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Reworked Agents

Posted: Sat Oct 14, 2017 8:00 pm
by bman
GAMEPLAY ZONE

There exists in the codebase an unused species called a "corporate agent", meant to be an extremely fast, extremely strong antihuman threat, unfortunately, this code never saw use. This is what we are fixing here.

Basically, a highly-trained special operative may be deployed on the station whenever a:

Bluespace Artilley is built.
Meteor Shield is built.
Maximized cloning rig is built.
DNA vault is built.
Phazon is built.

The completion of any of these items for the first time fires the probability for an agent to be sent to the station; with various stealth gear including but not limited to: a portable potted plant, a camotechnology cardboard box and smoke grenades, in addition, the operative is trained in CQC. The operative is given the objective to sabotage said device.

In addition, indoors fultons are at the agent's disposal and must be used to extract specific on-station personnel from the battlefield.

LORE ZONE

The Syndicate has learned that Nanotrasen has developed cutting-edge technology that could change the battlefield permanently, this is obviously not something The Syndicate wants, and thus, the highest skilled soldier-agent - and one of the last living specimens of Homo Sapiens - has been voted among The Syndicate CORGIHOUND team and deployed to the station.

Secretly, however, The Syndicate is in cahoots with Nanotrasen, working out a deal in order to exchange valuable genetic material belonging to the rare Homo Sapiens; the technology narrative is nothing but a lure and bait for the agent that The Syndicate wishes to sell like livestock.

ASSETS ZONE
Spoiler:
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Re: Reworked Agents

Posted: Sat Oct 14, 2017 8:05 pm
by Anonmare
You're extracting him?

Re: Reworked Agents

Posted: Sat Oct 14, 2017 8:05 pm
by bman
oh yeah they have indoors fultons and have an objective to fulton X individuals or specific personnel

Re: Reworked Agents

Posted: Sat Oct 14, 2017 8:10 pm
by John_Oxford
such undercover
much blend

Re: Reworked Agents

Posted: Sat Oct 14, 2017 10:33 pm
by Togopal
>do station goal

>get rewarded with an antag

Cant this be a special protagonist role or something?

Re: Reworked Agents

Posted: Sat Oct 14, 2017 10:56 pm
by Armhulen
>undercover agent

>looks really massive dumb and snowflakey

alright have fun fitting in and sneaking along

Re: Reworked Agents

Posted: Sat Oct 14, 2017 10:56 pm
by Armhulen
Togopal wrote:>do station goal

>get rewarded with an antag

Cant this be a special protagonist role or something?
getting sent some private sec to defend the item would be kinda neat

Re: Reworked Agents

Posted: Sun Oct 15, 2017 2:34 am
by kevinz000
why don't we just pull it out of the code admins can already varedit things to the same stats? it's never seen use even in admin events.

Re: Reworked Agents

Posted: Sun Oct 15, 2017 2:45 am
by Super Aggro Crag
Wait I thought humans were homo sapiens

Re: Reworked Agents

Posted: Sun Oct 15, 2017 3:15 am
by Armhulen
kevinz000 wrote:why don't we just pull it out of the code admins can already varedit things to the same stats? it's never seen use even in admin events.
>lets shamebrero stay

>removes agents

code maintainers are craz-e

Re: Reworked Agents

Posted: Sun Oct 15, 2017 3:48 am
by Anonmare
Super Aggro Crag wrote:Wait I thought humans were homo sapiens
They are, the crew are spessman - Homo Sapiens Spessman to be precise. Centuries of genetic engineering to create a workforce ideal for working onboard a space station have created an entire new subspecies genetically distinct from Homo Sapiens Sapiens.

Re: Reworked Agents

Posted: Sun Oct 15, 2017 9:46 am
by bman
Armhulen wrote: >undercover agent

>looks really massive dumb and snowflakey

alright have fun fitting in and sneaking along
dont worry the stealth training and equipment they have makes this a non-issue

Re: Reworked Agents

Posted: Sun Oct 15, 2017 9:53 am
by bman
Togopal wrote: >do station goal

>get rewarded with an antag

Cant this be a special protagonist role or something?
by the time you do a station goal you have enough research to build high-tech energy firearms and extremely dangerous mechas out of the wazoo, and by the time you're building those you probably killed all or most existing antags which is what turns the round into extended allowing for this development in the first place.

this just gives the crew something to fight at that point of time.

Re: Reworked Agents

Posted: Sun Oct 15, 2017 1:26 pm
by Armhulen
giving it a normal sprite would make this work

but i really can't imagine how you could add these humans without them being simplemobs with hands, and that really dumbs it down

Re: Reworked Agents

Posted: Sun Oct 15, 2017 2:56 pm
by bman
Armhulen wrote: giving it a normal sprite would make this work

but i really can't imagine how you could add these humans without them being simplemobs with hands, and that really dumbs it down
im already one billion meters ahead if you in terms of that, if you plan to continue mushroom people, use that system, it was very difficult to create that species without such a system in place but now that you will (soon) have access to it, you can finish what i started.

Re: Reworked Agents

Posted: Sun Oct 15, 2017 2:57 pm
by bman
which means that yes these will be complete humans with all of their functionality

Re: Reworked Agents

Posted: Sun Oct 15, 2017 11:22 pm
by Armhulen
bman wrote:
Armhulen wrote: giving it a normal sprite would make this work

but i really can't imagine how you could add these humans without them being simplemobs with hands, and that really dumbs it down
im already one billion meters ahead if you in terms of that, if you plan to continue mushroom people, use that system, it was very difficult to create that species without such a system in place but now that you will (soon) have access to it, you can finish what i started.
Okay but what about sprites for every uniform and stuff, taking damage on limbs and all that

Re: Reworked Agents

Posted: Sun Oct 15, 2017 11:23 pm
by Armhulen
the head's in a different shape, the chest is in a different shape, you'd need different sprites for clothing and stuff

Re: Reworked Agents

Posted: Wed Oct 18, 2017 3:29 pm
by Qbmax32
Starring:

Punished "Syndicate" Agent
The "Harmbaton" Shitcurity Unit
Coderbus

BY BMAN
DIRECTED BY BMAN
CREATED BY BMAN



















BMAN

Re: Reworked Agents

Posted: Wed Oct 18, 2017 4:04 pm
by bman
Armhulen wrote:the head's in a different shape, the chest is in a different shape, you'd need different sprites for clothing and stuff
dont worry ill give them a small wardrobe of things to wear, as for hair, most styles fit on their heads anyways, and so do boots

Image

Re: Reworked Agents

Posted: Wed Oct 18, 2017 4:37 pm
by calzilla1
Why dont they have genitals?

Re: Reworked Agents

Posted: Wed Oct 18, 2017 4:38 pm
by bman
calzilla1 wrote:Why dont they have genitals?
do you want a dick and balls on them

Re: Reworked Agents

Posted: Wed Oct 18, 2017 4:38 pm
by calzilla1
bman wrote:
calzilla1 wrote:Why dont they have genitals?
do you want a dick and balls on them
Big ol' balls that you can swing at people to stun them

Re: Reworked Agents

Posted: Wed Oct 18, 2017 5:51 pm
by Armhulen
I'm coding the project sabotage but I'll be using a synth that can buy implants and augments instead

Re: Reworked Agents

Posted: Wed Oct 18, 2017 5:59 pm
by bman
Armhulen wrote:I'm coding the project sabotage but I'll be using a synth that can buy implants and augments instead
so a traitor but this time you can only heal with synthflesh

Re: Reworked Agents

Posted: Wed Oct 18, 2017 9:17 pm
by Armhulen
bman wrote:
Armhulen wrote:I'm coding the project sabotage but I'll be using a synth that can buy implants and augments instead
so a traitor but this time you can only heal with synthflesh
No, but even that would be better than what you're planning pal

Re: Reworked Agents

Posted: Thu Oct 19, 2017 5:30 pm
by bman
Armhulen wrote:
bman wrote:
Armhulen wrote:I'm coding the project sabotage but I'll be using a synth that can buy implants and augments instead
so a traitor but this time you can only heal with synthflesh
No, but even that would be better than what you're planning pal
time will tell my friend

Re: Reworked Agents

Posted: Thu Oct 19, 2017 5:38 pm
by Wyzack
What is the point of making them a snowflakey different race other than as a shitty MGS ref? I think the premise is cool as an alternative to ninja but the new race seems utterly pointless

Re: Reworked Agents

Posted: Thu Oct 19, 2017 5:46 pm
by Armhulen
Wouldn't sneak character be better if he's able to actually disguise as the crew

Re: Reworked Agents

Posted: Thu Oct 19, 2017 6:16 pm
by bman
im confident in my motives and intentions, but it appears that explaining is pointless. you'll have to see for yourself if and when it gets testmerged.

ciao.

Re: Reworked Agents

Posted: Thu Oct 26, 2017 6:29 pm
by bman
Wyzack wrote:shitty MGS ref
Image

Re: Reworked Agents

Posted: Thu Oct 26, 2017 6:30 pm
by Wyzack
Okay I see but i still think its a shitty ref and gameplay and code wise makes no sense to not have them be normal humans. Its not like Snake is some kind of deformed musclebound megahuman in relation to all the other humans in MGS

Re: Reworked Agents

Posted: Thu Oct 26, 2017 6:33 pm
by bman
Wyzack wrote:Okay I see but i still think its a shitty ref and gameplay and code wise makes no sense to not have them be normal humans. Its not like Snake is some kind of deformed musclebound megahuman in relation to all the other humans in MGS
the LORE as it stands here and now is that spacemen arent really completely "human"

Re: Reworked Agents

Posted: Thu Oct 26, 2017 6:33 pm
by bman
this is my way of making them extremely noticable should their stealth fail, because as it stands right now u can walk around the halls with a syndie dufflebag and never run into trouble

Re: Reworked Agents

Posted: Mon Oct 30, 2017 1:28 am
by Qbmax32
STANDING
ON THE EDGE
OF THE STATION
LIKE THE ADMINS ONCE SAID
AND THE STATION
IS ALL DEAD NOW
NO MORE LASERS
AND SECURITY IS DEAD
WHISPERS
IN THE END
TELL THE TALES
OF THE OFFICERS GONE
DESOLATION
DEVESTATION
WHAT A MESS WE MADE
WHEN IT ALL WENT WRONG
WATCHING
FROM THE CORNER
OF THE STATION
FOR THE MURDERBONE TO BEGIN
TRAITORS
DRAW THEIR ESWORDS
FORM THEIR METASQUADS
FOR MURDERBONE
IM FLUUUUUUUUUKERLAR
IM WIIIIIIIIIIIIIIIIIILD
IM BREAKING UP
INSIDE
A HEAD OF BROKEN GLASS
DEFILED
DEEP INSIDE
THE ADBANDONED STATION
STANDING
ON THE EDGE
OF LAVALAND
LOOKING AT NECROPOLIS
AND IM HOPING
FOR A DEATHSQUAD
TO BREAK OUT
TO ESCAPE FROM ALL THIS
WHISPERS
IN THE END
TELL THE TALES
OF A LIFE THATS GONE
DESOLATION
DEVESTATION
WHAT A MEME WE MADE
WHEN IT ALL WENT WROOOOOOOOOOOOOOONG
IM FLUUUUUUUUUUUUUUUKELAR
IM WIIIIIIIIIIIIIIIIIIIILD
IM BREAKING UP
INSIIIIIIDE
A HEAD OF BROKEN GLASS
DEFILED
DEEP INSIDE
THE ABDANDONED STATION

Re: Reworked Agents

Posted: Mon Oct 30, 2017 3:12 pm
by bman
planetstation variant

Image

Re: Reworked Agents

Posted: Mon Oct 30, 2017 3:55 pm
by Armhulen
you poor thing!

Re: Reworked Agents

Posted: Mon Oct 30, 2017 4:21 pm
by bman
Armhulen wrote:you poor thing!
sorry arm, i refuse to make shitty, unfun and unimaginative content with minimal effort because the headmins want it it so :^)

Re: Reworked Agents

Posted: Mon Oct 30, 2017 4:23 pm
by Armhulen
bman wrote:
Armhulen wrote:you poor thing!
sorry arm, i refuse to make shitty, unfun and unimaginative content with minimal effort because the headmins want it it so :^)
mushroom people aren't shutty unfun and unimaginative content now mush mush

kor'll probably give gbp to people to make planetstation content anyways

Re: Reworked Agents

Posted: Mon Oct 30, 2017 4:25 pm
by Wyzack
So my opinion has changed somewhat given that making the agents distinct has a direct gameplay implication, however i still think there are better ways to do it than making them a mutant mass large human.

Re: Reworked Agents

Posted: Mon Oct 30, 2017 7:02 pm
by Grazyn
bman wrote:planetstation variant

Image
insert ideal spaceman body meme