03-23-2021, 02:44 PM
(This post was last modified: 03-23-2021, 06:51 PM by Zonespace. Edited 3 times in total.)
For a while now, a Nukie-type gamemode for the RP servers has been a desire of multiple players, so I thought I'd give a shot at creating one.
Currently, the gamemode (Syndicate Infiltrators) is an RP-only gamemode which features up to 5 agents, spawning on the cairngorm. They are highly encouraged to stay stealthy, as they don't have the gear to have an extended engagement. Their objectives are some high-risk ones, that the syndicate would logically entrust to special operatives. The objectives are to assassinate both the Captain, and Head of Security, and then steal 3 (5 on manta) high value items, such as the authentication disk or the CE's belt.
The infiltrator's armaments are slightly different than the nuclear operative's. The infiltrators start out with a modified token that lets them purchase a utility item, and one of four special loadouts, or a modified uplink, exclusive to this gamemode. These loadouts are fairly diverse, each covering a different area of expertise. Currently, there is the stealth agent, a fairly "normal" loadout for what you'd expect out of a stealthy traitor, the diversion agent, who is able to draw attention away from key areas when necessary, the saboteur, who is able to cripple parts of the station with ease, and the wetwork agent, meant for the more lethal parts of the job. Additionally, the MRPT-7 and breaching charges have been removed from the cairngorm during Infiltrator rounds. (The MRPT-7 used to always spawn, now it only does during nukeop rounds)
The biggest distinction I'd make between this and nukeops is that Infiltrators don't have to make themselves obvious and force themselves to be the centerpiece, and in fact they're encouraged to do the opposite. I don't believe turning a consistently 2 hour round into something focused on one small group of people is a good thing, so I tried to find a balance between stealthy traitoring and the loud nukeops, and I hope I hit that on the mark.
Notes:
Currently, the gamemode (Syndicate Infiltrators) is an RP-only gamemode which features up to 5 agents, spawning on the cairngorm. They are highly encouraged to stay stealthy, as they don't have the gear to have an extended engagement. Their objectives are some high-risk ones, that the syndicate would logically entrust to special operatives. The objectives are to assassinate both the Captain, and Head of Security, and then steal 3 (5 on manta) high value items, such as the authentication disk or the CE's belt.
The infiltrator's armaments are slightly different than the nuclear operative's. The infiltrators start out with a modified token that lets them purchase a utility item, and one of four special loadouts, or a modified uplink, exclusive to this gamemode. These loadouts are fairly diverse, each covering a different area of expertise. Currently, there is the stealth agent, a fairly "normal" loadout for what you'd expect out of a stealthy traitor, the diversion agent, who is able to draw attention away from key areas when necessary, the saboteur, who is able to cripple parts of the station with ease, and the wetwork agent, meant for the more lethal parts of the job. Additionally, the MRPT-7 and breaching charges have been removed from the cairngorm during Infiltrator rounds. (The MRPT-7 used to always spawn, now it only does during nukeop rounds)
The biggest distinction I'd make between this and nukeops is that Infiltrators don't have to make themselves obvious and force themselves to be the centerpiece, and in fact they're encouraged to do the opposite. I don't believe turning a consistently 2 hour round into something focused on one small group of people is a good thing, so I tried to find a balance between stealthy traitoring and the loud nukeops, and I hope I hit that on the mark.
Notes:
- Balance is by no means my strong suit, so please give feedback on that, if possible.
- Currently, this is meant to be RP-only and is only in intrigue's rotation, but that could change in the future once balancing is out of the way.
- The specific info on loadouts can be seen here.
- The uplink is the same as the generic nukeop one, with the rampage-y weapons removed.
- The round is like normal, no sudden round-ends.