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A New Spy - Printable Version

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A New Spy - Bologna Prime - 06-20-2015

I brought this up in a spy thread long forgotten and it got a little bit of support. It also happens that I really like this idea.
The problem with old spy is that it was a big rampage festival, everyone knows that. The only reason it was spy themed was that you never could be sure if your mindslaves were loyal. This proposed spy mode seeks to keep competition between the spies and keep the uneasy atmosphere in certain aspects.
The Implant
Spies start out with an implant in their brain. This implant cannot be cut out by normal means because of its brainy location. The implant links the spy to the Syndicate and the other spies. The implant adds a letter marker to all spies linked that all spies that are linked can see. The implant prevents spies from killing each other while linked, trying to whack or choke (but not disarm) a fellow spy will result in failure in a manner identical to mindslaves trying to hit their masters, if a projectile fired by a linked spy hits another linked spy the implant will wound or stun the attacking spy to a degree equal to the projectile. This serves as a deterrent from what would ultimately be breaking the rules, not an obstacle for the spies to overcome. In order to prevent compromised spies via cyborgification or cloning without an implant, the implant prevents the scanning of the brain by genetics scanners and fries the brain beyond use in case of death. Linked spies have access to a special telepathic channel, but usually spies won't be sharing much. The link is mentioned quite a bit, as there is a difference between linked and unlinked spies...

Competing for the Syndicate's Favor & Disappointing the Syndicate
The spies are all operatives of the Syndicate, and will spend most of their time doing as the Syndicate commands. They will have a single objective at a time, such as "Assassinate X","Steal X", or "Recieve X disk from your PDA and insert it into the X console in X, wait until it has done its work and retrieve it." completing these objectives will result in a new objective and gaining Favor. The objectives that involve retrieving certain items utilize the PDA, which can be used to teleport stolen items or disks full of secrets to the Syndicate while unlocked in order to complete the objective. Spies tasked with assassination will be updated with the target's general location and coordinates every few minutes a la The Ship so they don't get stuck with some assistant in some unknown locker. Should an object or console necessary be destroyed the objective is failed, costing the spy some Favor. In order to prevent particular advantages such as being the captain and having easy access to places others would have to break into spies should never be able to spawn as heads. The Favor gained from these objectives is the key to victory. When a spy crosses a certain threshold above or below the others' Favor the spy with the lowest Favor has his link severed for failing to meet the standards of the Syndicate, unable to see the marker of or talk to telepathically the other spies, this also means that the spy can kill the others and the others can kill the spy. When a spy's link is severed all the other spies' objective will become "Retrieve the brain of (severed spy)", the linked spies will have to compete for the brain without killing each other, and will all be updated to the severed spy's location like an assassination target. Retrieving brains yield the most Favor to further encourage spies to get that fukken brain. If a linked spy dies somehow any severed spies will gain the objective to retrieve it. The severed spy will be relinked if they can manage to retrieve their brain, and linked spies will recieve this objective after they complete whichever objective they currently had, which if there is a severed spy will be killing said spy. If a severed spy can manage to redeem themselves and be relinked all other linked spies will be notified to prevent confusion and their objective to steal the formerly severed spy's brain replaced. When there are but two spies left they will both have their links severed and get the objective to retrieve each other's brain. Last spy standing will be given the objective to survive until the round ends, if this objective is succeeded the spy will be the victor of the round.

The Meddling Crew
The crew's part is pretty simple, to kill or arrest the spies. If a spy is handcuffed in the brig they'll take a favor penalty every minute, which will lead to more spies coming for that brain, which might even lead to the spies cooperating to defeat the security team in waiting or getting arrested one by one. Security can use a dead spy just as well. If all the spies are dead or in the brig the crew will win, not without the game mocking or commending them based upon the amount of objectives the spies completed and the ratio of spies they brigged or killed.

Super Sneaky Stealth Training
Spies don't get any fancy gear, but they do get some fancy abilities; which they can toggle to keep from doing suspicious things by accident, as there are a whole lot of passives involved. Spies will choose a skillset from both groups.

Base
A few abilities all spies share.
*Hiding behind all the objects monkeys can, but they must activate it every time they want to hide as opposed to passively hiding.
*Explosive devices like grenades and pipe bombs will message the spy the position in their timers, no need for the guesswork of BYOND time.
*Escaping handcuffs faster.
*Won't show (as X) if wearing someone else's ID with an exposed face, examining closely will still show the ID.
*The ability to cut their own hair.


Physical Aptitude
Determines whether the spy is agile or buff.

Agility:
*Slightly faster running speed.
*The ability to flip over tables.
*The ability to dodge a projectile that would otherwise hit by flipping in time.
*Immunity to slipping on water, blood, urine, vomit, and gibs; the spy will still slip on space lube.
*By click dragging an object into a container, the spy slowly slips it in. This does not show everyone a message about the object but requires that the spy stay still for a moment.
*Can walk through plastic flaps without laying down.

Toughness:
*+10 to maximum health, I'm not sure if health analyzers would consider this 100% health as it is full or 110% as it is 10 over the normal maximum.
*+20 stamina
* The first taser shot the spy takes after the time it would normally take for the confusing effects to wear off will do stamina damage as normal, but will not confuse movement, decrease speed, or cause the spy to drop objects.

Combat Training
Fightin'

Guns:
*Can switch energy weapon cells in hand.
*Creates zip guns that cannot fail and possess a burst function.
*Fiddling with phasers and lasers with for certain effects. Fiddling meaning applying some combination of tools to:
- Convert an energy gun into a laser gun.
- Turn a laser gun into a single shot assault laser.
- Give a phaser a burst fire function
*Higher damage for point-blank shots.

Armed Melee:
*Can strike faster with pocket-sized weapons.
*Sharp weapons cause more bleeding.
*Blunt weapons cause more stamina damage.
*Can throw weapons with actual effects, sharp weapons become lodged, blunt weapons deal as much damage as a normal hit, and stun batons have a 50% chance of stunning.
*Can block attacks with a weapon in hand
*Rather than getting beaned, the spy knocks basketballs back at the thrower, beaning them if they hit.
*Blunt weapons deal brain damage if a devastating hit is landed.

Unarmed Combat:
*Special effects upon devastating hits with fists:
-Head: Dazes the victim, blurring vision and confusing movement.
-Body: A heavy hit to the gut causes the victim to vomit and take even more stamina damage than a normal devastating hit.
-Arms: The victim drops whatever they held with that particular arm and causes the victim to drop things held in that arm frequently for a while.
-Legs: Slows the victim down.
*Increased damage with fists.
*Disarms put the object in the spy's hand as opposed to the floor.
*Can block stun batons as if they were a normal attack, the message would be something about batting it away rather than just not having your blocking arm stunned with magic.
*Can strike faster with fists.
*Blocked attacks are automatically countered, the counter practically being a punch.

I hope you liked my post about super space spies.


Re: A New Spy - RAWK_LAWBSTAR - 06-20-2015

Yes please. This would actually be fun to play as and against.


Re: A New Spy - Zadeon - 06-20-2015

I love the idea of spies being against each other yet cannot directly harm one another. Feels like a fun game mode where instead of killing your enemies you have to beat your enemies by gaining more points.


Re: A New Spy - Megapaco - 06-20-2015

Awesome idea and would be much better than the shitty old spy mode. But one question though. What is stopping a spy from just leaving the station or teaming up and murdering the whole crew?


Re: A New Spy - Dr_Bee - 06-20-2015

the prevention from direct combat is actually neat because if you want to actually take out your enemies without going over points you have to lay traps. more clever placement of pipebomb traps and the like.


Re: A New Spy - Pigbear1 - 06-20-2015

ALL OF MY YES
All of this seems pretty fun, especially the trainings part


Re: A New Spy - medsal15 - 06-20-2015

Yes


Re: A New Spy - pizzatiger - 06-21-2015

I have 5 suggestions

1-Objectives have a failure time where if it the objective isn't completed in time the spy lose favor

2-Spy's can see other spy's objectives and can request a sub-objective of stopping another spy from completing his objective, This means he has to stop the other spy from completeing HIS objective (either by destroying the item or keeping the other person from killing his target before time is up). The first spy will be given a notice that one of the spy's (but not WHICH spy) is trying to stop him and his objective is now worth 2 favor, this favor doubles for each spy who trys to stop him). Of course you can play it smart and not request the sub-objective and stop him without him getting the warning but you won't gain any points

3-bombs and gernades{beaker gernades included} can't be activated by spy's because the syndicate want sneaky people not MURDER EVERYTHING people this time

4-you lose favor for each person you kill that isn't your objective, Because this isn't a fun filled syndicate vacation, this is work.
like bug
5-Allow people to purchase extra combat ablity's and some fun little spy tools bugs or safes {or safe crackers} using favors


Re: A New Spy - Noah Buttes - 06-21-2015

This idea seems perfect.

I wouldn't make any changes.


Re: A New Spy - Bologna Prime - 06-21-2015

Megapaco Wrote:Awesome idea and would be much better than the shitty old spy mode. But one question though. What is stopping a spy from just leaving the station or teaming up and murdering the whole crew?

A spy would leave the station to either kill a target they were told was in space or to ditch their objectives and wait until the other spies die out. If the latter is the case they'll fall behind on favor and end up the severed spy, and the linked spies will be given their general location and coordinates. As for the teaming up part that'd require consideration, as all I have now is hope people are sporting.


Re: A New Spy - Grek - 06-22-2015

What's stopping a spy from anonymously outing his teammates?


Re: A New Spy - DyssalC - 06-22-2015

Grek Wrote:What's stopping a spy from anonymously outing his teammates?
The only reason to do that would be to take them out of play so you can gain more favor for yourself without worrying about them getting in your way.

However, that means sec can do something tricky. When a captured spy becomes severed, sec now has a well trained operative who is more than likely aware of the true identities of the other spies, and now that they're severed they have the ability to murder them, which security would probably be happy about, and they'd have motive to do so as well. Designate an officer as a handler and send the team out to hunt down the spies, while the severed spy schemes to lose his handler and regain syndicate favor. Or maybe he'll stick with the sec team, feeling vengeful after being sold out.


Re: A New Spy - Stryxic - 06-22-2015

DyssalC Wrote:
Grek Wrote:What's stopping a spy from anonymously outing his teammates?
The only reason to do that would be to take them out of play so you can gain more favor for yourself without worrying about them getting in your way.

However, that means sec can do something tricky. When a captured spy becomes severed, sec now has a well trained operative who is more than likely aware of the true identities of the other spies, and now that they're severed they have the ability to murder them, which security would probably be happy about, and they'd have motive to do so as well. Designate an officer as a handler and send the team out to hunt down the spies, while the severed spy schemes to lose his handler and regain syndicate favor. Or maybe he'll stick with the sec team, feeling vengeful after being sold out.

That genuinely sounds like amazing fun, holy shit.


Re: A New Spy - babayetu83 - 06-22-2015

DyssalC Wrote:
Grek Wrote:What's stopping a spy from anonymously outing his teammates?
The only reason to do that would be to take them out of play so you can gain more favor for yourself without worrying about them getting in your way.

However, that means sec can do something tricky. When a captured spy becomes severed, sec now has a well trained operative who is more than likely aware of the true identities of the other spies, and now that they're severed they have the ability to murder them, which security would probably be happy about, and they'd have motive to do so as well. Designate an officer as a handler and send the team out to hunt down the spies, while the severed spy schemes to lose his handler and regain syndicate favor. Or maybe he'll stick with the sec team, feeling vengeful after being sold out.

whats to stop all of the spies from just doing that


Re: A New Spy - Bologna Prime - 06-22-2015

babayetu83 Wrote:
DyssalC Wrote:
Grek Wrote:What's stopping a spy from anonymously outing his teammates?
The only reason to do that would be to take them out of play so you can gain more favor for yourself without worrying about them getting in your way.

However, that means sec can do something tricky. When a captured spy becomes severed, sec now has a well trained operative who is more than likely aware of the true identities of the other spies, and now that they're severed they have the ability to murder them, which security would probably be happy about, and they'd have motive to do so as well. Designate an officer as a handler and send the team out to hunt down the spies, while the severed spy schemes to lose his handler and regain syndicate favor. Or maybe he'll stick with the sec team, feeling vengeful after being sold out.

whats to stop all of the spies from just doing that

There should only be one severed spy at a time, so sec doesn't have much use for a spy that can't fight the other spies other than as bait.