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Persistent Traitors


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Posted (edited)

So this idea isn't mine (because my brain is like a block of Swiss), it comes from Apollo. But anyway,
You have the ability to designate a slot as a persistent traitor. (Maybe require admin vetting.) The specifics of how telecrystals would work can be discussed.
Essentially, you will be a traitor (hidden from the post-round traitor listings, of course). People can remember their interactions with you (the clever traitor not drawing a lot of heat and making a lot of enemies). You last until you are 
A) handcuffed and brought to the Odin
or
B) killed I guess
Then your slot is forfeit

I think this would create a lot of interesting interactions and cool flavor, as well as maybe solving an issue some have with the fact that traitors cannot actually be incorporated into things that happen with your character.

(Also, again, specifics can be worked out.)

Edited by ParadoxSpace
Posted

This could work as an event, I think, but not as a main part of the game. The round-based nature of SS13 works against this idea big time, because each round is essentially a clean slate. Some thing carry over, like you can largely keep relations between characters, but then things like dying and/or the station being destroyed and then reappearing the next round fine and dandy, does not. This would also screw with the game modes, since Secret rolls the dice on lots of very different antags and events, so having a persistent ling/tater/vamp/whatever wreaking havoc on top of a civil war, a pirate raid, nuke ops, etc, is just a bit much.

I can, however, imagine this as a daily event, where the game modes are restricted to tater/rev/cult/ling (one of these) but it is shown as Secret to everyone else. You and your antag friends are tasked with infiltrating and taking over the station in it's entirety which could mean replacing/recruiting all the heads or something. While you remain in obscurity, you will respawn as the same antag round after round. But you must work carefully and methodically, because if your plot is discovered and you are revealed as the bad guys and the crew starts actively opposing you, that's the last round. That's when you see if your preparations were good enough, you either win or lose, accomplish your goal, perish or flee the station. After this, a new round of antags are selected, etc. I think this could be fun.

Posted

You're an unlisted, "canon" traitor. Your job is to be an antagonistic force on station, and you will be this every round until you're captured or killed. Thats how I understand it atleast.

Although Im a bit concerned how this would work out in regards to going all out as a traitor, killing people, blowing shit up. Does this canon traitor have a limitation of how much shit they can do? And if you have a free-reign, do you lose your character when you're captured or killed? (Depending on the grievousness of the crimes) This has to be a forced thing, or the canon traitor idea wont really work imo.

Guest Marlon Phoenix
Posted (edited)

Low intensity canon criminals, you want¿ sounds fun, good sneaky meta.

Edited by Marlon Phoenix
Posted
2 hours ago, Pratepresidenten said:

You're an unlisted, "canon" traitor. Your job is to be an antagonistic force on station, and you will be this every round until you're captured or killed. Thats how I understand it atleast.

Although Im a bit concerned how this would work out in regards to going all out as a traitor, killing people, blowing shit up. Does this canon traitor have a limitation of how much shit they can do? And if you have a free-reign, do you lose your character when you're captured or killed? (Depending on the grievousness of the crimes) This has to be a forced thing, or the canon traitor idea wont really work imo.

Yes indeed, if you're captured/killed you're gonezo. (I guess for above like, yellow level crimes?)
I suppose it'd be valid to limit canon antags to stuff that isn't blowing things up. Killing is probably fine (and would be highly interesting. Assassinate me pls.).

Posted (edited)

Yeah it would definitely need to be limited to within reason to low level criminals. Also realistically would canon traitors be allowed to participate as antags? That being said it could add a lot of flare to the station.

Edited by Bear
Posted

What about when everyone is playing their "Ima antag" slot, outnumbering regular crew? An entire security force of these guys. Code words everywhere. You haven't put a limit on how many canon criminals there can be a round, not like there are on actual antag rounds. Suddenly it isn't an NT station at all.

Posted
On 05/05/2019 at 08:32, Conspiir said:

What about when everyone is playing their "Ima antag" slot, outnumbering regular crew? An entire security force of these guys. Code words everywhere. You haven't put a limit on how many canon criminals there can be a round, not like there are on actual antag rounds. Suddenly it isn't an NT station at all.

Some limitation would probably be necessary yes.

Something along the lines of your syndicate cell leader authorizing you to traitor for that round. Basically you join, try some action on your PDA, and that determines if you're given a green light to mantag or not. Alternatively, we mark syndicate characters and forbid joining as one if there's already too many antags in the round.

Posted

Alright, so I actually came in from Apollo after my ban was lifted way back when, so I actually have a pretty good handle on this. So we could try this system.

 

Spoiler

 

Perma-Traitor Status Access: 

- Strongly encourage player feedback on applications. Yes, it will have to be a whitelist due to the fact a token system is easily abused. Metabuddies are everywhere.

The reason player feedback will be important here is, no one wants annoying antags. Especially if we're dragging them into cross-round antics.

- The Application should be strict, there is a considerable amount of cunning involved in maintaining a disguise over many rounds, and honestly, I'm not super sure some of our players can handle it.

 

Resources and Limitations:

- Two maaaaaybe three per round depending on the current in-game population. Just to prevent the "everyone's an antag" scenario.

- I am not sure how TC would work with us, we could either give these traitors more to allow for interesting gimmicks, trusting they will use it wisely, or less due to the fact they are in every round.

 

The Masquerade: 

- GAME OVER: Antag is captured and held until they arrive on the NTCC Odin.

- GAME OVER: Antag is revealed, reported, but escapes Nanotrasen capture. 

 

- If a Canon Antag is revealed due to the actions of a Non-Canon Antag, then that Canon Antag maintains their disguise the next round.

 

 

 

feel free to add or remove points to adapt it to our server, this was just a bare-bones guideline

 

Posted

A quite interesting idea and I could see it work with a application based system.

The one thing I am not sure about is if that application based system should be public or private and per char.
-> Private and per char would require you to post in a specific forum topic (which can only be accessed by the author and the relevant staff) outlining the general idea you have for that antag

And yeah, there would definitely need to be some kind of restriction to limit the number of "perma-antags" during one round so it does not get too chaotic (altough, if they expose themselfs then its game over anyway, so I guess we could do without it). 

Posted

@Arrow768

one of my thoughts was about the application process. On one hand, we need player feedback and on the other, if we list the characters in the application it’s free real estate for meta gamers. 

I was thinking we could do it like this:

Phase 1: Player submits an application similar to a Command Application (doesn’t list character backstory)

phase 2: Whitelisted players and the managing staff have a discord, and in that discord they submit a Character to the staff for approval. 

 

Id personally like to see new characters used instead of artificially modifying old characters to fit the “Syndicate Agent” model,

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