This would be a slight variation of traitor, but with some creative effects. But the idea is simple enough and wouldn't be hard to code. Give two traitors contridicting objectives that only one of them could complete.
First objective for each opposing traitor would be stuff like EX: Kill/Protect this Person, Steal Nuke Auth Code. . .ect. Something that only ONE of the two traitors could complete.
The second objective would be a normal, escape on the shuttle alive.
But the third objective is the hard part. The traitor must make sure that the opposing traitor survives as well. The traitors must compete against each other without just, lel esord revolver ded. I question whether this would be to make sure your opposition just survives, or make sure to escape as well. It wouldnt need to be an entire gamemode, perhaps just an add-on to traitor. Like how the blue/red folder swap is used.
Ideas, Comments, and Concerns?
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 5:11 pm
by AseaHeru
That sounds... Awesome.
For bonus points, the item must survive and they cant kill random people/do random station damage.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 5:25 pm
by Steelpoint
That's actually very amusing.
My only suggestion would be that the contradicting objective's that are given should not be irreversible, as in one person having to kill someone then gibbing them. This would mean the other double agent has no way to accomplish their objective, thus has no incentive to not kill the other double agent.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 5:32 pm
by SvenGrey
Steelpoint wrote:That's actually very amusing.
My only suggestion would be that the contradicting objective's that are given should not be irreversible, as in one person having to kill someone then gibbing them. This would mean the other double agent has no way to accomplish their objective, thus has no incentive to not kill the other double agent.
Good point. I could imagine stealing one-of-a-kind objects (nuke disk, station blueprints). Killing objective. . could work maybe. . but you're right in saying its needs to be irreversable, so assassination would be problematic.
What other objective could there be?
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 5:41 pm
by Steelpoint
The following objectives would fit the role nicely.
Spoiler:
- Steal the Nuclear Authorization Disk (Only one on the Captain)
- Steal a pair of Advance Magnetic Boots (Only the CE has one)
- Steal the medal of captaincy (Only one on the Captain)
- Steal the antique laser gun.
- Steal the Reactive Teleport Armour (Only one on the RD)
- Steal the Pinpointer (Only one on the Captain, HoS or whoever is acting Captain)
- Steal the Oxygen jetpack (Only one in Captains Quarters)
- Steal the Station's Blueprints (Only in the CE's locker, would have to remove the ability to take a picture to count as stealing it)
Basically, stealing items that only one of them exists at any time. You could experiment and try and steal other more unique items such as the Head of Security's Trench coat (One he spawn's with, not the alt in his locker) or the CE's Advance RIG Helmet.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 6:37 pm
by Lovecraft
I could see a lot more kidnappings happen.
I approve.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 7:40 pm
by Kelenius
What if they ghost?
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 8:02 pm
by Lo6a4evskiy
Kelenius wrote:What if they ghost?
Well then I guess you would have to get over it. If it's possible code-wise though, catatonic people that are alive should count as greentext. Not suicide though.
So if you restrain them and they ghost, you still can win. They can't suicide while restrained.
Objectives should not be the sole purpose of antags, they should set the main course of traitor activity.
And yeah, we actually need objectives like this. I very much would like to see this.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 8:11 pm
by Psyentific
Turn double agent into this.
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 10:02 pm
by Fatal
Steelpoint wrote:The following objectives would fit the role nicely.
Spoiler:
- Steal the Nuclear Authorization Disk (Only one on the Captain)
- Steal a pair of Advance Magnetic Boots (Only the CE has one)
- Steal the medal of captaincy (Only one on the Captain)
- Steal the antique laser gun.
- Steal the Reactive Teleport Armour (Only one on the RD)
- Steal the Pinpointer (Only one on the Captain, HoS or whoever is acting Captain)
- Steal the Oxygen jetpack (Only one in Captains Quarters)
- Steal the Station's Blueprints (Only in the CE's locker, would have to remove the ability to take a picture to count as stealing it)
Basically, stealing items that only one of them exists at any time. You could experiment and try and steal other more unique items such as the Head of Security's Trench coat (One he spawn's with, not the alt in his locker) or the CE's Advance RIG Helmet.
There's 2 medal of Captaincy now (the medal box has one)
The idea is pretty solid, I dislike current objectives having multiple things to steal
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 10:55 pm
by Ikarrus
Whose brilliant idea was to add a second medal?
Re: Inverse Double Agents
Posted: Mon Jun 02, 2014 11:51 pm
by Cheridan
Ikarrus wrote:Whose brilliant idea was to add a second medal?
>Round with no captain
>No medal is spawned
>Traitors with the objective get boned because they were assigned to steal an object that never existed.
I guess a compromise would be having the captain spawn without the medal, remove the medal from the box, but leave the medal on the captain's desk.
Re: Inverse Double Agents
Posted: Tue Jun 03, 2014 12:09 am
by Ikarrus
Actually I'm okay with how it is.
Re: Inverse Double Agents
Posted: Tue Jun 03, 2014 3:43 am
by paprika
SvenGrey wrote:wouldn't be hard to code.
Cheridan wrote:
Ikarrus wrote:Whose brilliant idea was to add a second medal?
>Round with no captain
>No medal is spawned
>Traitors with the objective get boned because they were assigned to steal an object that never existed.
I guess a compromise would be having the captain spawn without the medal, remove the medal from the box, but leave the medal on the captain's desk.
Why doesn't the medal just not spawn in the box if there's a captain at roundstart and captains who latejoin don't get it pinned to their uniform?
Sure, coding hell, but it'd make more sense.
Re: Inverse Double Agents
Posted: Tue Jun 03, 2014 5:26 am
by callanrockslol
Triple Agents.
Re: Inverse Double Agents
Posted: Tue Jun 03, 2014 12:26 pm
by AseaHeru
We need more one-of-a-kind items for this then.
Re: Inverse Double Agents
Posted: Tue Jun 03, 2014 1:37 pm
by SvenGrey
paprika wrote:
SvenGrey wrote:wouldn't be hard to code.
Spoiler:
Cheridan wrote:
Ikarrus wrote:Whose brilliant idea was to add a second medal?
>Round with no captain
>No medal is spawned
>Traitors with the objective get boned because they were assigned to steal an object that never existed.
I guess a compromise would be having the captain spawn without the medal, remove the medal from the box, but leave the medal on the captain's desk.
Why doesn't the medal just not spawn in the box if there's a captain at roundstart and captains who latejoin don't get it pinned to their uniform?
Sure, coding hell, but it'd make more sense.
I mean, most of what would be needed is already in the game. (From my non-coder viewpoint) Wouldnt it just be a matter of using traitor objectives + protect X objectives?
but rly it probably wouldn't be that bad
but ehhhh, I dunno
I don't really see how this would play out differently than double agents.
Doesn't double agent play out like "X IS A TRAITOR I AM AN AGENT", or turning yourself into security for dat greentext?
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 3:12 pm
by Atticat
Here's an idea for a simple traitor objective -
Capture _ alive
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 3:14 pm
by danno
Atticat wrote:Here's an idea for an impossible traitor objective -
Capture _ alive
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 3:22 pm
by Lo6a4evskiy
Cablecuffs and take off radio. Boom.
Alternatively straight jacket, muzzle, infinite supply of neurotoxin or something like that, internals tank with N2O.\
Just wait for them to go catatonic and grab your free objective.
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 3:37 pm
by Steelpoint
Capture alive objectives are inherently flawed since your target would more than likely commit suicide just to screw you over, and the amount of effort required to keep them alive is not even worth it.
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 4:04 pm
by Lo6a4evskiy
But you cannot suicide while restraint. Catatonic and braindead obviously shouldn't count towards "dead".
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 5:12 pm
by AseaHeru
Does ghosting kill or simply make catatonic?
Re: Inverse Double Agents
Posted: Mon Jun 09, 2014 5:15 pm
by Lo6a4evskiy
Ghosting while alive makes you catatonic. Ghosting while in crit makes you dead.
Re: Inverse Double Agents
Posted: Tue Jun 10, 2014 5:11 am
by miggles
wow its almost like killing someone is easy as fuck as well good thinking