05-29-2013, 07:29 PM
Here's the key element that should define, and make spectacular, a supervillain round. They're not fighting the crew. The crew are ants, insignificant and only there to be exploited. They're fighting each other. Give us multiple supervillains, each with unique loadouts, and have them have one primary objective, and a secondary objective to destroy all the other supervillains.
You could make supervillains distinctive from normal traitors by having them get powers and gear which require certain things to be usable. Here's four archetypes I was thinking about:
1. Minion Master
-By himself, the weakest supervillain. No powers of his own.
-Evil Lair comes with a manufacturer which can produce henchmen uniforms, some small weapons, thinking caps and hypno-goggles.
-Putting a thinking cap on a monkey turns it into an aggressive mob, hostile against anyone not in a MM uniform.
-Sticking hypno-goggles on a crewmember acts like a mindslave implant, except it only ever makes them slaved to the minion master. It also gives them a distinctive sprite, with two antenna sticking up over their head.
-Manufacturer only has a limited amount of the materials for caps/goggles/uniforms, and none of the stuff needed for weaponry. He'll need to scavenge stuff off the station to fill it and make more.
2. Poison Oak
-Weak supervillain in direct combat, but can quickly flood the station with allies.
-Evil Lair comes with water tank, a couple grow pots, and a seed fabricator that can generate ANY seed, including specific mutations.
-All his powers are plant-based, and require the Compost Tank on his back to be filled up. He does not start with a composter, and cannot easily transfer one to his station.
-Powers replicate the effects of specialized fertilizers, instantly boosting the associated values of every plant in range. Also comes with a "Quik-Gro" power which uses a lot of compost, and causes every plant near him to automatically reach maturity.
-No plant-based mobs will attack him
3. The Robutticist
-Fairly strong supervillian, but limited in allies.
-Master of robots, the game should technically consider him a cyborg in the eyes of beepsky/guardbuddies, etc.
-Powers require electricity, drawn from the battery-pack on his belt. He only starts with one small, charged battery. For bigger batteries and to recharge, he needs the station.
-Powers include a reskinned shocking grasp, a point-blank instant EMP grenade, and a "Subversion" power that lets him instantly take over any robot he's standing besides.
-Subversion automatically flips any bot's "Fuck shit up" switch. Beepsky gets double-emagged, floor/fire/clean/medibots act emagged, buddies are turned to "purge" and disconnected from the system, and borgs/AI have a OnlyHuman law automatically uploaded when he uses it on them.
4. Evil Batman
-The strongest supervillain, tempered by the fact that he has no allies.
-Evil lair is basically the batcave.
-All his powers require money to use.
-Has amazing powers, including magic missiles which look like batarangs, an empower, a reflavored stun resist, etc.
-Should get a custom segway called "The Batmobile". Acts like a normal segway, but he can spend a little cash to hammer stun resist after hitting someone, and pop right back up.
Each supervillain requires something from the station, (People, compost, power, or money)each one is a real monster once he gets rolling, and most importantly each supervillain has a unique skillset, which can't be taken by other villains when he's killed. Evil Batman can kill the Minion Master and crank out hypno-goggles, but since they're only set to obey the Minion Master it won't do anything for him. If The Robutticist takes down Poison Oak, he can grow all the maneaters he wants, but they'll gun for him just as much as anyone else. I would imagine that you would have to have some way for each person selected to be a superhero to receive their powers and get transported to their respective lairs. Also, I'm thinking it would probably be best to just give them all specialized pods, giving them all teleportation devices would probably make things troublesome. But that's my idea for supervillains! What do you think?
You could make supervillains distinctive from normal traitors by having them get powers and gear which require certain things to be usable. Here's four archetypes I was thinking about:
1. Minion Master
-By himself, the weakest supervillain. No powers of his own.
-Evil Lair comes with a manufacturer which can produce henchmen uniforms, some small weapons, thinking caps and hypno-goggles.
-Putting a thinking cap on a monkey turns it into an aggressive mob, hostile against anyone not in a MM uniform.
-Sticking hypno-goggles on a crewmember acts like a mindslave implant, except it only ever makes them slaved to the minion master. It also gives them a distinctive sprite, with two antenna sticking up over their head.
-Manufacturer only has a limited amount of the materials for caps/goggles/uniforms, and none of the stuff needed for weaponry. He'll need to scavenge stuff off the station to fill it and make more.
2. Poison Oak
-Weak supervillain in direct combat, but can quickly flood the station with allies.
-Evil Lair comes with water tank, a couple grow pots, and a seed fabricator that can generate ANY seed, including specific mutations.
-All his powers are plant-based, and require the Compost Tank on his back to be filled up. He does not start with a composter, and cannot easily transfer one to his station.
-Powers replicate the effects of specialized fertilizers, instantly boosting the associated values of every plant in range. Also comes with a "Quik-Gro" power which uses a lot of compost, and causes every plant near him to automatically reach maturity.
-No plant-based mobs will attack him
3. The Robutticist
-Fairly strong supervillian, but limited in allies.
-Master of robots, the game should technically consider him a cyborg in the eyes of beepsky/guardbuddies, etc.
-Powers require electricity, drawn from the battery-pack on his belt. He only starts with one small, charged battery. For bigger batteries and to recharge, he needs the station.
-Powers include a reskinned shocking grasp, a point-blank instant EMP grenade, and a "Subversion" power that lets him instantly take over any robot he's standing besides.
-Subversion automatically flips any bot's "Fuck shit up" switch. Beepsky gets double-emagged, floor/fire/clean/medibots act emagged, buddies are turned to "purge" and disconnected from the system, and borgs/AI have a OnlyHuman law automatically uploaded when he uses it on them.
4. Evil Batman
-The strongest supervillain, tempered by the fact that he has no allies.
-Evil lair is basically the batcave.
-All his powers require money to use.
-Has amazing powers, including magic missiles which look like batarangs, an empower, a reflavored stun resist, etc.
-Should get a custom segway called "The Batmobile". Acts like a normal segway, but he can spend a little cash to hammer stun resist after hitting someone, and pop right back up.
Each supervillain requires something from the station, (People, compost, power, or money)each one is a real monster once he gets rolling, and most importantly each supervillain has a unique skillset, which can't be taken by other villains when he's killed. Evil Batman can kill the Minion Master and crank out hypno-goggles, but since they're only set to obey the Minion Master it won't do anything for him. If The Robutticist takes down Poison Oak, he can grow all the maneaters he wants, but they'll gun for him just as much as anyone else. I would imagine that you would have to have some way for each person selected to be a superhero to receive their powers and get transported to their respective lairs. Also, I'm thinking it would probably be best to just give them all specialized pods, giving them all teleportation devices would probably make things troublesome. But that's my idea for supervillains! What do you think?