Intrusion Gamemode - 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: Intrusion Gamemode (/showthread.php?tid=8166) Pages:
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Intrusion Gamemode - Cirrial - 02-10-2017 Well I've been working on this slowly by myself in secret ("secret"), but after discussion in IRC I feel I should probably bring this idea to the fine people of the Ideas & Suggestions subforum. TL;DR - RTS-style antagonist where you build structures, control critters like RTS units, start out weak and need to hide and eventually become some sort of horrific storm upon the station of vengeful animals and unnatural effects. The Idea The stars are right, or the planes have aligned, or someone poked into dimensions of reality they shouldn't have (yet again, you'd think people would learn but they never doooo) Something has been awoken, or at least made aware of a strange new reality it never noticed before, and for no adequately explained reason it has surfaced near to a certain Nanotrasen research facility. Weird telescience artifacts? Plasma concentrations? Ancient Martian burial orbit? However, unlike your typical eldritch presence from beyond the stars, this presence finds this alien reality incredibly difficult to adjust to. It is filled with strange alien thoughts and confusing concepts, both overstimulating and tantalising, and decides that what it wants to do the most, what it really, really wants, is to submerge itself deeper into this universe. The only issue with this is it is existentially hostile to humanity, and upon fully entering our space will likely end up causing some horrible incomprehensible psychic apocalypse like an ocean claiming a sinking ship. What a tragedy! The Actual Game Idea That Matters The Critter Overmind (note: please, please recommend a better name than this, christ) is, much like the blob overmind, an intangible phantom presence that roams the station and its space. Unlike the blob overmind, though, its actual "corporeal" presence lies in/might actually be another dimension. The Overmind is itself a mere component of its greater consciousness, and its destruction is nothing but a minor setback. Human minds are beyond its comprehension to control, but the wills of lesser organic creatures can be bent to its whim. After spending some time, depending on the will of the targeted critter, the critter will obey the Overmind's instructions. The Overmind, however, cannot understand the workings of mechanical minds, nor those of other strange extradimensional things like spooky ghosts and the like. These are forever beyond its reach. The Overmind's goal is to establish and manifest its presence and to avoid being evicted from this reality. It does this by controlling critters and situational approaches. Approaches The Overmind will have three modes of operation - Silence, Hum and Clamour. It begins in Silence. The three modes have vast sweeping effects on all aspects of the Overmind's powers, structures, and critters in its thrall.
The Overmind has one ability, and this is to begin asserting its will over a creature. When the critter is under the Overmind's control, it can be sent to different locations and to attack humans and other critters if required. Shift + right-click will bring up some form of popup menu (design and UI TBD) to allow for setting the critter to guard mode (stay on alert near a point) or patrol mode (stay on alert near a path). [This is not super well defined -- need to come back to this later, probably] Presence and Structures The Overmind's primary resource is Presence, representative of how "deep" it has come to fully entering this reality. Unlike wraiths or blobs, this resource does not accumulate by itself. The Overmind begins with 0 Presence, and can get [TBD] Presence by placing its first and most important structure, the Manifesting Spire. This structure represents the primary anchor binding this extradimensional presence to this plane of existence, and, if destroyed, will prevent the Overmind from finding this reality ever again (or, well, for a good few dozen human generations, anyway). As the Overmind grows in Presence, weaker modes of operation such as Silence or Hum become unavailable. Terrible violence is surely inevitable. Here are the structures that the Overmind can expend Presence to manifest: [note: have not decided on numeric values for any of this yet]
This is still TBD, but the general idea is fancy damage effects in a field, such as eldritch lightning arcing around the place, weird colour shifts that deal mild brain damage, weird fluids seeping in from the cracks in reality, or even critters that shouldn't be around finding themselves teleported onto the station, confused and enraged. Basically, this is a giant TODO. Suggestions incredibly welcome. I'm aware there's probably a lot of things I've overlooked, and any suggestions to make this fit into Goonstation better are strongly, strongly requested. Thoughts? Comments? Questions? "ur idea is dum"? Please post away! RE: Intrusion Gamemode - aft2001 - 02-10-2017 Very well thought out, creative, and just interesting! I'd imagine this'll take *ages* to make but it'd be fun to have a being of chaos slowly overtake the station as everyone desperately tries to hinder it and succumbs to brain damage and horrible psychological and memetic effects. yes pls RE: Intrusion Gamemode - Cirrial - 02-10-2017 The ironic thing is I thought "hm, before I get cracking on Martian mode I should make a simple antag and game mode first to see if I can do it." sorry Sundance RE: Intrusion Gamemode - ZeWaka - 02-10-2017 a thought: what do you mean by critters? monkeys? roaches? ants? spiders? we don't really have much, so if there is critters all around it's pretty much "intrusion gamemode, find spire now AI" heck spiders and ants arent even critters RE: Intrusion Gamemode - aft2001 - 02-10-2017 Maybe eventually have the ability to mindslave mobs? Like, if it's a monkey then maybe you'll be able to mindslave/control it at Hum, and if it's a human/player/cyborg (not AI) you have to reach Clamour. However, you should only be able to do it to one thing at a time (except with monkeys. In Clamour you can make a hoard of monkeys!) and it will do severe brain damage over time, as well as nasty brain-based genetic defects such as speech impairment, motor dysfunctions, behavioral issues, etc. Also *possibly* control electronic-based things such as doors and computers and PDAs and manufacturers and etc. Only one at a time with a cooldown, and has a 10% chance of E-Magging it and a 5% chance of breaking it permanently. RE: Intrusion Gamemode - Mageziya - 02-10-2017 Hello yes, this is the person who made the overmind sprite. This actually seems like an interesting antagonist, the big catch to everything feels like what Byond is capable of doing. I don't know how critter code works, but some of these things feel like they're pushing it. Though in terms of game designs, here are several thoughts that I have: While interaction/goal that the overmind has with the crew is very clear, (Kill da crew, rip the world apart), the interaction that the crew itself has with the overmind is a little fuzzy. The crew doesn't seem to have a proper way of addressing the overmind itself, only it's buildings. This makes my mind quickly go to the images of the utter war that the crew can wage on the blob, a base building antagonist, and how absolutely brutal it is. The moment the crew learns it's possession mode, everyone is going to go ham and hunt down those buildings as fast as possible, at least until the apathy that familiarity brings sets in. Buildings are interesting, but with the concept of limiting their placement location, an examination of their role and function needs to be examined. I suppose that the critters are what the crew interacts with: Fighting off wave after wave of critter as they hunt down the buildings. That said, unless I missed something, where is the overmind getting it's critters from? The station doesn't get that many critters, only a handful of mice, roaches, and bees (Oh god this mode would turn bees on the crew. That's amazing, we need it ASAP). I could see diversifying into an RTS style and allowing the creation of buildings that automatically create critters. Could make things like, a "Roach Hatchery" to start out, make a "mouse den", have a "bee hive" be a high level building, ect. This could maybe be explained by having the buildings be "warps" for critters from other places. Top tier critters could also be designed in the aesthetic of the overmind, where subtlety is no longer needed, only sheer power. Though, thinking about this, beyond wreaking havoc upon the crew, what is the victory condition of the overmind? Building certain structures? Building enough structures in general? Collecting enough presence? And then again, how can the crew combat the victory conditions. All said, I'm willing to make more sprites for this. RE: Intrusion Gamemode - misto - 02-10-2017 you can name the critter overmind "the intruder" itll be cool but u will need to have a structure that summons more creature, or u will run out too quickly the moment ppl notice trouble and start slaughtering the on-station supply RE: Intrusion Gamemode - NateTheSquid - 02-10-2017 security will rush for the monkey dome at any signs of an intruder. I love this idea though it seems neeeeeaaattttttt RE: Intrusion Gamemode - misto - 02-10-2017 a special power that lets u rupture vendachimps to free the bounty within RE: Intrusion Gamemode - Mageziya - 02-10-2017 Funny thing is I think monkeys are considered Mobs, so this thing likely wouldn't be able to control them. Then again, a high level ability probably should be able to make use of monkeys. RE: Intrusion Gamemode - Wraithcraft - 02-10-2017 I like this idea, but the overall lack of critters on station is saddening. RE: Intrusion Gamemode - misto - 02-10-2017 maybe you could command the critters to begin multiplying? big swarm of mouse and roach also uh, the lack of critters on station could be helped if that xenobiology dept thing ppl sometimes suggest existed. then there would be more variety of creature RE: Intrusion Gamemode - Cirrial - 02-11-2017 So it turns out I forgot to look through ALL of my notes, to my chagrin, so here's some of that along with some of the points mentioned here:
RE: Intrusion Gamemode - locusts - 02-11-2017 The nest suggestion is a good way to address overall lack of critters, as that's the biggest issue I can see with this. Maybe in the lowest intrusion mode you can teleport random critters in, in case the crew has been evil and spaced all the critters on the station. RE: Intrusion Gamemode - medsal15 - 02-11-2017 -Get spooky with telesci -Summon a syndie NPC -Control it -Win |