.To complete this task the Insurgent is given a special mindslave implant that doesn't work on the heads/security but doesn't wear off. The insurgent is also given a special pda that has an special shop and it also has the ability to ask the syndicate for a special objectives the range from farting on someone to destroying the engine. If an objective is completed the pda is given a point to spend in the shop

The stuff you can buy at the shop includes:
  • A random Traitor item
  • A way to upgrade someones pda to one like yours so they can do a seperate objective and order their own items(This shop will have a slight change of not having the ablity to upgrade other peoples modules)
  • An implant that turns any Non-head/security into a perma mindslave
  • A special headset that is connected to a special channel
  • If the Turncoat hasn't come in yet you can delay him for 10 more minutes ONCE (I will expand on this in the command/security section)...(Also upgraded pdas can't do this)
  • A Pinpointer that tracks the heads and security

This will result in a fun and unique mafia/tier system where the head insurgent upgrades the pdas of and commands 2-3 mindslaves he trust and those people make and command small gang of mindslaves to complete objectives/attack the heads and security

Heads,security and loyal crew

The heads and security job is to hunt down and kill the head insurgentThey don't know it is the insurgency round till an insurgent is caught OR when the Syndicate turncoat calls the station. The syndicate Turncoat calls around the 5-10 minute mark(If the Head insurgent doen't delay him). He tells the crew that he upgraded their commasters with a special program that can order information from and will tell them what he wants ever 2-5 minutes.If they drop off items he wants (This ranges from pills with 100 of a random chemical to 10 laser guns) at randomly assigned dropzone (It changes every time he wants a new thing). If they complete the order they get One point to spend on buying information


The shit they can buy at the commaster is:
  • A random letter of the head insurgents name
  • a small portion of a fingerprint of the head insurgent
  • The current objectives of the insurgents
  • The number of insurgents there are
  • What the insurgents have bought
  • The last action a random insurgent has done
  • Two implants the un-convert injected insurgents and stops future mindslaving(This cost 3 points)

This means the heads can slowly learn who the insurgents are if the insurgents don't try sabatoging the delivery of the items he wants

How the round ends

The round ends in 3 ways

1-The head insurgent dies or leaves the Z-level (Head victory)
2-The heads and security die or leave the z-level (Insurgent victory)
3-The shuttle is called and the crew leaves (Draw)


So how you guys like this final update to the Insurgentsy gamemode?


Re: Combining rev and spy to make a less shitty gamemode - Zadeon - 09-13-2014

Sounds pretty neat. I wouldn't mind trying to play that.

One question: what if a head leaves the station z-level?


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 09-13-2014

Zadeon Wrote:Sounds pretty neat. I wouldn't mind trying to play that.

One question: what if a head leaves the station z-level?

If all the heads leave the Z-level or dies the insurgents win and the game ends....it kinda like the heads know they are going to die so they abandon ship


Re: Combining rev and spy to make a less shitty gamemode - Marquesas - 09-13-2014

pizzatiger Wrote:A random letter of the head insurgents name

Quote:- You have reached the Central Command communications system. Please stand by while we tune you in with an operator... Good evening, I am Jane Lobster with the Nanotransen Central Command. How may I help you tonight?
- Hello, yes, this is the Captain of Orbital Observatory 42 speaking. I'd like to purchase a vowel.
- Very well, a large, magenta foam 'A' will be delivered to your station.

???


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 09-13-2014

Marquesas Wrote:
pizzatiger Wrote:A random letter of the head insurgents name

Quote:- You have reached the Central Command communications system. Please stand by while we tune you in with an operator... Good evening, I am Jane Lobster with the Nanotransen Central Command. How may I help you tonight?
- Hello, yes, this is the Captain of Orbital Observatory 42 speaking. I'd like to purchase a vowel.
- Very well, a large, magenta foam 'A' will be delivered to your station.

???
Uhhhhhhhhh.....Hey look a bee! *runs*


But in all seriousness....The shit you need to get the syndicate turncoat for the supplys are range from hard to extreme...Getting even a small bit of information would require the departments working together (You want ten laser guns you need mining and mechanics to make them or have cargo and the hop work together to get the money needed to get them from a weapons crate...or he might want a sol key requiring the crew to work together to get one


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 09-14-2014

Marquesas Wrote:
pizzatiger Wrote:A random letter of the head insurgents name

Quote:- You have reached the Central Command communications system. Please stand by while we tune you in with an operator... Good evening, I am Jane Lobster with the Nanotransen Central Command. How may I help you tonight?
- Hello, yes, this is the Captain of Orbital Observatory 42 speaking. I'd like to purchase a vowel.
- Very well, a large, magenta foam 'A' will be delivered to your station.

???

Or are you asking how will it work? Once you purchase some information a printout from pop out of the bridges printer

Also what you think of my idea?


Re: Combining rev and spy to make a less shitty gamemode - Frank_Stein - 09-15-2014

I don't think this proposal really solves the main problem with Rev, in that pretty much everything will happen before anyone has any clue what's going on. I know you have that 10 minute hint thing, but I can see a lot of players wiping out the heads and sec before then. Anyone that survived it past that point won't have a chance.


Re: Combining rev and spy to make a less shitty gamemode - pizzatiger - 09-15-2014

Frank_Stein Wrote:I don't think this proposal really solves the main problem with Rev, in that pretty much everything will happen before anyone has any clue what's going on. I know you have that 10 minute hint thing, but I can see a lot of players wiping out the heads and sec before then. Anyone that survived it past that point won't have a chance.

I don't see most players getting the weaponary and the attackers in 10 minutes to kill ALL of security and ALL of the heads but would having the anoucment happen at the first 5 minutes and for 3 points the insurgents can delay it for 5 more minutes/forever be a good compromise?


Re: Combining rev and spy to make a less shitty gamemode - Midaychi - 08-05-2015

Alternate: Hostile Takeover

Between 1 and 3 people are chosen for this role, if they're signed up for it. These are the Head Managers.

They spawn on a little shuttle with some terminals and lockers full of pilfered station equipment.

They are covert representatives of a randomized company. Doesn't even have to be syndicate-based; just some company secretly interested in hostile-taking over this station.

They must do this in one of three ways, the completion of which ends the round:

1. They must complete enough sabotage missions that NT execs decides to cut their losses and give up on the company and evac the station. Just normal station evac is not good enough.

2. They must either convince or 'convince' a percentage of currently living non-head crew to defect to their company's cause. (explained later)

3. They must amass enough money to buy out more than half of the shares that NT has in the station, and then live long enough for the escrow to go through.


The round ends when either:

- Objective 1, 2, or three is implicitly completed
- All the managers are dead or have been afk for more than 10 minutes
- The crew manages to avert the buyout either by eliminating the managers or buying the buyout themselves



The Managers are given an intro sabotage objective (explained later) and told of the work they must do. They are given access to intro points and are allowed time to equip up and disguise themselves and choose a role.

There is a one way teleporter, that they can enter once they're all equipped and set up, that silently teleports them onto the arrival shuttle and gives them an ID level based on their chosen cover job. (They can only choose from a few non-head roles).

This is done in such a way that it looks like they're latejoining, and they're even announced as if they were latejoiners by the ai, and are put on the crew manifest. We can blame this on hackers or whatever.

They have their first sabotage objective, and if they complete it, they gain supply points they can spend through concealed uplink equipment, and gain a new sabotage objective.

Sabotage objectives are things like 'make sure the station remains unpowered for 15 minutes' or 'make sure there are no active cyborgs for 10 minutes', or basically anything that throws a monkey wrench into the station without having to be overt. Yes, this means some sabotage objectives they'll be able to just sit back and watch the station eat itself over.

Managers can Convince or 'Convince' living crew to join their cause. This is done either forcibly, through a limited supply of implants that they must purchase more of at some point. This also has the disadvantage that cutting the implant out reverses the 'convincing', but leaves the affected with no memory of the person or people who dun it.

**OR**

Convincing them to sign a contract for the enemy company. This must be done by their hand, with a pen and a confirmation. Managers can print contracts out at will and have an infinite supply of them and pens, with a cooldown for the accountant monkey's poor hands incase they decide to be dicks and try spamming the station to death. (they should probably keep it on the down low.)

The contract then vanishes into a puff of smoke with sinister laughter, and the signee becomes loyal to the Manager cause.

The second option also has the benefit of being one-way, and not deconvertable.

---

As for the third objective; if they somehow amass huge enough money (going undercover as a cargo tech might be a cheap way to do this), they can go to the stock market and buy a majority share in the station. They can then initiate a company takeover, which will take about 10 minutes to finish the escrow of funds.

As to why they couldn't just do this normally from the inside? Maybe some interstellar law prohibits buying assets like that through the trading market unless you are currently a member of that organization, and as Managers are undercover as 'members' of the organization, they have legal precedence to do so (but only with their own 'legitimately' earned funds on company time)

A minute after this is initiated, the station is alerted by NT representatives that 'holy shit, such and such company just bought us out from the inside, and to either amass enough money to buy-out the buyout, or "terminate the contracts" of all the covert managers. (by terminate they totally mean kill or eject from the station literally)'

The crew then has nine minutes to figure out who dun it and beat their shins in or amass enough credits to avert the buyout. Crew that have been convinced to work for the other company, obviously, have incentive to let this escrow go through.


----

As to what they can do with their supply points? Besides implants, I guess covert office supplies that also serve double function to assist them in their cause. Like, fund siphoning, sabotage objective assisting, goodies and toys they can give people as 'signing bonuses', etc.


Re: Combining rev and spy to make a less shitty gamemode - Midaychi - 08-05-2015

Revisions to prior post:
See, the enemy company wants as many living crew to survive as possible, and they need an intact station to work with, so managers and 'new transfers' are encouraged to kill and directly destroy as little of the station and its crew as possible.

Round also would end if a high enough percentage of the station was rendered inoperable or heavily damaged/exploded.


Re: Combining rev and spy to make a less shitty gamemode - Midaychi - 08-05-2015

*in antag AND crew failure