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Heist Round
#1
I posted about it on Something Awful, but I had an idea similar to the Conspiracy round someone else suggested:

---Heads cannot be thieves (of the traitorous variety at least) for these rounds.

---All thieves start with Sunglasses in inventory and a Multi-frequency Headset initially all set to the same random frequency. They also each spawn with some Odd Electronics. Their PDAs all come with a program that tracks the Stash and all Odd Electronics, and pings them when the Stash is assembled or disassembled. All thieves have the toggle-able intrinsic ability to conceal their names when talking over a radio, should they wish to, replacing it with Mister [random color name] (set at the beginning of the round).

---When the thieves have three (or maybe just two in smaller rounds) Odd Electronics in one place, the Stash spawns. The Stash is basically distinctive Syndicate-looking teleport pad, anything pushed or placed onto it teleports away, and pays out an appropriate amount of money to shared 'account'. 

---The Stash can be disassembled back into Odd Electronics. Odd Electronics should be indestructible, allowing the thieves to potentially retrieve them if Security impounds them.

---Each thief can pull one of the following out of the Stash:
------Disguise Kit (Chameleon Suit, Voice Changer, Two Agent Cards)
------Wetwork Kit (.22 Pistol Box, Syndicate Dagger)
------B&E Kit (Stealth Container, Breaching Charge, full set of normal hacking items)

---The thieves' have the dual objectives to steal a certain monetary value worth of stuff, to steal like 1-2 specific high value items per thief spawned (like the captain's hat/gun, a botany vending machine, a pair of thermals, or Beepsky), and to escape with 75% or more of the Odd Electronics spawned.

---Occasionally (10%-ish), a thief is actually an undercover cop. Their goal is to ensure that the thieves steal at least half of their monetary goal, then to make sure they end the round either handcuffed on the shuttle, or in the brig. The undercover cop has the ability to Begin Sting Operation, which sends the name of the undercover cop and all the thieves to all Security members' PDAs, but starts a few minute-ish timer before police sirens blare all over the station and all the thieves get a message along the lines of 'You've been set up! Run for it!'. If this happens, all real thieves objectives change to 'Make sure the undercover cop is dead' and 'Escape on the shuttle unhandcuffed'. (Undercover cops can also contact security without calling the Sting Operation, but security has no way of determining if they are lying.)

---Occasionally (also 10%-ish), once the monetary goal is about 75% reached, one or two thieves may receive an additional objective: Make sure you are the only thief to escape the station. 

---Hitting certain money-in-shared-account thresholds should probably give the thieves some kind of escalating rewards, like most other traitor types, but I'm not really sure what. I don't really think they should get more powerful traitor gear, since the idea is to encourage low-powered treason.

The idea is a lower-powered, teamwork-oriented traitor round that hopefully won't devolve into a team deathmatch with Security.
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Messages In This Thread
Heist Round - by foolofsound - 08-26-2016, 12:38 PM
RE: Heist Round - by ferriswheel1 - 08-26-2016, 02:02 PM
RE: Heist Round - by Grek - 08-26-2016, 03:41 PM
RE: Heist Round - by Arborinus - 08-26-2016, 10:48 PM
RE: Heist Round - by BBEG - 08-27-2016, 09:33 AM
RE: Heist Round - by misto - 08-27-2016, 01:13 AM
RE: Heist Round - by atomic1fire - 08-27-2016, 06:39 AM
RE: Heist Round - by foolofsound - 08-27-2016, 08:25 AM
RE: Heist Round - by Frank_Stein - 08-27-2016, 11:49 AM
RE: Heist Round - by Noah Buttes - 08-27-2016, 04:19 PM
RE: Heist Round - by ferriswheel1 - 08-27-2016, 02:50 PM
RE: Heist Round - by Nnystyxx - 08-27-2016, 05:45 PM

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