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Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 7:27 pm
by Scones
>jetpack
>nuclear operatives have a directly superior jetpack model
>rcd
>can literally be made in an autolathe
>for some reason counts as 'grand theft' (i guess because its a traitor objective?)
Traitors need new steal objectives.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 8:45 pm
by Bombadil
Scones wrote:>jetpack
>nuclear operatives have a directly superior jetpack model
>rcd
>can literally be made in an autolathe
>for some reason counts as 'grand theft' (i guess because its a traitor objective?)
Traitors need new steal objectives.
We need mroe unique items.
Hell corgi meat is still on the list but you can kill Ian without repercussions now.
I suppose slime extract makes sense but it is kind of easy. I mean the slime extract could be to start their own slime breeding program.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 9:03 pm
by onleavedontatme
It bugs me that deathsquad have eswords and eshields as well. All the factions should have their own gear, especially if its a theft objective or illegal item.
My immersions and all that.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 9:04 pm
by Remie Richards
You just have to pretend NT is in bed with the Syndicate and they're the ones paying the syndicates to attack their stations because lol megacroporation in space.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 9:08 pm
by DemonFiren
Syndicate and NT are both run by the Spider Clan.
Or the interstellar lizard conspiracy.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 9:14 pm
by onleavedontatme
Remie Richards wrote:You just have to pretend NT is in bed with the Syndicate and they're the ones paying the syndicates to attack their stations because lol megacroporation in space.
Or we could give deathsquad chainsaw swords like god intended
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 9:44 pm
by Scones
Kor wrote:Remie Richards wrote:You just have to pretend NT is in bed with the Syndicate and they're the ones paying the syndicates to attack their stations because lol megacroporation in space.
Or we could give deathsquad chainsaw swords like god intended
GOD WILLS IT
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 10:15 pm
by Incoming
Been thinking on this for a while. Some objectives definitely need to go away.
My thought it to give each head two items that are also objectives, one that they tend to carry with them, and one they tend to leave in their office.
Captain
Carries: Captain's Medal
Leaves: Captain's Laser
HoP
Carries: ???
Leaves: Dear Sweet Ian
HoS
Carries: HoS Laser
Leaves: ???
RD
Carries: Reactive Teleport Armor
Leaves: ??? (maybe lammar?)
CE
Carries: Advanced Magboots
Leaves: Blueprints
CMO
Carries: Hypospray
Leaves: ??? (maybe runtime?)
The AI
Carries: Itself
Leaves: ???
---
In addition I want to make it so any pet required for an objective will literally drop their head/spine on butchering as a unique item so you can prove to the syndicate that you killed ian, and didn't just order/spawn more corgis to cheat. Also so you can beat the HoP to death with it.
Jetpack/RCD as objectives need to just disappear, as people don't care enough to defend these items from theft and they can also be legitimately made/found in space. Plasma likewise falls into this trap, and a smart person with maint access can actually "steal" enough plasma to win without ever trespassing anywhere (think about how).
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 10:24 pm
by TheNightingale
It'd be good if objectives were unacidable too (everything that can come up as an objective). There's nothing more !!fun!! than a fluorosulphuric acid cloud eating your greentext.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 10:29 pm
by Remie Richards
I feel a Kidnap steal objective would be good, but then again everyone on sybil plays like >get da valids gotta suicide redtext for you
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 10:32 pm
by TheNightingale
How would that work mechanics-wise? To kidnap somebody, be on the same escape pod as them whilst they're restrained?
I like the idea of a 'frame' objective myself. Your target must be alive, and in the shuttle Brig at the end of the round.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 10:51 pm
by Scones
Objectives that require RP will always be bad.
Re: Traitor 'Steal' Objectives
Posted: Thu Jun 04, 2015 11:29 pm
by PKPenguin321
The problem with removing the old steal objectives is that there isn't a lot to replace them with.
Also, remove corgi meat from the objectives list, it's subjectively the dumbest one on the list.
Re: Traitor 'Steal' Objectives
Posted: Fri Jun 05, 2015 1:46 am
by Bombadil
Kidnapping a person with a bluespace prison cube would be awesome. Press button it creates a hole you have to shove the person into. Maybe make it they need to stand on it for 30 seconds and they get absorbed into the box. Give them the ability to ghost freely unless they get freed
Re: Traitor 'Steal' Objectives
Posted: Fri Jun 05, 2015 3:18 am
by PKPenguin321
Bombadil wrote:Kidnapping a person with a bluespace prison cube would be awesome. Press button it creates a hole you have to shove the person into. Maybe make it they need to stand on it for 30 seconds and they get absorbed into the box. Give them the ability to ghost freely unless they get freed
Space Ninja has a net thing he uses to capture people, where he right clicks on them and selects it to throw it onto them. After a few seconds they get warped to the pleasant little beach room on the centcomm z-level.
I guess you could have a sort of a system like that for traitor kidnapping..?