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Let's think of new traitor objectives here!
#27
salix_catus Wrote:
Frank_Stein Wrote:"Make sure the clown escapes on the shuttle alive."
I like the idea of "keep x alive" objectives. maybe it could go along the lines of "make sure x is alive and doesn't escape on the shuttle at the end of the round"
the makes sense in a backstory way too. basically meaning that your mission is to keep the crewmember from escaping so when the station is evacuated, a syndicate squad can come collect prisoners from the abandoned station.

How about when someone gets the make sure so and so escapes alive an another person gets- Make sure SO and so is dead by the end of the round. Reports say he is being guarded by a turncoat

That way both people know another traitor is after the dude so they fight over him as the person in question freaks out because people are fighting over him

UrsulaMejor Wrote:a few of those suggestions seem boring, and one extremely difficult without secret knowledge.

as a general rule, I don't think traitor objectives should require leaving the station(except on the escape shuttle)

I think it might be cool if certain traitor objectives came with objective-related items you summon with your pda one time for free

such as: "plant this transmitter under the captain's bonsai tree before the x minute mark for a tactical strike"

and then at x minutes the syndicates launch a missile at that location.

or "place ten brains in this knowledge acquisition blender and escape with it on centcom" and the blender tells you the contents of their notes (like their pin) as a bonus

I REALLY like the idea of special stuff happening when you complete your objectives specially objectives that give you free traitor items like a mind blender or transmiter
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