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RP version of nukies
#1
Mostly just throwing ideas around for fun but maybe with some help it could be worked into something

Admin nukie rounds are often turn into gimmick nukies, which usually boil down to gather everyone in one place for an event, do the event and then gun everyone down. While these are usually fun, they don't really make use of nukies thematically.

Major changes:
  • Infiltrator Class is made basekit (except emag)
  • The nukies have one or maybe two traitors (i guess these could be called infiltrators since that name would no longer be taken) on the station. These traitors would start with the syndicate upgrade on their radios, but their upload would be stuck at Cairngorm. The operatives would have to covertly bring them the stuff they order. The uplink might have to have a reduced selection and/or less credits.
  • The nuclear bomb might have a "preplant timer" that would require it to be anchored in a place before it can be armed and only make the announcement after being armed. The bomb could be unanchored at the cost of resetting the timer.

What the changes are trying to achieve:
Slow the round down a lot and provide opportunities for escalation by dividing the round into 3 loose "acts". While these wouldn't be hard requirements, but the nukies would hopefully be encouraged to more or less follow these by game mechanics (this needs a lot work and ideas to actually make work). Ideally this would be close to the optimal way to play nukies and deviations from this would be made to make the round more interesting or fun.

Obviously these acts would not be actual things in the game but are helpful in thinking what i want the nukeops round to look like.
 
Act 1: Subtle hostile actions

This act would start with the operatives bringing the traitor gear. The nukies would do stuff like steal an unattended disk. A fair bit of similar stuff would need to be added. Potentially the armory could be sabotaged to add a delay from it being authorized to it opening. More ideas are needed here. Stuff to give hints to the crew that the syndicate is planning something while giving the nukies advantages later.

Act 2: Significant hostile presence
This act would start with the nukies performing a overt action that would reveal them to the crew if they have managed to stay undiscovered so far (or just make an announcement). This could be for example kidnapping the captain with their tranq pistols and exchanging them for the disk or a captured nukie (nukies could use their threat of their weapons to deter security from having any funny ideas). Additionally the nukies could subvert the ai. Eventually the nukies would capture a part of the station in preparation of bringing their ultimate weapon, while the crew would prepare a siege.

Act 3: Finale
Nuclear bomb. Fight!

Few problems:
  • How would we mechanically encourage rounds to look like this. One solution might be time gating the nuclear bomb, but that doesn't sound like a good one.
  • What if a nukie dies early? cloning on Cairngorm could help a bit but the gear would still be lost
  • What if all of the nukies die early? Ending the round wont work on RP. Maybe the significant gear would harmlessly explode and midround antags would be spawned
  • Lot of work is need to pad out particularly act 1 and 2
  • Would be confusing know what you are supposed to do and not do. Having rules on what you can and cannot do at any point would be very bad and confusing so it would have to be solved by good gameplay mechanics, which is hard.
  • minpop would need to be very high
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