Game Mode: Conspiracy
Posted: Mon Jun 19, 2017 5:36 pm
So anyone except security and the captain can be a traitor or changeling, which gives sec reason to be suspicious of everyone else. Anyone other than sec and heads of staff can be a revolutionary, which gives the heads reason to be suspicious of their underlings. Gangs and cults don't discriminate, aside from sec and the captain.
But why not let the suspicion flow upward as well?
Conspiracy may be something of an inverted Revolution, or particular form of Traitor where the antagonists are specifically the heads of staff; the Head of Personnel, Chief Engineer, Research Director and Chief Medical Office. (Maybe even the Captain, though I figure Captains aren't normally traitors for good reason, though I only just learned about that) They have a particular group goal which is significantly at odds with the welfare of everyone else on the station, especially the crew. It may be kidnapping crew members for horrible experiments (even moreso than the station already is), or blowing the whole thing up for the insurance money.
Obviously, up to four of the most high-ranking officials on the station working together are going to be particularly effective at whatever they set their task to. In theory. They do have to hide their activities both from the crew and from the Captain, Security and the AI, and likely are going to want to dispose of or even replace them at the first opportunity, and in the AI's case try to get it serving them as soon as possible. Other than that though, secrecy is paramount, and they cannot under any circumstances let the crew know what they're up to.
Conspiracy brings to mind secret conversations over the Syndicate channel, the heads directing their oblivious underlings to work towards their own doom, multi-department projects that only really make sense when it all comes together, and overall classical Starscream-esque plotting against the Captain. The Conspiracy members may or may not have access to traitor items, or are simply expected to rely on their own equipment and authority, or have specific allotments of equipment based around achieving a particular goal.
Total victory for the Conspiracy is all of them leaving on the shuttle or escape pods scott-free, clinking glasses while the rest of the crew are none the wiser as to who and what caused everything to go to shit. Moreso than usual, I mean. Obviously that's unlikely with how players are, so Major Victory, Nuke Ops style, is achieving all of the Conspiracy's goals with at least one member of the Conspiracy escaping alive and free.
But why not let the suspicion flow upward as well?
Conspiracy may be something of an inverted Revolution, or particular form of Traitor where the antagonists are specifically the heads of staff; the Head of Personnel, Chief Engineer, Research Director and Chief Medical Office. (Maybe even the Captain, though I figure Captains aren't normally traitors for good reason, though I only just learned about that) They have a particular group goal which is significantly at odds with the welfare of everyone else on the station, especially the crew. It may be kidnapping crew members for horrible experiments (even moreso than the station already is), or blowing the whole thing up for the insurance money.
Obviously, up to four of the most high-ranking officials on the station working together are going to be particularly effective at whatever they set their task to. In theory. They do have to hide their activities both from the crew and from the Captain, Security and the AI, and likely are going to want to dispose of or even replace them at the first opportunity, and in the AI's case try to get it serving them as soon as possible. Other than that though, secrecy is paramount, and they cannot under any circumstances let the crew know what they're up to.
Conspiracy brings to mind secret conversations over the Syndicate channel, the heads directing their oblivious underlings to work towards their own doom, multi-department projects that only really make sense when it all comes together, and overall classical Starscream-esque plotting against the Captain. The Conspiracy members may or may not have access to traitor items, or are simply expected to rely on their own equipment and authority, or have specific allotments of equipment based around achieving a particular goal.
Total victory for the Conspiracy is all of them leaving on the shuttle or escape pods scott-free, clinking glasses while the rest of the crew are none the wiser as to who and what caused everything to go to shit. Moreso than usual, I mean. Obviously that's unlikely with how players are, so Major Victory, Nuke Ops style, is achieving all of the Conspiracy's goals with at least one member of the Conspiracy escaping alive and free.