09-13-2014, 06:12 AM
I been thinking.....This post is kinda unorganized so i decided to redo/add some updates to it
Insurgents
In insurgency a player is randomly chosen to become a head insurgent with the goal to kill the Heads and all of security.To complete this task the Insurgent is given a special mindslave implant that doesn't work on the heads/security but doesn't wear off. The insurgent is also given a special pda that has an special shop and it also has the ability to ask the syndicate for a special objectives the range from farting on someone to destroying the engine. If an objective is completed the pda is given a point to spend in the shop
The stuff you can buy at the shop includes:
This will result in a fun and unique mafia/tier system where the head insurgent upgrades the pdas of and commands 2-3 mindslaves he trust and those people make and command small gang of mindslaves to complete objectives/attack the heads and security
Heads,security and loyal crew
The heads and security job is to hunt down and kill the head insurgentThey don't know it is the insurgency round till an insurgent is caught OR when the Syndicate turncoat calls the station. The syndicate Turncoat calls around the 5-10 minute mark(If the Head insurgent doen't delay him). He tells the crew that he upgraded their commasters with a special program that can order information from and will tell them what he wants ever 2-5 minutes.If they drop off items he wants (This ranges from pills with 100 of a random chemical to 10 laser guns) at randomly assigned dropzone (It changes every time he wants a new thing). If they complete the order they get One point to spend on buying information
The shit they can buy at the commaster is:
This means the heads can slowly learn who the insurgents are if the insurgents don't try sabatoging the delivery of the items he wants
How the round ends
The round ends in 3 ways
1-The head insurgent dies or leaves the Z-level (Head victory)
2-The heads and security die or leave the z-level (Insurgent victory)
3-The shuttle is called and the crew leaves (Draw)
So how you guys like this final update to the Insurgentsy gamemode?
Insurgents
In insurgency a player is randomly chosen to become a head insurgent with the goal to kill the Heads and all of security.To complete this task the Insurgent is given a special mindslave implant that doesn't work on the heads/security but doesn't wear off. The insurgent is also given a special pda that has an special shop and it also has the ability to ask the syndicate for a special objectives the range from farting on someone to destroying the engine. If an objective is completed the pda is given a point to spend in the shop
The stuff you can buy at the shop includes:
- A random Traitor item
- A way to upgrade someones pda to one like yours so they can do a seperate objective and order their own items(This shop will have a slight change of not having the ablity to upgrade other peoples modules)
- An implant that turns any Non-head/security into a perma mindslave
- A special headset that is connected to a special channel
- If the Turncoat hasn't come in yet you can delay him for 10 more minutes ONCE (I will expand on this in the command/security section)...(Also upgraded pdas can't do this)
- A Pinpointer that tracks the heads and security
This will result in a fun and unique mafia/tier system where the head insurgent upgrades the pdas of and commands 2-3 mindslaves he trust and those people make and command small gang of mindslaves to complete objectives/attack the heads and security
Heads,security and loyal crew
The heads and security job is to hunt down and kill the head insurgentThey don't know it is the insurgency round till an insurgent is caught OR when the Syndicate turncoat calls the station. The syndicate Turncoat calls around the 5-10 minute mark(If the Head insurgent doen't delay him). He tells the crew that he upgraded their commasters with a special program that can order information from and will tell them what he wants ever 2-5 minutes.If they drop off items he wants (This ranges from pills with 100 of a random chemical to 10 laser guns) at randomly assigned dropzone (It changes every time he wants a new thing). If they complete the order they get One point to spend on buying information
The shit they can buy at the commaster is:
- A random letter of the head insurgents name
- a small portion of a fingerprint of the head insurgent
- The current objectives of the insurgents
- The number of insurgents there are
- What the insurgents have bought
- The last action a random insurgent has done
- Two implants the un-convert injected insurgents and stops future mindslaving(This cost 3 points)
This means the heads can slowly learn who the insurgents are if the insurgents don't try sabatoging the delivery of the items he wants
How the round ends
The round ends in 3 ways
1-The head insurgent dies or leaves the Z-level (Head victory)
2-The heads and security die or leave the z-level (Insurgent victory)
3-The shuttle is called and the crew leaves (Draw)
So how you guys like this final update to the Insurgentsy gamemode?