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Request for Comments: Stealth Nuclear Emergency
#31
Xeram Wrote:Honestly this would probably be better off as an outright replacement for spy rather than a straight up different mode.

Also does anyone else think it'd be hilarious if there was a % chance during these rounds that they ended up sending both nuke teams, turning it into a race to see who can detonate their nuke first?

Stealth team A is meeting up in the jazz lounge when suddenly some RPGs slam into the wall and blast Agent Gibs to bits, the crew starts screaming about redsuits attacking as the agents realize someone fucked up at syndie command, and they're disguised as the crew the redsuits were sent to annihilate.

Suddenly it's turned into a race to see who can arm their bomb first and the agents to get out of dodge before they're turned to a fine pile of ash.

*cough* But on the actual topic, Yes. Forever yes. Anything that adds more stealth modes to the game, terrible rampages and obvious traitors just end up in either long drawn out boring rounds or short terrible ones.



So instead of having the Explosivy nuke team show up and fight them...Have a second team show up with the same objective (or a diffrent objective that is also game ending that the crew wishes to avoid) and have them race to finish their objective.They are also given mini-objectives that when completed they are rewarded with more telecrystals)Winning team gains promtion of becoming a aftermath nuke cleanup crew!

Only problem is a way to keep the two teams from rampaging....prehaps the captain can have a comand on the computer where if he can correctly label of 3 of the 10 spys (each team has 5) (Centcom will send a message laughing at him if he fails and then will gib him if he fails again) a attacksquad made up of the ghosts will show up with all the spy names with a mission to kill them .
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#32
small concern

Quote:Agents would have a popup telling them to confer with other agents to meet up - once all agents meet up and provide a code, the station bounced radio can be unlocked (to prevent the dude who spawns with the radio from spawning a bunch of dumb shit all by himself) -- this could be accomplished either through PDA messaging or by maintaining the :h ability on their headsets.

What happens if one of the agents goes braindead/logs off early? Would that deny the rest the ability to unlock the radio?
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#33
mozi Wrote:small concern

Quote:Agents would have a popup telling them to confer with other agents to meet up - once all agents meet up and provide a code, the station bounced radio can be unlocked (to prevent the dude who spawns with the radio from spawning a bunch of dumb shit all by himself) -- this could be accomplished either through PDA messaging or by maintaining the :h ability on their headsets.

What happens if one of the agents goes braindead/logs off early? Would that deny the rest the ability to unlock the radio?

Good point. Maybe codes from the # of agents - 1 would be needed?
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#34
Twas thinking the same thing mozi.

Lets say the agents had the following things:
-> Heatseeker in one pocket
-> Syndicate ID in another

How about they also have a piece of paper in their bag called "Brief"
Example:

BURN AFTER READING
DO NOT LET THIS GET IN THE WRONG HANDS

Hello Agent #42
Due to your prowess in the field, you are allocated the task of detonating this stations nuclear warhead, and thus cleansing the galaxy's scourge of nanotrasen imperialism. We are aware of the pain of the nuclear blast, but do not fret, drones in the area will salvage your body and you will be rewarded as per contract
You will not be undergoing this task alone. Other contract agents upon this station are
#32- Bob Asshat - Scientist
#12 - Gooby Plz - QM
..etc
You will contact the above agents to be given the equipment via an uplink. The uplink requires a code. Your code is: P, 3rd Digit
Good luck Comrade



The brief would state their team-mates, and their code and their digit place. i.e: 5, 2nd digit.
Being caught with the brief would be pretty serious, so agents would have to be very careful with the brief, as it states not only your section of code, but WHO your team-mates are, hence the encouragement of destruction. This is all very agenty and fits in nicely.

If for some reason the player goes braindead at round start, the other agents know who they are via the brief, so they can just go up, empty their pockets/bag and get the other code. Simple, no need for any extra coding.
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#35
How about, instead of it being a piece of paper (which'd just revive the old revolution muggings), have it be a hidden page in their PDA, similar to the unlockable traitor item list on a regular traitor's pda? It'd provide them with the information, without being so terribly compromising.

I can't see any need for mandatory syndicate ID cards, considering they already start with regular station ID cards which work as a perfect disguise (unlike the current syndies).

As for the pinpointer, how about making that be the only item spawnable from the hidden page in their PDA? It'd prevent the syndies being discovered due to some ass staff assistant stripping them at the start of the round, which'd be absolutely horrible (and the only purpose of having them spawn with that equipment unhidden).

I don't think that any features should be added that make it overly obvious who they stealth-syndies are, if you want them to actually attempt stealth. On second thought, I think the whole "message telling you who everyone is" thing seems unnecessary (except in the form of a traitor pop-up at round start), why not just use the old "s" symbol overlay?

Another method of controlling the usage of telecrystals would be to have them given a small amount each, e.g. 5. They could then meet up and transfer their telecrystals to each other - so Agent A. gives Agent B. his 5 telecrystals, so that together, they can buy something that costs more than 5 telecrystals. This allows the team to continue if one or more of them have been compromised, while preventing one team member from wasting the entire groups telecrystals, all without removing the bonuses of meeting up with the other team members. It also allows them to work in multiple groups, eg. 2 groups of 2, 1 solo operative, should they chose to do so. This'd prevent errors from become round-ruining, but still having a large negative impact on the team - overall, more meaningful & fun for everyone.
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#36
Quote:How about, instead of it being a piece of paper (which'd just revive the old revolution muggings)
Oh god I totally forgot about that shit. Having a hidden page on the pda sounds like a decent alternative. The pinpointer being spawnable via the pda is cool too.

Quote:I can't see any need for mandatory syndicate ID cards, considering they already start with regular station ID cards which work as a perfect disguise (unlike the current syndies).
This I disagree with. The syndi ID's have alot of purpose: They can swipe access (very useful for covert agents), it stops the AI from tracking you, and it gives you access to the syndicate trader (which should sell some more covert items imo). Nothing to do with disguise really, it's a small (but useful) piece of equipment to start with.

Quote:Telecrystal sharing
I really like this idea. You could do it very simply by just smacking ID's off each other, whoever hits gives their crystals to that pda. Eliminates alot of problems.
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#37
Smacking pda's off each other*
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