05-28-2013, 05:41 PM
So I was on #4 the other day when ISaidNo started putting custom jobs in, and one of the jobs offered was 'test subject'. The idea was that you were a subhuman resource whose mental instability or (presumably) criminal malice had landed you in a straightjacket and muzzle to be used and abused by the science staff at their leisure.
I don't think I need to explain how awesome this was.
Either way, the round progressed and I managed to get free of my Straightjacket and muzzle, procured an Engineering ID and (with the help of a traitor) managed to get my hands on a power sink and some Syndicool trick cigarettes. Needless to say, with the station plunged into darkness and a truckload of deranged men shambling around the corridors hysteria quickly struck. Traitors became more devious and my cackling over the intercom seemed to enterain people.
It was then that an idea struck: Given how a round with a mentally unstable escaped convict with explosives had been an incredible amount of fun for me, the escapee, the antagonists using the confusion to their advantage and the security forces trying to detain me (and the other test subjects who were slowly loosing themselves in the darkness caused by the power sink) would a game mode which capitalised on this be worthwhile?
The idea is this: One player is designated as the 'villain', and is given an objective. This objective would, of course, have to be nefarious enough to pose a threat to the station but at the same time be grandiose enough to befit a true villain. We're not talking 'amass 40,000 credits' here, we're talking 'amass a million credits and escape in the captain's pod', or 'Kidnap the HoP and take him off-station'.
Imagine the chaos that could ensue. The villain could hold areas and systems like the engine hostage with homemade explosives unless his demands are met, slowly decimating the station faculty by faculty until it's no more than a husk manned by a skeleton crew. Imagine the chases through maintenance tunnels as the villain tries to escape, an unconscious player dragged behind them, dodging taser shots as he goes, or a sting surrounding a dropoff of credits as Security finally outwits their prey.
I think it might have legs.
With a few loyalty implants by default for creating a couple of henchmen, maybe an area akin to the wizard's den to flee to or take objectives to win (like a lair) and a few items, like a bobby pin to escape from the brig or a sleepy pen which paralyses victims I think it could work. The possibilities for dialogue and theatrics as well could be incredibly entertaining. When I was an escaped convict in that one round I stalked another player through vents, blowing up airlocks in the dark, funneling him towards escape.
He says it was pretty intense.
Anyway, that's my idea: A supervillain game mode, or at least a supervillain antagonist class similar to wizard or vampire. What do you guys think?
Cheers.
I don't think I need to explain how awesome this was.
Either way, the round progressed and I managed to get free of my Straightjacket and muzzle, procured an Engineering ID and (with the help of a traitor) managed to get my hands on a power sink and some Syndicool trick cigarettes. Needless to say, with the station plunged into darkness and a truckload of deranged men shambling around the corridors hysteria quickly struck. Traitors became more devious and my cackling over the intercom seemed to enterain people.
It was then that an idea struck: Given how a round with a mentally unstable escaped convict with explosives had been an incredible amount of fun for me, the escapee, the antagonists using the confusion to their advantage and the security forces trying to detain me (and the other test subjects who were slowly loosing themselves in the darkness caused by the power sink) would a game mode which capitalised on this be worthwhile?
The idea is this: One player is designated as the 'villain', and is given an objective. This objective would, of course, have to be nefarious enough to pose a threat to the station but at the same time be grandiose enough to befit a true villain. We're not talking 'amass 40,000 credits' here, we're talking 'amass a million credits and escape in the captain's pod', or 'Kidnap the HoP and take him off-station'.
Imagine the chaos that could ensue. The villain could hold areas and systems like the engine hostage with homemade explosives unless his demands are met, slowly decimating the station faculty by faculty until it's no more than a husk manned by a skeleton crew. Imagine the chases through maintenance tunnels as the villain tries to escape, an unconscious player dragged behind them, dodging taser shots as he goes, or a sting surrounding a dropoff of credits as Security finally outwits their prey.
I think it might have legs.
With a few loyalty implants by default for creating a couple of henchmen, maybe an area akin to the wizard's den to flee to or take objectives to win (like a lair) and a few items, like a bobby pin to escape from the brig or a sleepy pen which paralyses victims I think it could work. The possibilities for dialogue and theatrics as well could be incredibly entertaining. When I was an escaped convict in that one round I stalked another player through vents, blowing up airlocks in the dark, funneling him towards escape.
He says it was pretty intense.
Anyway, that's my idea: A supervillain game mode, or at least a supervillain antagonist class similar to wizard or vampire. What do you guys think?
Cheers.