08-22-2016, 06:08 AM
I'd like to get some feedback for a planned game mode I mean to code.
Conspiracy
The basic premise of conspiracy is very similar to traitor. A selection of conspirators are picked and made hard-mode traitors, ie no buying agent equipment. Instead, they get the list of all their fellow conspirators' names. It's teamwork instead of telecrystals. Objectives are shared but optional. The design is angled more toward low-key rounds without rampant violence. I've heard the concept compared to a successor for both Spy and Rev round types now.
Questions
How should late-joins be handled? Sending alerts that a new defector has joined the conspiracy is clunky and dumb. Allowing late-joins to be full blown traitors with telecrystals or other antags breaks the low armaments condition that the round type relies on. My current thinking is that initial spawn conspirators also get a code phrase that late-join conspirators can use to identify themselves as friendly.
Objectives are where I need the most help. I need a list of fun things for a group of antags to pursue. This is where I need the most help. I'm not concerned with the goals being programatically verifiable, but that's a bonus.
Do departmental defections sound like a good idea? Instead of picking a random peppering of all crew, the antag selector could try to make a department (medical, science, engineering, civilian) all or majority conspirators. This wouldn't happen every conspiracy round, it would just be an optional thing.
Special headset channels and IFF markers like nukeops get I'm vetoing. Disguising yourself and being attacked by your fellow Conspirators accidentally is planned fun. A headset can be stolen and examined, revealing the roundtype and permitting anyone to listen in to identify the other conspirators. Plus, I want conspirators conducting meetings in dark maintenance tunnels. Use your PDA, but don't forget that it keeps a list of messages sent and received.
Conspiracy
The basic premise of conspiracy is very similar to traitor. A selection of conspirators are picked and made hard-mode traitors, ie no buying agent equipment. Instead, they get the list of all their fellow conspirators' names. It's teamwork instead of telecrystals. Objectives are shared but optional. The design is angled more toward low-key rounds without rampant violence. I've heard the concept compared to a successor for both Spy and Rev round types now.
Questions
How should late-joins be handled? Sending alerts that a new defector has joined the conspiracy is clunky and dumb. Allowing late-joins to be full blown traitors with telecrystals or other antags breaks the low armaments condition that the round type relies on. My current thinking is that initial spawn conspirators also get a code phrase that late-join conspirators can use to identify themselves as friendly.
Objectives are where I need the most help. I need a list of fun things for a group of antags to pursue. This is where I need the most help. I'm not concerned with the goals being programatically verifiable, but that's a bonus.
Do departmental defections sound like a good idea? Instead of picking a random peppering of all crew, the antag selector could try to make a department (medical, science, engineering, civilian) all or majority conspirators. This wouldn't happen every conspiracy round, it would just be an optional thing.
Special headset channels and IFF markers like nukeops get I'm vetoing. Disguising yourself and being attacked by your fellow Conspirators accidentally is planned fun. A headset can be stolen and examined, revealing the roundtype and permitting anyone to listen in to identify the other conspirators. Plus, I want conspirators conducting meetings in dark maintenance tunnels. Use your PDA, but don't forget that it keeps a list of messages sent and received.