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New Antagonist Role: The Serial Killer - Printable Version

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New Antagonist Role: The Serial Killer - NoahtheBoah36 - 03-21-2015

Okay, so have you ever seen a Greyshirt going around murdering people in a Serial-Killer like way. Sure, we always say that people wouldn't let serial killers onto a space station but then again... this is the future. Everybody lives in space. Is it really all that far-fetched? Well, what if instead of just letting it be an excuse for people to murder each other, what if it were an antagonist role?

I propose that a new antagonist role be added to spice up games. These Serial Killers would start the game with 5 simple objectives, as follows.

1: Kill person W.
2: Kill person X.
3: Kill person Y.
4: Kill person Z.
5: Be alive at the end of the round and not in custody.

Their goal is then to kill all of their targets before the round ends. The catch? They, unlike traitors, don't have access to syndicate gear or TC. Instead, they must use the objects around them, the tools of their job, to kill their targets. Spawn as a Roboticist? Program Borgs to kill your targets as laws. Security? Taze them then space them. Assistant? Grab a Multitool from maintenance and start smashing skulls in.

However, as an added catch, all persons who are targeted by the SK will spawn as Survivors.

Essentially the goal would be to have something going on during Traitor rounds besides people just running around stealing canisters of gas and running Gimmicks with their 15 ID card theft objective. Serial Killers would either be lotted in with Traitor Rounds, or be a random occurrence that can suddenly just happen in the middle of a round (The SK is informed they've "snapped" and have decided to make it their life's mission to kill those that have wronged them). It could also be made into an effect that a Wizard can cause, corrupt the mind of some of the crew and let them kill each other off before you go in for the final assault.

As a closing note, while I may be new to the server I am not new to SS13. I don't know every job, I'll be honest, but the ones I do know how to do I can do pretty well, so I'd like to think I know what I'm doing. Overall I think the idea would be marvelous and I hope that you, the community, agree with me on this note.


Re: New Antagonist Role: The Serial Killer - 69andahalf - 03-21-2015

It kinda seems redundant. It's basically a traitor with no traitor gear, which is the main reason why people want to be an antag. Sure it forces you to use what you have access to at the start of a round but people already do that.
There is also the added issue of people not knowing if the person is a traitor or not. Usually when a traitor comes knocking you know they're a traitor and can kill them without any worry but there would be no way to tell is a serial killer is a traitor or just a shitty person. I try not to kill people who aren't traitor but might attack me, and I don't know how many other people are like this but I'd like to know if someone is an antag before I kill them. It might be almost impossible depending on how good they are.


Re: New Antagonist Role: The Serial Killer - Ali0en - 03-21-2015

This sounds the same as hard mode traitor.


Re: New Antagonist Role: The Serial Killer - Anticheese - 03-21-2015

We already have this. Sometimes traitors can get upwards of three murder objectives, but it might be neat to add an untracked one along these lines:

Leave clues at the scene of the crime giving a hint to your identity and next target.

Purely optional, but might be neat to see.


Re: New Antagonist Role: The Serial Killer - NoahtheBoah36 - 03-22-2015

I like your thinking, but again the idea is that this is something to accompany a normal traitor round, as to make it harder to tell what the traitors are up to, while also adding some more flavorful antagonists to the mix.


Re: New Antagonist Role: The Serial Killer - Roomba - 03-22-2015

90% of the time traitor objectives will be along the lines of 'kill these dudes', though, and even if they aren't, mass murder is probably what they're going to be doing anyway, so this doesn't really change much.


Re: New Antagonist Role: The Serial Killer - Dauntasa - 03-22-2015

I think something like a serial killer could work if you made it run off of something like the Wraith's Haunt ability

like you need to get points to unlock abilities/fulfill objectives, etc.

you get points by marking a target, killing them, and then having people see the body. like you have a mark target ability, you use that ability and select Joe Blow, and then you beat Joe Blow's face in with a wrench and leave his body in the bar. everyone who bumbles in and sees him gives you points and you need X number of points at the end of the round to win and maybe there are abilities you can buy with them.

It'd be less rampagey because there'd be a cooldown on marking a target and you don't get anything for kills that aren't marked. Maybe to work on the slasher film villain angle you get bonus points for gore or something. Like a dude finding the body is one point but if you've cut his heart out and left it there then that's an extra point.

Could lead to some fun stuff like Sec having to actually act like cops and seal off crimescenes because the killer's main goal is for as many people to see it as possible. And they could get some use out of those forensics updates that have been coming through.


Re: New Antagonist Role: The Serial Killer - Erev - 03-22-2015

Dauntasa Wrote:I think something like a serial killer could work if you made it run off of something like the Wraith's Haunt ability

like you need to get points to unlock abilities/fulfill objectives, etc.

you get points by marking a target, killing them, and then having people see the body. like you have a mark target ability, you use that ability and select Joe Blow, and then you beat Joe Blow's face in with a wrench and leave his body in the bar. everyone who bumbles in and sees him gives you points and you need X number of points at the end of the round to win and maybe there are abilities you can buy with them.

It'd be less rampagey because there'd be a cooldown on marking a target and you don't get anything for kills that aren't marked. Maybe to work on the slasher film villain angle you get bonus points for gore or something. Like a dude finding the body is one point but if you've cut his heart out and left it there then that's an extra point.

Could lead to some fun stuff like Sec having to actually act like cops and seal off crimescenes because the killer's main goal is for as many people to see it as possible. And they could get some use out of those forensics updates that have been coming through.

Not only points for seeing the body but also for people inspecting the murder weapon. The more clues you leave the more points you get... but the more likely you'll be caught too!


Re: New Antagonist Role: The Serial Killer - atomic1fire - 03-23-2015

Give them the ability to make those scary notes made out of magazine letters, for each person who reads the scary note the serial killer gets points.

The game challenge would be between keeping your murders from getting you caught, and keeping your murders interesting enough to get security to go along with it.


Re: New Antagonist Role: The Serial Killer - Dauntasa - 03-23-2015

so I thought of a way that Killers could use their points or whatever that kind of fits the theme: creating/upgrading signature weapons/equipment

I'm basically thinking of this as "slasher movie villains" and all of them have some kind of iconic thing that they use/wear. Like Jason has a hockey mask, Freddy has his weird claw things, etc. I remember there's a weird admin-only thing in this game(that I haven't seen in literal years) called the Welder who always shows up with a welding mask and a big machete type thing. So I figured if we're talking about basically having that type of thing be a bad guy people can roll up, why not base their powers around creating that kind of thing for themselves?

Like you get your murderpoints and you can apply them to whatever weapon/clothing you want to make that specific thing better. So you have Joe Blow's wrench, which in anyone else's hands is just a wrench, and to anyone else looks like any other wrench, but in the hands of Joe Blow, vicious maniac, it's a devastating melee weapon. And it's ONLY that wrench, he can't just grab any wrench, and he can tell it apart from all the other wrenches because it's his special killin' wrench. So if someone takes his fucking wrench he's gotta go get it back because it's got all his murderjuice in it. And then there's Joe Blow's space helmet, which on anyone else is just a space helmet, but on Joe Blow lets him take a c-saber to the face and keep truckin. The more murderjuice you pump into something, the better it is, but the more fucked you'll be if someone steals it. And maybe if you pump enough into one object it starts becoming obvious to other people that there's something weird about it, like it looks like a wrench but somehow pulses with fucked up murder energy.


Re: New Antagonist Role: The Serial Killer - BaneOfGiygas - 03-23-2015

Dauntasa Wrote:so I thought of a way that Killers could use their points or whatever that kind of fits the theme: creating/upgrading signature weapons/equipment

I'm basically thinking of this as "slasher movie villains" and all of them have some kind of iconic thing that they use/wear. Like Jason has a hockey mask, Freddy has his weird claw things, etc. I remember there's a weird admin-only thing in this game(that I haven't seen in literal years) called the Welder who always shows up with a welding mask and a big machete type thing. So I figured if we're talking about basically having that type of thing be a bad guy people can roll up, why not base their powers around creating that kind of thing for themselves?

Like you get your murderpoints and you can apply them to whatever weapon/clothing you want to make that specific thing better. So you have Joe Blow's wrench, which in anyone else's hands is just a wrench, and to anyone else looks like any other wrench, but in the hands of Joe Blow, vicious maniac, it's a devastating melee weapon. And it's ONLY that wrench, he can't just grab any wrench, and he can tell it apart from all the other wrenches because it's his special killin' wrench. So if someone takes his fucking wrench he's gotta go get it back because it's got all his murderjuice in it. And then there's Joe Blow's space helmet, which on anyone else is just a space helmet, but on Joe Blow lets him take a c-saber to the face and keep truckin. The more murderjuice you pump into something, the better it is, but the more fucked you'll be if someone steals it. And maybe if you pump enough into one object it starts becoming obvious to other people that there's something weird about it, like it looks like a wrench but somehow pulses with fucked up murder energy.
This has made me go from ambivalence to full-on approval. The balancing might be something that requires tweaking of specific numbers, but I absolutely love the sound of this kind of mechanic. It paves the way for stuff like theme-killing and calling cards and other fun things that I'm sad doesn't happen more frequently during your typical traitor round.

The only issue I foresee with this kind of game mode is that of difficulty. Without the gear of the traitors, the stings of the changelings, the spells of the wizards, or any other kind of fancy power whatsoever, the early game would be absolute HELL for this kind of an antagonist. Even wraiths get three chances before they're out; fleshy meatbags typically can't be counted on to have more than one. Some kind of measure to help a budding serial killer get their mojo going in relatively inconspicuous ways would help alleviate this.


Re: New Antagonist Role: The Serial Killer - pizzatiger - 03-23-2015

I really love the idea of having the serial killer being able to have signature items my only question is can the items,weapons and clothing have special powers based on what they are?

Examples:

Clown mask- You can cause people nearby you to hear honking which rasises your murderpoint resource

Lawyer suit- You can throw paper at people which causes 20 brute damage

Fedora- You can tip your fedora without gibbing

Flashlight- When it's on all other lights on the station turn off but you gain a damage bonus

Bible- Looking at you causes brain-damage

syringe- you can instant inject people but you have a mad scientist laugh

chainsaw- Basicly become a delimberator but can also remove organs




Now these may seem shitty (yes i know they are pretty shitty) you hopefully get the gist of what i want. Having the ablity to spend points to turn everyday objects into b-movie weapons/powers fits the theme that makes ss13 special


Re: New Antagonist Role: The Serial Killer - Dauntasa - 03-23-2015

BaneOfGiygas Wrote:The only issue I foresee with this kind of game mode is that of difficulty. Without the gear of the traitors, the stings of the changelings, the spells of the wizards, or any other kind of fancy power whatsoever, the early game would be absolute HELL for this kind of an antagonist. Even wraiths get three chances before they're out; fleshy meatbags typically can't be counted on to have more than one. Some kind of measure to help a budding serial killer get their mojo going in relatively inconspicuous ways would help alleviate this.
I kind of disagree just because I think the strength of the early game killer is the fact that they already ARE very inconspicuous. Part of this idea is to give sec more reason to use the forensics stuff, remember. There's currently no real need to actually investigate because it's very easy to identify bad guys. I know this guy is a traitor because I found traitor equipment on him. I know this guy is a wizard because he's wearing wizard robes and shooting magic everywhere. I know this guy is a syndie because his name is "Syndie 5". I know this guy is a changeling because while I was explaining this to you he stung me and broke out of his handcuffs and now I'm tripping balls and my brain is leaking out my ears.

For the killer it's "some guy said he tried to kill him". This is a report that sec gets like 20 times every round that, if the guy doesn't have traitor items on him, turns out to be bullshit 99% of the time. "This guy tried to kill me" can mean anything from "This guy shoved me" to "This guy stabbed the shit out of me and now my blood is on the outside". Getting caught as anything else is a probably round-ender, but getting caught as an early game killer leaves sec with no proof. It's a setback, it's bad, once you get going seriously it won't be that difficult for them to pin it on you, but the round isn't over.


Re: New Antagonist Role: The Serial Killer - Dauntasa - 03-23-2015

pizzatiger Wrote:I really love the idea of having the serial killer being able to have signature items my only question is can the items,weapons and clothing have special powers based on what they are?

Examples:

Clown mask- You can cause people nearby you to hear honking which rasises your murderpoint resource

Lawyer suit- You can throw paper at people which causes 20 brute damage

Fedora- You can tip your fedora without gibbing

Flashlight- When it's on all other lights on the station turn off but you gain a damage bonus

Bible- Looking at you causes brain-damage

syringe- you can instant inject people but you have a mad scientist laugh

chainsaw- Basicly become a delimberator but can also remove organs




Now these may seem shitty (yes i know they are pretty shitty) you hopefully get the gist of what i want. Having the ablity to spend points to turn everyday objects into b-movie weapons/powers fits the theme that makes ss13 special

it seems like it would be a whole lot of work to code a unique effect for every single item anyone could use

seems simpler to give object classes a special ability. like all blunt weapons could have the same ability if chosen, all cutting weapons, all helmets, all hats, etc.


Re: New Antagonist Role: The Serial Killer - DyssalC - 03-23-2015

I personally think the signature items thing is the best idea for a Serial Killer antag, and this is a surprisingly interesting idea in general.

Maybe your signature item just kind of grants a random effect rather than a fixed effect for each item in existence. With each kill you gain more gear effects, starting with weapon, then moving on to clothing.

In addition, your weapons/clothing should transform into Horror Movie Serial Killer alternatives.