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Antag Suggestion: <Inmate>
#1
So whats the worst part of brigs lately? They remain empty 90% of the time. It means security has almost no reason to be looking at them or being on guard in their wing.

So time for a new antagonist to spice things up. BEHOLD!

THE INMATE

An Antagonist that spawns in the brig with a message to Security. A convicted syndicate member will be transfered to your station for temporarely holding, as the previous jail was blown to pieces and thus a transfer has to be arranged. Keep the inmate alive "if possible" and get them on the shuttle to extraction.

The Inmate's goal? AVOID THE SHUTTLE AT ALL COSTS!
Try to break out, try to fight security, try to hide away to avoid being on the shuttle.

But the Inmate has some tricks up their sleeves. They could fashion tools out of bedding, cards and such for weapons or tools.

But that is not all... traitors/sleepers/spiefs will also get an extra objective if an Inmate is detected. Their job will be to break the inmate out and get them as far as possible from the extraction shuttle. 


So.... let's talk possible mechanics in mind for this antagonist.

The Inmate mechanics suggestions/bullet points:
- Inmate always spawns in the brig in an orange jump suit and in cuffs/shackles. Has half time to break out of cuffs.
- Inmate gets to pick 1 tool from at spawning that's hidden in their jump suit that they only can get out. (Like the bible for chaplais)
- Inmate can make more tools by taking objects from things in the brig or dissassembling them with make shift tools. (Like dissassembling a bed then using bed parts to fashion it into a weapon)
- Inmate has 4 implants: Health, Tracker, Anti teleportation and an ID for the listening post. Inmates cannot be teleported away in anyway shape or form. This includes Port-a-brigs and such.
- Inmate wins by not being in extraction. They have to be alive for this though as being dead and not on the shuttle doesn't count as a win. 

The following items the inmate can make/obtain from the start.
- Make shift omnitool. (has a 35% fail to use and each failure has a 5% chance of breaking)
- Make shift weapons. (Bed Hammer, Table leg with nails, Toilet Seat boomerang, Pillow bomb, pointy stick kinda deal)
- Make shift headset. (Has the syndicate frequency unlocked)
- Make shift Emag. (Will shock the user after every use, has a 4 second time to use, has a recharge timer of 20 seconds)
- Make shift Chameleon Cloak. (Basically it's making a bed sheet that camoflouges on the tile you are on, but moving detectivates it. Great for giving the slip, but you can't see anything! Making eye holes will make it show your eyes regardless of position on each tile)

Now a few more points to add for this suggestion:
- Security MUST bring inmate to centcom, dead or alive. But if brought in dead... Security will be reprimanded at Centcom (basically less security scoring.)
- If the inmate is dead off station, security loses as well as the inmate.
- Traitors/spiefs/sleeper agents automatically complete all their "objectives" if the inmate is alive off station. Maybe the listening post is the win condition?
- Inmates will be round start only spawns. No mid round shennigans for this one.
- The inmate is always another antag during a round, but will never be around antags like Blob, Salvagers, Nukies and such. Inmate rounds are pure Syndicate driven rounds.
- That said... "Super Inmate rounds" are an idea.. where Nukies are charged to extract the inmate from the station using their pods to get him to the ship and to their ships "extraction" (I don't know?) ...Inmate must be extracted alive from the station. If dead... Nukies might have to capture medbay to revive him.

Possible problems/hiccups:
- Reviving Inmate means they won't have the right implants... thus possible abuse of killing an inmate and reviving him to get rid of his implants. (even if we hard lock it out of surgical removement), Possible fix: If an inmate has been cloned the clone will automatically have the same implants.
- Inmate griefing. People killing him or inmates commiting suicide to spite security (then going DNR).
- Perma Port-a-brigged. While inmates can escape from it... I can see this being the biggest problem with some security members taking an easy way out. Might have to make the Port-a-brig reject inmates?
- Meta stripping off tools. Inmates have tools... why not constantly strip them down to find it? Possible improved by allows inmates to store as much in their jump suit and pulling them out of any other jumpsuit. Keeping them naked might be the next problem but that one is easily solved by a way of inmates to get the tools out regardless (like via a timer).
- Keeping an inmate dead and then cloning them in the last minute. (More an ahelp problem)

And well that's it... that's the suggestion.
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Messages In This Thread
Antag Suggestion: <Inmate> - by Kotlol - Yesterday, 05:27 AM
RE: Antag Suggestion: <Inmate> - by meaow589 - Yesterday, 05:40 AM
RE: Antag Suggestion: <Inmate> - by Kotlol - Yesterday, 08:35 AM

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