New game mode: Mutiny

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Cobraman202
Joined: Thu Dec 18, 2014 11:27 pm
Byond Username: Cobraman
Location: The south

New game mode: Mutiny

Post by Cobraman202 » #237682

Idea: A game like revs, but instead it starts out with 1-3. A mix of gang and revs, as each head has a different gang of revs. EG: CE is a mutineer and gets yellow mutineers. CMO is a mutineer and gets Blue Mutineers but they don't know. To get green text, they have to have a majority of the stations alive crew under their control, and kill the captain, and a take over machine.
Last edited by Cobraman202 on Thu Dec 22, 2016 3:15 am, edited 3 times in total.
Player of Aden Mcclymonds, Liliana Murphy, and Darrel Williams.
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danno
Joined: Wed Apr 16, 2014 5:07 pm
Byond Username: Dannno
Location: e-mail me if you want a pizza roll

Re: New game mode: Mutany

Post by danno » #237683

mutiny
Hornygranny wrote: wtf i like danno now
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I don't even play ss13 anymore, pretty much due to dannos stupid bullshit
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Dagdammit
Joined: Fri Sep 09, 2016 12:42 am
Byond Username: Dagdammit

Re: New game mode: Mutiny

Post by Dagdammit » #237732

  • A game mode where specific job roles are sure to be antags (or at least have a greater than 50% chance of it) is probably a bad idea. There'd be bad meta behaviors in response.
  • What happens if the Cap gets mauled by space carp 5 minutes in and the CMO becomes acting captain? Like, do the existing in-game mechanics/procedure for a head taking charge have any relevance to the crazy "seize control by somehow building a dominator in my office" process?
  • I like the spirit of the bit where 50% of crew has to still be alive, but am not sure that specific mechanism will actually work.
  • When you say "they don't know", who is "they"?
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: New game mode: Mutiny

Post by DemonFiren » #237780

>department gang
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non-lizard things:
Spoiler:
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