06-22-2022, 02:41 PM
(This post was last modified: 06-22-2022, 04:50 PM by NightmarechaMillian. Edited 4 times in total.)
Nukies! Everyone's favorite antag, unless you're a nerd who holes up in your department all round. But we don't talk about that.
Nukies, however unfortunately, aren't very common, and are uppity and disabled on RP, since uniquely to goon, nukies always go in guns blazing. But what if they didn't have to go in guns blazing, and were instead simply a compliment to your average round? Enter midround nukies.
The setting: You, and one to two of your fellow syndicate terrorist buddies made a horrible awful mistake (as you usually do) and lost the nuke (as you usually do), but survived and were able to escape the station. Stripped of your dignity, and given the worst of the worst of surplus equipment from before you were born, you have been given a second chance as a small strike force onboard NSS 13!
What I have so far: Thus far I've scraped together an event with the same spawn conditions as the now disabled SWORD drone that sends an alert to all ghosts, and picks up to three of them to be spawned as staff assistants onboard the cairngorm. I banged this code out today, though, so more is guaranteed to come.
What I have planned, and how it's going to work:
Loadouts: Unlike conventional nukeops, the up to three midround nukies will get access to a custom uplink that gives them a variety of options for surplus equipment. Each option will choose randomly from a hardcoded list of things that fall within the category. Beyond not being obviously admin-only, these lists will have whatever fits the description, even if it's from other gamemodes.
Space suit- self explanatory
Long gun: any weapon that takes up two hands and isn't obviously breaking character or insanely OP, as well as ammunition. For sake of balance things like the SPES-12 will be in this category.
Sidearm: any one handed weapon, energy or kinetic, as well as ammunition. This'll include things like the podwars blasters and predator revolver.
Melee: any melee weapon, stationwide or otherwise. This'll probably draw the strongest from non-explicitly syndicate things, like circular saws, ratsticks, D-sabers, and spears, but of course will have the classics of katanas and c-sabers in the item pool.
Storage: Utility belts, secbelts, pouches, and fanny packs.
Utility- Offensive: Grenades, sawflies, syndie pipe bombs, throwing weapons
Utility- Defensive: land mines, barriers, armor (nothing too overpowered), SWAT gloves
Utility- stealth: DNA scramblers, masks, cloakers. Mostly syndicate items and poisons.
Utility- Explosive: Breaching charges, MPRT ammo, maybe even just a large beaker full of black powder.
Utility- Misc: Anything that'd be good to have and doesn't fall within the other lottery categories- microbombs, emags, self-charging cells.
Utility- Healing: Automenders, autoinjectors, hyposprays, healing chems, white weed, med patches, and defibrillators.
Surprise me: One of each, then random choices purchases from the other categories until no more TC remains.
This will allow the operators to have access to a wider variety of equipment than what any other antag can get their hands on, and for re-use of assets which only see the light of day in incredibly rare circumstances, as well as more closely mimic traitors rather than full on nukeops- a decent portion of their gear will be stuff that spawns naturally onstation.
This will serve to both broaden the scope of possible interactions and force the nukies to rely more on teamwork- they will be forced to act as a cohesive unit. Furthermore, without the sole antagonists being nukies, this will broaden the approach strategy and allow for more interesting plays than the only really viable option that is guns blazing, especially since their equipment will not immediately signify that nukeops are out and about.
So, the nukies have toys, now what?
Rather than the sole objective being to blow up the station, the midround nukies will have a variety of sub-objectives they'll have to complete before they get a bomb. These will be fairly high difficulty, and may borrow mechanics from spy theives, namely stealing station equipment. I'll probably use a PDA app in order to allow them to track what has and hasn't been done yet.
Provided (Read: they romp sec and the round has to end) they succeed, they will be granted one a non-nuclear bomb similar in power to a maxcap TTV or artifact bomb, and tasked with detonating it, just like normal nukies, in a given department. Once the timer reaches halfway, the shuttle will be called.
Reasons I want to make this gamemode:
-System interaction, mainly that of the ballistics system. Kinetic weapons are insanely rare ingame, and beyond printed .22 ammunition and the occasional AEX purchase, I don't think I've ever seen someone use ammunition for a gun beyond what it spawned with. Allowing otherwise gamemode-locked firearms to spawn in normal rounds opens this up, if only briefly, for wider usage.
- Given population sizes and equipment, stealth nukies are almost impossible, since so much of their toolkit immediately tells the crew that there's only one antag type onstation.
- Antag-antag interaction. This opens up the possibilities for antags of varying allegiances to interact in more deep ways. Will a traitor kill the nukies for loot, or will they help out with the mission? What about a changeling? A wizard? Especially on RP, I can see this opening the doors for deeper and more engaging interactions.
-We need a SWORD-type event. Especially nowadays, I'll often find a ton of rounds where the crew just wins and there's barely anything to do for 40 minutes. Having a severe, but not guaranteed to be round-ending event to fill the niche will make things funner.
Drawbacks (those I can come up with):
New person fucks over the whole team. This'll be pretty easily solvable by giving the event a decent roundlock.
Midround nukies get separated and die one by one. Giving them a syndicate headset and potentially an ability to find where the other operatives are should fix this
Let me know what you think, what I can do to make this event engaging, and any odd ideas you have for equipment. Half of getting new features added to the game is community interaction and enthusiasm, so I'm fully open to input and criticism.
Nukies, however unfortunately, aren't very common, and are uppity and disabled on RP, since uniquely to goon, nukies always go in guns blazing. But what if they didn't have to go in guns blazing, and were instead simply a compliment to your average round? Enter midround nukies.
The setting: You, and one to two of your fellow syndicate terrorist buddies made a horrible awful mistake (as you usually do) and lost the nuke (as you usually do), but survived and were able to escape the station. Stripped of your dignity, and given the worst of the worst of surplus equipment from before you were born, you have been given a second chance as a small strike force onboard NSS 13!
What I have so far: Thus far I've scraped together an event with the same spawn conditions as the now disabled SWORD drone that sends an alert to all ghosts, and picks up to three of them to be spawned as staff assistants onboard the cairngorm. I banged this code out today, though, so more is guaranteed to come.
What I have planned, and how it's going to work:
Loadouts: Unlike conventional nukeops, the up to three midround nukies will get access to a custom uplink that gives them a variety of options for surplus equipment. Each option will choose randomly from a hardcoded list of things that fall within the category. Beyond not being obviously admin-only, these lists will have whatever fits the description, even if it's from other gamemodes.
Space suit- self explanatory
Long gun: any weapon that takes up two hands and isn't obviously breaking character or insanely OP, as well as ammunition. For sake of balance things like the SPES-12 will be in this category.
Sidearm: any one handed weapon, energy or kinetic, as well as ammunition. This'll include things like the podwars blasters and predator revolver.
Melee: any melee weapon, stationwide or otherwise. This'll probably draw the strongest from non-explicitly syndicate things, like circular saws, ratsticks, D-sabers, and spears, but of course will have the classics of katanas and c-sabers in the item pool.
Storage: Utility belts, secbelts, pouches, and fanny packs.
Utility- Offensive: Grenades, sawflies, syndie pipe bombs, throwing weapons
Utility- Defensive: land mines, barriers, armor (nothing too overpowered), SWAT gloves
Utility- stealth: DNA scramblers, masks, cloakers. Mostly syndicate items and poisons.
Utility- Explosive: Breaching charges, MPRT ammo, maybe even just a large beaker full of black powder.
Utility- Misc: Anything that'd be good to have and doesn't fall within the other lottery categories- microbombs, emags, self-charging cells.
Utility- Healing: Automenders, autoinjectors, hyposprays, healing chems, white weed, med patches, and defibrillators.
Surprise me: One of each, then random choices purchases from the other categories until no more TC remains.
This will allow the operators to have access to a wider variety of equipment than what any other antag can get their hands on, and for re-use of assets which only see the light of day in incredibly rare circumstances, as well as more closely mimic traitors rather than full on nukeops- a decent portion of their gear will be stuff that spawns naturally onstation.
This will serve to both broaden the scope of possible interactions and force the nukies to rely more on teamwork- they will be forced to act as a cohesive unit. Furthermore, without the sole antagonists being nukies, this will broaden the approach strategy and allow for more interesting plays than the only really viable option that is guns blazing, especially since their equipment will not immediately signify that nukeops are out and about.
So, the nukies have toys, now what?
Rather than the sole objective being to blow up the station, the midround nukies will have a variety of sub-objectives they'll have to complete before they get a bomb. These will be fairly high difficulty, and may borrow mechanics from spy theives, namely stealing station equipment. I'll probably use a PDA app in order to allow them to track what has and hasn't been done yet.
Provided (Read: they romp sec and the round has to end) they succeed, they will be granted one a non-nuclear bomb similar in power to a maxcap TTV or artifact bomb, and tasked with detonating it, just like normal nukies, in a given department. Once the timer reaches halfway, the shuttle will be called.
Reasons I want to make this gamemode:
-System interaction, mainly that of the ballistics system. Kinetic weapons are insanely rare ingame, and beyond printed .22 ammunition and the occasional AEX purchase, I don't think I've ever seen someone use ammunition for a gun beyond what it spawned with. Allowing otherwise gamemode-locked firearms to spawn in normal rounds opens this up, if only briefly, for wider usage.
- Given population sizes and equipment, stealth nukies are almost impossible, since so much of their toolkit immediately tells the crew that there's only one antag type onstation.
- Antag-antag interaction. This opens up the possibilities for antags of varying allegiances to interact in more deep ways. Will a traitor kill the nukies for loot, or will they help out with the mission? What about a changeling? A wizard? Especially on RP, I can see this opening the doors for deeper and more engaging interactions.
-We need a SWORD-type event. Especially nowadays, I'll often find a ton of rounds where the crew just wins and there's barely anything to do for 40 minutes. Having a severe, but not guaranteed to be round-ending event to fill the niche will make things funner.
Drawbacks (those I can come up with):
New person fucks over the whole team. This'll be pretty easily solvable by giving the event a decent roundlock.
Midround nukies get separated and die one by one. Giving them a syndicate headset and potentially an ability to find where the other operatives are should fix this
Let me know what you think, what I can do to make this event engaging, and any odd ideas you have for equipment. Half of getting new features added to the game is community interaction and enthusiasm, so I'm fully open to input and criticism.