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[Gamemode] Pirates!
#1
Have you ever thought of a Syndicate Operative Mission, but without the Nuke or Skill?

Have you ever thought of a bunch of murderboner traitors with little-to-no actual weapons?

Then this is the game mode for you!

PIRATES

NUMBERS


There is the same amount of pirates as there would be for the Nuclear Operatives, but minus one. So they certainly don't have numbers, most likely being a crew of two-three.

STARTING POSITION

The Pirate's Shuttle. Much like how the Syndicate's Shuttle is in a confined space in space that is exclusive for that gamemode, the Pirate's Shuttle can only be accessed thru the teleporter, the teleporter takes 3 seconds to recharge, and the pirates all have a teleportation key which allows them to use it. In order to get back, they have to use the key and they'll be transported back. The Teleporter has 4 Turrets surrounding it, and only people with a special microchip can get in.

SPECIAL POWERS

They mostly don't have special powers. However, the Captain has a 30-second cooldown ability called Parrot. Where he can throw a Parrot at the enemy, making them drop what's in their pockets and making them bleed slightly. If it hits a wall or other object, the parrot disappears due to functioning as a bullet.

EQUIPMENT

The pirates have Syndicate Items as their trinkets, and their ship has two Surplus Crates in it. So they have no idea what they will have to aid them.

OBJECTIVES

The entire crew shares two random objectives, and each crew member has one picked from a random list.

SHARED OBJECTIVES:
  • Steal the Auth. Disk, for a large bounty according to the Syndicate.
  • Have the Captain dead by the end, leaving the ship to Pirate Scavengers!
  • Make sure the AI has the name PIRATES WERE HERE, just for the heck of it! (Tip: Copy and Paste the name in.)
  • Make sure your Captain is alive and well!
SOLO OBJECTIVES:
  • (Captain Only. Captain ALWAYS has this one.) Make sure at least half of your crew has their Solo Objectives complete!
  • Be Drunk by the end of it all!
  • Make sure the entire crew survives!
  • Make sure you have atleast 2,000 Credits in your pocket by the end of this adventure.
  • Steal atleast 5 trinkets from the station's crew, and make sure they're all on your person by the end!


AND THAT IS IT, NOW GET LOOTIN' AND KILLIN'!

So what did you think? Do you think they're too strong? Did you think they're too weak? Do you think more choice is required? Tell me so that I may change it and make sure things stay great!
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#2
only if there is a pirate accent
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#3
And make them Freebootas, so I can justify orkinsult1 and orkinsult2 in the new VOX.
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#4
each member of pirate crew should have randomized species like ambassadors do. but with no language problems like the martian ambassador has
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#5

(09-21-2016, 04:35 PM)misto Wrote: each member of pirate crew should have randomized species like ambassadors do. but with no language problems like the martian ambassador has

Totally adding this.

(09-21-2016, 04:16 PM)Musketman12 Wrote: only if there is a pirate accent

Unsure about this, since it will add to the drunken HOLY SHIT PIRATES factor, and decrease the HOLY SHIT PIRATES ARE A TEAM!? factor.
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#6
We've got big pods that have interiors. How about using one of those as a base?
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#7
(09-21-2016, 05:45 PM)Frank_Stein Wrote: We've got big pods that have interiors. How about using one of those as a base?

We do?
As in, usable, giant pods that you walk around in?
Holy shit, that would be amazing.
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#8
this sounds cool as hell, basically a big battle of toolbox vs toolbox

bonus points for some sharp item reskinned as a sword
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#9
(09-21-2016, 06:16 PM)zcamperz Wrote: this sounds cool as hell, basically a big battle of toolbox vs toolbox

bonus points for some sharp item reskinned as a sword

There's always the chance that the Surplus Crates or the Trinket will be something like a Red Chainsaw or a CSaber or Shotgun or something.

So basically Toolbox vs Slightly Larger Toolbox
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#10
pirates should start with grog in their bloodstream and have a shuttle that docks with the station like the escape shuttle. Oh, and a space bee with an eyepatch who can sting anyone who tries to raid the shuttle.
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#11
What if the space pirates were a bit larger in size as a group. Like, around 10 strong? 

Except instead of traitor gear, they come with basic flintlock pistols and blunderbusses which are high damage but single shot. Maybe some gunpowder barrels, and cannons that shoot reskinned metors from their ship. After that it's just cutlasses and rapiers.

They come in loud, no real plan, and die gloriously. If they're lucky they kill enough of the crew to take the station. Just a fun mode with no real objective aside from having fun fighting.
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#12


DID SOMEONE SAY PIRATES?
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#13
In the event that this round type is picked, would there be ready-to-go pods on the station to fight the first wave of pirates in space?

See attached educational reference material:

[Image: Space_Pirates_2.jpg]
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#14
(09-21-2016, 08:49 PM)Frank_Stein Wrote: What if the space pirates were a bit larger in size as a group. Like, around 10 strong? 

Except instead of traitor gear, they come with basic flintlock pistols and blunderbusses which are high damage but single shot. Maybe some gunpowder barrels, and cannons that shoot reskinned metors from their ship. After that it's just cutlasses and rapiers.

They come in loud, no real plan, and die gloriously. If they're lucky they kill enough of the crew to take the station. Just a fun mode with no real objective aside from having fun fighting.

honestly this sounds more appealing and truer to the theme of a rowdy crew of pirates attacking the ship
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#15
the pirates' ship should have a plentiful stock of grog and should come armed with c-cutlasses
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