OKAY HERE WE GO MAN_SHROOM'S OFFICIAL DESIGN DOC TO FIXING CONVERSION MODES
SHADOWLING
Spoiler:
Slings should not convert crewmembers to the cause of the sling, but should RAISE THE DEAD IN A NEW BODY as its minions (As in, ghosts become 'Dark Servant' or something)
In addition, slings would compete with each other over thralls. Who can be the darkest and edgiest darkedgelord?
More to come as I make it up.
In addition, slings would compete with each other over thralls. Who can be the darkest and edgiest darkedgelord?
More to come as I make it up.
Spoiler:
It would be easier for me to just link to a different page than summing it all up here so http://wiki.ss13.co/Gang
1. Gang leaders have the objective 'Stay alive, control the most turf.' These are the only objectives
2. Gang leaders spawn A LOCKER that crewmembers wander up to and WILLINGLY CONVERT TO THE GANG, which equips the gangs clothes/hats/suit PERMANENTLY
3. Gangs are not considered antagonists, they are to be viewed the same as a group of assistants dressed in suits and playing mafia during an extended round.
4. Gang leaders have a SPECIAL TOOL that lets them add 'Gang Style' to the minds of all gangsters. These function as laws that the gangsters must observe. Example: Gang leader orders all gangsters to wear bandannas, all gangsters to chill in the bar, not to harm security, etc.
5. Security S.O.P is to consider different gangs as different entities, Example: If WORLD'S BEST BUDDIES gang is chilling and smoking weed in the bar, then just ignore them, but if TUNNEL SNAKES are gunning down everyone they see, well then fuck them up. Hell, maybe even recruit the Science gang, BADMIN BUSTAS to help you.
6. You can deconvert from any gang at any time by going to the locker you converted at, and after that, you can become a member of a different gang at their locker. No forced conversion/deconversion exists.
7. Gang UPLINKS still exist and function basically the same as they do now, but maybe less dangerous stuff on it. Uzi might be removed? Idk but BALANCE MEMES would happen.
1. Gang leaders have the objective 'Stay alive, control the most turf.' These are the only objectives
2. Gang leaders spawn A LOCKER that crewmembers wander up to and WILLINGLY CONVERT TO THE GANG, which equips the gangs clothes/hats/suit PERMANENTLY
3. Gangs are not considered antagonists, they are to be viewed the same as a group of assistants dressed in suits and playing mafia during an extended round.
4. Gang leaders have a SPECIAL TOOL that lets them add 'Gang Style' to the minds of all gangsters. These function as laws that the gangsters must observe. Example: Gang leader orders all gangsters to wear bandannas, all gangsters to chill in the bar, not to harm security, etc.
5. Security S.O.P is to consider different gangs as different entities, Example: If WORLD'S BEST BUDDIES gang is chilling and smoking weed in the bar, then just ignore them, but if TUNNEL SNAKES are gunning down everyone they see, well then fuck them up. Hell, maybe even recruit the Science gang, BADMIN BUSTAS to help you.
6. You can deconvert from any gang at any time by going to the locker you converted at, and after that, you can become a member of a different gang at their locker. No forced conversion/deconversion exists.
7. Gang UPLINKS still exist and function basically the same as they do now, but maybe less dangerous stuff on it. Uzi might be removed? Idk but BALANCE MEMES would happen.
Spoiler:
just put it out of its misery and let it die
Spoiler:
I assume that these various modes will be condensed down to have a low chance of occurring since ultimately there will be THREE modes, Bloodult, Clockcult, and CULT BATTLE.
If Cult has a 1% chance of occuring, and so does clockcult, and so does CULT BATTLE, then they will together have a 3% chance of occurring, the same way the original bloodcult mode had a 3% chance of occurring
DISCLAIMER: The above numbers are made up, the point is that the 3 modes TOGETHER should add up to the weight of the original mode so it doesn't happen too often
If Cult has a 1% chance of occuring, and so does clockcult, and so does CULT BATTLE, then they will together have a 3% chance of occurring, the same way the original bloodcult mode had a 3% chance of occurring
DISCLAIMER: The above numbers are made up, the point is that the 3 modes TOGETHER should add up to the weight of the original mode so it doesn't happen too often
Spoiler:
It's perfect right now don't change nothing, this mode is an example of a conversion clusterfuck, but should not be imitated under any circumstances. Behold revolution and the niche it fills, and don't try to also fill that niche.
Spoiler:
On /vg/ and Bay and such they have a gametype called VOX RAIDERS, wherein a bunch of bird aliens spawn aboard a small ship and they are tasked with stealing valuable items, ranging from materials from mining to scientific research to the PA and even people. The 'value' of items could be calculated based on the cargo point value that certain items (Like plasma and crates) already have. Obviously this mode would need some fine-tuning( Change the vox aliens into pirates, alter the value of stuff, gear crap) but it's viable as a simple thing even if straight ported now.
TL;DR of above
1.pirates in a ship
2. they steal good stuff from the crew
3. they have netguns or whatever
TL;DR of above
1.pirates in a ship
2. they steal good stuff from the crew
3. they have netguns or whatever