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Game Mode Suggestion(s)


MarinaRomanenko

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I had a wild idea the other day that would take some coding to do, which I may engage in if it gets some love.

 

Do you remember the Beast from Homeworld Cataclysm? What if a very small portion collided with the station, or was maybe something xenoarch could find, or you could order from centcom potentially (or from the syndicate). The idea being that you could feed people, meat, or pets to it. In return, you can interact with it to produce harvestable material for research, medical, or... ew.. chef. Perhaps even security could grow one shot grenade or something off it. You could feed prisoners to it, or antags, or antags could feed you to it.

 

It would start out non-sentient but if it got big enough it would get controlled by ghost or admin. Then the goal would be to subtly expand, control the AI, or eat people. I think a built in fail-safe could be designed in, like table salt kills one tiles worth of it. That way early on, it could be controlled more easily.

 

Just a potentially retarded idea.

 

I'd love to hear others or critiques on my own.

 

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Ohmigod. I had an amazingly stupid idea. But it just might be fun. Pokemon mode.

 

2 people are designated pokemon trainers. they get a number of pokeballs. Those are thrown at other members of the crew (some who try to get away, some who want to be captured.), when hit, they are transported another portion of the map. After each trainer has six, they battle their pokemon. All uncaptured crew become the audience/potential mass casualty incident. Undoubtedly, the clown would be either a great addition to a team or a stupid one. It may be stupid, but it also might be fun.

 

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Pokemon...? No. Definitely no. At least not for me :P

 

Your Beast idea isn't that bad. I like the idea of super vilain that demands sacrifice for retribution but it might be too close to the cult and Vox Raider rounds. And what would be the end game for such a game mode?

 

The second part of your idea is too much like a blob round also.

 

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  • 2 weeks later...

 

2 Ideas today.

 

1. Serial Killer

- One antag during the round. Gets one target at a time. Possibly gets a custom emote to eviscerate a body in a special way (removes heart, eyes, fingers, whatever.) Every target taken out gives a new target. This gives the detective something to do other than smoke in the medbay.

 

2. Secure Target Round

Similar to nuke ops, except the goal is capture a number of crew alive. Slavers or syndies. This could go many ways, as a captain may have an entire crew to protect him, but the station may willingly give up the clown.

 

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2 Ideas today.

 

1. Serial Killer

- One antag during the round. Gets one target at a time. Possibly gets a custom emote to eviscerate a body in a special way (removes heart, eyes, fingers, whatever.) Every target taken out gives a new target. This gives the detective something to do other than smoke in the medbay.

 

2. Secure Target Round

Similar to nuke ops, except the goal is capture a number of crew alive. Slavers or syndies. This could go many ways, as a captain may have an entire crew to protect him, but the station may willingly give up the clown.

I really like the slavers idea, may write a full thread about it.

 

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2 Ideas today.

 

1. Serial Killer

- One antag during the round. Gets one target at a time. Possibly gets a custom emote to eviscerate a body in a special way (removes heart, eyes, fingers, whatever.) Every target taken out gives a new target. This gives the detective something to do other than smoke in the medbay.

 

Yes please.

 

I would add the detective cannot be one of the people whom the serial killer can kill. It would eliminate the only person who could potentially capture the serial killer.

 

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The first two ideas were not what one would call 'traditionally good looking,' however, The Serial Killer idea is pretty good, and the Slaver/Secure Target Round is absolutely brilliant, I agree with Frost in that it deserves it's own thread to be elaborated in.

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  • 2 weeks later...

 

The alien hungry blob thing would be a lot of custom coding and I foresee a lot of grief occurring with it unfortunately. With it doing so many different things based on code alone, it would be difficult to implement without bugs.

 

Pokemon... Uhh... seriously...?

 

I like the serial killer idea. I might try it as a gamemaster run special-event at some point to test how it works before we implement it as a standard round-type.

 

The slavers idea seems really good. Though I had the joking idea with SSD people that if you emag the cryo-chambers in the dorms then anyone SSD who gets deleted from the game gets sold into syndicate slavery.

 

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Blob idea, yea. Perhaps it was just some nostalgia for some good ole' homeworld. I mean, we got plenty of ancient eldritch horror as it is. I always seem to want more though.

 

I know the pokemon thing sounds retarded. Thats because it is retarded. I still think it would be fun if done tongue in cheek... but also retarded. its essentially just pokemon style pit fights. The implementation would be funny, "Clown, I choose you. Use Flower filled with poly acid! Its super effective!" But perhaps not the right crowd just yet.

 

Lemme know how the serial killer round works out.

 

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I know the pokemon thing sounds retarded. Thats because it is retarded. I still think it would be fun if done tongue in cheek... but also retarded. its essentially just pokemon style pit fights. The implementation would be funny, "Clown, I choose you. Use Flower filled with poly acid! Its super effective!" But perhaps not the right crowd just yet.

 

Why can't it just be a pit fight in the thunderdome between two teams where the group 'leaders' have to pick a small group of people off the station to fight by their side via simple menus, and leave all the tired pop culture references out?

 

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too true. You dont even need the game mode. Ive been in rounds where the assistants have ran barefisted fight clubs in maintanence before. Beating eachother into brain damage.

 

Also, had another idea.

 

High Profile Trial: One person is designated the defendant. Has to be escorted on the station, case tried, and either released or confined. A few crewmen have the job of seeing them survive the round (even if they arent Sec). A few others have the objective of killing or maiming them (or melting their face off). It also gives the lawyer something to do except pretend to be a part of security. ;)

 

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too true. You dont even need the game mode. Ive been in rounds where the assistants have ran barefisted fight clubs in maintanence before. Beating eachother into brain damage.

 

Also, had another idea.

 

High Profile Trial: One person is designated the defendant. Has to be escorted on the station, case tried, and either released or confined. A few crewmen have the job of seeing them survive the round (even if they arent Sec). A few others have the objective of killing or maiming them (or melting their face off). It also gives the lawyer something to do except pretend to be a part of security. ;)

I'm sensing the perfect situation for a Pheonix Wright style trial here. make it so!

 

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I suggested an event to Neca inspired by the posts her recently. We had 2 people who were accused of releasing cortial borers on another station. One of the two was guilty and the other was not. Both were to be tried. Unknown to the station, 4 people were selected as traitors to rescue the guilty player. Ended up being a fun round for those involved.

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  • 3 weeks later...

 

I would like the serial killer (or continuous antag as there could be more objective types than just killing) to play out over a time period where the detective work could catch up. For instance by waiting a couple of minutes until he got his next objective.

Usually antags and the rounds in general play out too quickly for the detective work to complete.

 

If a game mode had a "stabilizing" phase where the antag would resume his normal duties and be wondering wether or not he had covered his tracks well enough, that would put a lot more meaning in the detective role.

 

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  • 4 weeks later...

 

I liked the first idea, reminded me of Little shop of horrors,

 

Like have someone start off as it, somewhere randomly on the station, and have it so they can whisper to people.

 

Try to whisper to someone and it makes them an antag with an objective of feeding it meat. Start off with food from the chef, or monkeys, then eventually get a mission to feed it people. Each time it's fed it gets stronger and stronger, and the end game could be it gets strong enough that it's able to move on its own, then it become a sort of blob scenario, where it's moving around the station destroying shit and people have to stop it.

 

 

Also I liked the idea of the serial killer mode, where antags get more objectives as time goes on. Maybe just edit normal traitor mode, to where if the traitor completes their objective, they get another one after 5 minutes or so.

 

 

 

Also, I had an idea, what if there was a traitor mode, where everyone on the station except security are antags.

I think that would be fun.

 

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I have a gamemode that I have tested with Neca's help. It has been sucessful and can be tweaked each time to make it a little different.

 

Setup

 

Round type needs to be set to extended.

 

One player needs to be assigned as the 'prisoner' that is being transported to the station for processing. A background can be assigned to the prisoner to allow for some RP, such as a diona nymph activist or a researcher that was responsible for releasing cortial borers at another station.

 

A command report is sent to the station indicating that a prisoner is incoming at arrivals in 'X' minutes due to 'Y' reason. It should state that they are to be secured until centcomm has processed the execution orders.

 

Early Game

 

Once the prisoner has arrived on station, 2-4 traitors should be selected with the objective to release the prisoner and have them escape via shuttle or pod.

 

It is up to security at this point to secure the prisoner, no perminant harm is allowed to come to them until centcomm reaches it's verdict.

 

Late Game

 

After an hour or so since the prisoner arrives at the station, a command report should be issued stating that the prisoner is to be executed by any means, but it must be witnessed by at least 3 heads of staff. If the traitors have not been able to stage a breakout before the execution is carried out then the station heads win and the round continues as extended.

 

If the prisoner has escaped then the traitors should be attempting to get the shuttle called while hiding the prisoner as best they can.

 

Tweaks

 

To alter the plans a little you can also stage a trial with another prisoner. Centcomm can slowly feed evidence to the station and the crew can decide who is guilty for execution.

 

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As rounds get increasingly chaotic, I often wonder.. Would this station be abandoned or salvaged long after our escape?

 

So I propose a radically different game mode.

 

The Clean Up

Essentially, we'd be the recovery crew. Engineers would try and restore power and rebuild the damaged sections, while the rest of the crew assists. I imagine the game starts with a sort of forward base for robotics and engineering etc to build and maintain robots and assist the work crew.

 

My idea is, a round like this would really help newbies to learn the inner workings of a station and give experts a run for their money in organizing the recovery, at least to acceptable working condition.

 

Now in this scenario everyone has to work under less than ideal conditions, which however also adds alot of fun to antag rounds or other chaotic situations. Imagine a radiation storm when half the station is missing and the crew feverishly working to put enough maintenance areas together to survive it.

 

As for map, one or 2 chaotic maps could be saved after a round was over maybe.

 

What do you think?

 

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