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Job specific traitor objectives
#27
Replace the steal money objective with something less boring than getting the appropriate ID and messing about with a computer.

Give the station a bank vault area filled with gold or funbux or something else that would be valuable but which has no real use in game(so nobody just goes in and takes everything when they aren't a traitor). Make it difficult to get into. Like, it should have impenetrable walls and a big thick steel vault door(which should all be double-thick to prevent certain things that would make this objective incredibly easy). Opening the door normally requires you to get your hands on a gold ID card, a different head-level ID card, and the combination(which is stored in a text file on the nuclear disk and also in the HoP and Captain's notes at the start of the round). Alternatively, you can spend a bunch of your crystals on specialized drilling equipment and slowly drill through the door locks, build and wire a computer into the vault door's electronics and send it a packet(which has the combination as its security code or whatever those things that go along with detomatixes and shit are called), or hit it with a fuckload of explosives. Anything that involves busting the door should set off alarms, though. The objective is to get in, get certain items from the vault, and escape with them(by either being off the Z-level and alive at the end of the round or escaping on the shuttle).

To give the crew an incentive to stop the traitor instead of just letting him in and fucking off, NT holds the crew responsible for the loss of the valuables and if the traitor successfully removes everything he needs everyone gets fired and Centcom sends the shuttle(with a longer timer than normal). If everything gets put back before the shuttle gets there, it goes back and things carry on like normal.

Also the Captain should never get this because he could just make himself a new ID, put in the code and be done in 2 minutes.
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