Syndicate ghost roles, what can they do if their base is destroyed?
Posted: Thu Dec 03, 2020 1:18 pm
This applies to both the comms agent base in space and the Lavaland syndicate base. Usually base destructions will result in the deaths of all the Syndicate agents on board and the destruction on the ghost role spawners to prevent new ones spawning, however this is not always the case and both explosion survivors and ghosts who spawn after the explosion are left without a real purpose. This usually results in very well armed syndicate agents heading to the station to wreak havoc.
The main issue I have with this is that its mostly up to admin discretion as to what lavaland syndicate agents can and can’t do once they’ve lost their initial purpose. The situation after the base is destroyed will vary from case to case so admin discretion will always be required for more outlandish situations but bases being destroyed and survival of the destruction is a common enough occurrence that people should have some clear examples of what they’re allowed to do depending on what situation they’ve been put into.
The main situations that, in my opinion need a ruling on are as follows:
If a syndicate agent survives and witnesses a station crewmember destroy the base how far can they go to get revenge? (Nothing? Hunt down and kill the bomber(s)? Murderbone on the station? Etc)
If a syndicate agents spawns into an already destroyed base or a syndicate agent survives but does not witness the destruction can they assume the station crew were responsible and still attempt revenge? Or should they not be able to act under the assumption that the station crew attacked them, and if this is the case what can they do instead?
If the base is destroyed by a non-station crew entity such as megafauna or a syndicate agent caused accident, what are agents allowed to do? Act as antagonists and still go to the station? If not do they have any options other than surviving Lavaland?
Getting a well accepted ruling on these situations and potentially more that might come up in the thread should both make it easier for players to know if they’re in the right and for admins to handle situations that involve lavaland syndicate.
The main issue I have with this is that its mostly up to admin discretion as to what lavaland syndicate agents can and can’t do once they’ve lost their initial purpose. The situation after the base is destroyed will vary from case to case so admin discretion will always be required for more outlandish situations but bases being destroyed and survival of the destruction is a common enough occurrence that people should have some clear examples of what they’re allowed to do depending on what situation they’ve been put into.
The main situations that, in my opinion need a ruling on are as follows:
If a syndicate agent survives and witnesses a station crewmember destroy the base how far can they go to get revenge? (Nothing? Hunt down and kill the bomber(s)? Murderbone on the station? Etc)
If a syndicate agents spawns into an already destroyed base or a syndicate agent survives but does not witness the destruction can they assume the station crew were responsible and still attempt revenge? Or should they not be able to act under the assumption that the station crew attacked them, and if this is the case what can they do instead?
If the base is destroyed by a non-station crew entity such as megafauna or a syndicate agent caused accident, what are agents allowed to do? Act as antagonists and still go to the station? If not do they have any options other than surviving Lavaland?
Getting a well accepted ruling on these situations and potentially more that might come up in the thread should both make it easier for players to know if they’re in the right and for admins to handle situations that involve lavaland syndicate.