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[New antag round suggestion] Corporate Espionage.


Gangstafary

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Following with the Aurora Gamemode Challenge, I've been thinking on that for some time and have come up with something.

What is the general idea?

Corporate Espionage would be a gamemode centered on subtle and stealthy acts, involving charisma and persuassion more than robustness to appeal to those that'd prefer non-violent interaction with antags (spies from now on), and inviting spies to collaborate at round-start for gimmick creation that'd allow for the full potential of this gamemode to be achieved and enjoyed.

Corporate Espionage would be a gamemode thought for 15 active players, with two antagonists. Both antagonists would spawn off-station in a place where they'd pick their loadout from a series of available items and then depart to the station to arrivals in an identical shuttle to that of the Odin.

As with the rest of gamemodes, there are not defined objectives rather than the general scope of "Corporate Espionage", and both antags could agree for their gimmick to involve cooperation, punctual help or directly enmity/counterintelligence. Since getting the nuke codes, records or research info dies boring young, it's the potential inside gimmicks what would make this roundtype interesting and as such is thought as that. Would your spy be sent from the Sol Alliance or by some political party from there? Are they from Necropolis Industries or straight outta the Syndicate? How'd it be related to the other spy in game? May they be an NT agent working on contraintelligence?

As much, the only fixed objective would be to leave the station to Odin having successfully infiltrated the station.

How would it be mechanics-wise?

The spies would each one start at identical but separate bases, each one with a shuttle identical to that of Odin-to-Aurora II mid-shift transfer shuttle and a teleporter similar to that of the ninja. Also a PDA for spawning their antag-loadout with a limited set of TC besides the usual PDA functions. Some of those items would be, with the description of those that are not present IG at the moment.

- Agent ID.
- Chameleon kit.
- Chameleon projector.
- Hacked AI board.
- Sleepy pen and ring.
- Clerical Kit
- Manifest Decryption Terminal: Assigns your ID a chosen name and role, updates that info to the manifest and creates a CC message announcing your arrivals as if you were a regular crewmember. Also allows to update your fake identity's records.
- Bug kit.
- Emag.
- thermal-vision goggles camouflaged as prescription glasses.
- Hacked loyalty implant.
- Door hacking tool.
- Medisensors disrupter: Similar to a radio jammer, when it's active, it will keep the carrier vitals and position the same as they were when the device was pulsed active, as much oscilating BPM on 2-3 beats up or down.
- Operations funding.
- PDA aircracker: Catches some of the PDA messages sent between crewmembers, similar as the AI can, seeing only either sender or receiver.
- Voice changer.

How would it be RP-wise?

Since interaction between both spies is capital in this game-mode, at least some vague gimmick direction should be specified at roundstart through AOOC.

Spies are not meant as hitmen nor kidnappers, as much information gatherers for those purposes. Most violence involved in the gimmicks should be really minor. Examples would be a threat in order to convince/scare someone, or briefly recluding someone for a truth serum interrogatory. Spies don't have a mean to return to their base (at least on what is seen in the round) and must leave the station uncaught, and violence leave a lot of traces. Spies should, rather, use bribery, connections or personal information as a mean to achieve their goals.

Spies using the Manifest Decryption Terminal and hence, acquiring a fake identity, must act realistically according to it in order not to get caught. That implies maybe doing some of the vital task your role would be supposed to do, being around seeming dilligent, or just try to sneak out of your duty by delaying your response until another jobmate has taken the task. Revealing your identity is allowed later in the round but one should strive to keep and maintain an unsuspected fake identity.
 

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