Nations: A Gang Subtype

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MMMiracles
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Nations: A Gang Subtype

Post by MMMiracles » #132013

Each department is its own gang. All departmental areas are immediately claimed for the corresponding nation.

Security does not exist during this, nor does the HoP/Captain. The spare should probably not spawn either but thats debatable. Security lockers are empty and the armory's contents do not spawn to prevent bum-rushing the empty brig for free guns.

Main idea is that a department's potential to win would be based around their competence and knowledge of that department's pros over the others. Lieutenants can not spawn weapons or gang apparel, but they can still give out conversion pins and place dominators.

Late-joiners are forced to join as assistants and essentially act as free recruits or as vigilantes fighting all 4 departments.

It'd be the only roundtype where you know exactly what round it is at the get-go, so late-joiners know exactly what they're getting into and that they're probably going to die.

Buffs of each department should be obvious but:

Engineering
Heavy fortifications, controls power and atmos. Plasma flooding can still be diverted just by welding your department's vents so thats not that big of an issue. Power-loss is a bigger issue but can be also diverted with spare cells or generators.

Cargo
Jack-of-all-trades. Can do just about anything another department can, but is limited to how much plasma a miner can bring, the shuttle delay, and how well cargoians could get ahold of more sensitive items.

Medbay
Chem powerhouse. Very good at not-dying and chemical warfare. Worst of the chem attacks can be avoided by anything with thickmaterial and internals, which every department has some sort of access to. Probably looses most of its threat potential once power is lost.

Science
Has the highest end-game potential if they somehow manage to get into mining for ores. Can still produce stun weapons and toxins is a very viable thing (also makes you a very big target for the competent departments to dunk first). Xenobio can produce hell with cores and essentially give everyone a second life if they get slimepeople. Probably one of the highest priority targets for other departments due to the sheer potential alone.
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Cheimon
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Re: Nations: A Gang Subtype

Post by Cheimon » #132216

Nations without security? Where's the fun in that?
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Re: Nations: A Gang Subtype

Post by callanrockslol » #132765

Or you could just let nations drama start by itself when someone like pax is captain and all the heads hate eachother.
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Re: Nations: A Gang Subtype

Post by IcePacks » #133679

callanrockslol wrote:Or you could just let nations drama start by itself when someone like pax is captain and all the heads hate eachother.
hi

under my captainacy bitchy heads are to be ignored and demoted if need be
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