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CollectiveS

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  1. This suggestions pretty simple, basically I've been thinknig that when the station is quite populous or during pretty quiet rounds (like extended can be) it would be cool if some randomly slected members of the crew had objectives of their own. Now I'm not talking Antag level objectives, just some more minor things to create a number of subplots running through the station at the same time as the "main" event(s), perhaps in some cases slightly illicit activities. To give some examples of what I'm thinking 1. Two players get objectives that require one player to collect debt money from the other (perhaps with threats and intimidation but no harm or other antag-like behaivour), maybe requiring the debtor to gather some cash around the station somehow. 2. A player starts the round with some drugs(of whatever) in their possession and have to sell it on the station. 3. Smuggling, one or more players start with some object they have to hand off to another player who has to leave the station with it in their possession at the end, could be drugs, could be a gun really anything illegal (for extra fun make them a mule and have to have the payload surgically removed - would likely be quite a bit more complicated though). This would work similarly to the syndicate documents hand-off objective. 4. Acquiring an object on station and leaving with it, could be many things, might require theft, would not be an object of special importance. Similar to the syndicate theft objective but much less important items and not necessarilly illegal but would hopefully require at least some work to get. Think things like surgical tools, botany plant scanners, specific chemicals, stuff that's restricted to cetrain departments or is just uncommon. I'm not sure how the code works for objectives so this might be too fiddly to even consider, but what do people think? Any other ideas?
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