Skull132 Posted April 18, 2018 Posted April 18, 2018 Okay, so let's stop spouting memes and actually create plans. So for the past some time I've been thinking of mixing up the standard gamemodes by integrating Deity type modes. Since Deity already exists (and Alb promised to import it at some point), I figured that the Syndicate side of things might also benefit from such a treatment. The general idea is this: a player is made into a Syndicate Commander. They have no direct presence on the map. Instead they have command and control over Syndicate assets on the station. At round start, this would mean having a few traitors with a direct link (headset, PDA) to them. Besides the operators being loyal to the Commander and having to carry out his bidding, the Commander would have resources (tele-crystals, perhaps external assistance) to offer to the operatives. Round structure would roughly go like this: Commander gets acquainted with his subordinates. Commander gives his subordinates their mission(s). Preparation phase for the operation. Action phase. Conclusion phase. With actual exfiltration of operatives being a possibility. The idea is to leave the structure relatively open, thus putting the Commander into a Game Master-like position. Where he's actively directing the round. Now, there's a few things to discuss and think about. First, is there actual interest in a game mode like this. Thus far reaction has been positive, and IMO gamemodes like this are a step in a gooder direction towards freeing up the round format for more shenaniganry and unexpected things. While also giving the players currently in the round a bit more direct control over how a gamemode is played. Second, what tools would be necessary for the Commander? First is obvious, some amount of TeleCrystals to hand out to his subordinates. But there are so many more swanky things to think about: The ability to call a nuke strike team. Dead-drops in both directions (eg: to get larger tools, the operatives would actually have to arrange to meet a dead-drop somewhere. Or to get something off the station for an objective, the operations would have to get it onto a dead-drop.) Fake announcements and rev-like dealies. Next up, recruitment. The station is a claustrophobic combat environment wherein the superiority is granted to the larger side. Security will always be able to overcome a set of antagonists that do not outmatch them in terms of gunfire, by virtue of the station working for the crew. This means that the most effective tactic for a small team boils down to being ultra-violent for a very short period of time. Anything else is tactically unsound. Recruitment would allow for a slower burn approach, wherein accruing resources is possible and will reward you with being able to tank enough damage/casualties to try out alternate tactics. In simpler terms, it'd allow for more dynamics by the Commander: think organic rev mixed with other things. But it can also end up as a crutch. So how should recruitment be handled? Finally, visibility. How the bloody hell should the Commander be able to perceive the game world...? Giving it AI-levels of access might end up being too powerful, though with only having vision and global comms access, it certainly wouldn't be a better situation than the AI is already in. But there are alternatives: like only having access to your subordinates (by virtue of an implant or something) and then giving them the ability to quickly tag others for visibility, or hack camera nets. So on. But this will majorly affect gameplay, depending on how this is handled. Alrightly, consider this the basis for my design doc. All points raised above are open for input and critique in a bid to have them fleshed out further. And as it says on the title, my realistic idea for this to be completed is around July. Maybe early August.
Zundy Posted April 18, 2018 Posted April 18, 2018 100% yes. Cult could do with something similar to this as well to be honest.
Skull132 Posted April 18, 2018 Author Posted April 18, 2018 100% yes. Cult could do with something similar to this as well to be honest. Exists as Deity mode. Which is a port away.
Eve Posted April 18, 2018 Posted April 18, 2018 Give the Commander a way to see what the traitors see in the form of a neural uplink or something and you've me sold.
Mofo1995 Posted April 18, 2018 Posted April 18, 2018 Maybe it's an assumption that the commander and his off-station team "hacks into" the cameras and holopads, allowing them to not control everything like an AI, but to manifest themselves on holopads and view on station events as an AI would. Then maybe actions by operatives on station could possibly give our guy actual AI-level capabilities, though I think there should be a very tall bar for entry there. As far as what the commander could do, I'm very fond of dead drops. But the biggest struggle I have, as do many who actually use dead drops, is doing it incognito. I think the best way to address this is for the commander to have the ability to teleport lockers or chests onto the station with pre-packaged equipment. In the hypothetical case where a syndicate commander would be a person on some z-level somewhere. But there would have to be some sort of managed resource associated with this. Maybe it could be as simple as credits, with the commander starting off with few credits to work with and the ability for syndicate operatives on station to deposit credits towards the commander at any ATM (which would also give them a much needed upgrade to be less than decorations!) I think the ability to ex-filtrate operatives is a must. One common problem I feel when I play an antag round is, "What is my end-game? How do I approach this non-suicidally while also engaging others?" The expectation I feel is often that we're just expected to get murderboned by security so they can circlejerk about their 1337 kills. How to execute an exit for our ops would be a trouble though. The "coolest" way I can think of would be that the commander can send a shuttle to dock at a few different options of airlocks, but I have no idea about how difficult that would be mapping and coding wise. The "lamest" way possible would be teleporting them away as if they were deadrops of cargo. Those are just my directionless thoughts.
Guest Marlon Phoenix Posted April 18, 2018 Posted April 18, 2018 Having the resources the commander use being credits would make it consistent with the merchant, and give antagonists a bigger incentive to go out hunting for cash. A good way to go incognito to submit funds is to utilize our primary ATMs. Have a special antag PIN number that when submitted in an ATM links you to the operation's account where you can deposit money for use by the commander.
Asheram Posted April 18, 2018 Posted April 18, 2018 No, but seriously. I like this idea. in my mind, most antag rounds turn out lackluster because of a lack of cohesion. Even though the AOOC exists it just won't make people cooperate enough. An overseeing entity would might fix this. Edit: In addition to what has been proposed, we already have the random event where a crate is beamed aboard the station, why not include that into the commander gamemode where the commander can relay the destination of such crates and their contents before they appear on the station.
Shadow7889 Posted September 27, 2018 Posted September 27, 2018 Hell the fuck yes. Maybe no AI vision, but allow them to access the Camera network. Security cameras and all. Not allowed to bounce around as the AI does with ease. But like, bounce from camera to camera. Maybe set up something where the Tators on station need to hack into the network by installing a bug into the consoles on station, allowing full remote access to the Commander? Food for thought. Love this!!
Butterrobber202 Posted September 27, 2018 Posted September 27, 2018 HELL YEAH BROTHER, supporting all the fucking way for existing reasons GET DEITY IN TO YA MEMES
KingOfThePing Posted September 30, 2018 Posted September 30, 2018 I liked the test run very much, even though I was only playing pAI that round (and got killed off, big oof). It was great chaos, very unpredictable and all in all very fun. I like the idea und would love to see it implemented.
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