Realistic Traitor Objectives

A place to record your ideas for the game.
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Saintish
Joined: Thu Aug 14, 2014 1:39 am
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Realistic Traitor Objectives

Post by Saintish » #46956

Alright, so here's the main suggestion. Don't ignore it just because the other one is kind of iffy:
Why the fuck does the Syndicate need Chucklefuck McGreyshirt dead? The captain, sure, the clown, yeah. All the other heads as well. But why the barkeep? It just doesn't make sense. So, why don't we give Heads of Staff (and the clown) a higher chance to be assassination targets? The RD's gotta be a great asset to Nanotrasen - a genius, even (or at least that's what Syndicate intel says). The Syndies certainly want him killed before some interns.

Now, here's the other, maybe shitty, suggestion:
Make all players spawn with a souvenir/heirloom/whatever in their bag. Some of these (it's completely random) are of importance to the Syndicate.
For example:
Chucklefuck McGreyshirt is in possession of a spoon embedded with a datachip loaded full of government intel [this can be just one of any number of preset "explanations"]. Retrieve it at any costs!

OR

Chucklefuck McGreyshirt has stolen a spoon embedded with a datachip loaded full of government intel. It would be appreciated if you can retrieve the object, but it is of utmost importance that they're taken out.
Lo6a4evskiy
Joined: Fri Apr 18, 2014 6:40 pm
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Re: Realistic Traitor Objectives

Post by Lo6a4evskiy » #46957

Saintish wrote:Why the fuck does the Syndicate need Chucklefuck McGreyshirt dead?
Because they owe them money, because they used to work for them and went rogue, because they know too much, etc.

Heads are already lacking in popularity. Making assistants less likely to be targets is the last thing that we need.
Saintish
Joined: Thu Aug 14, 2014 1:39 am
Byond Username: Saintish

Re: Realistic Traitor Objectives

Post by Saintish » #46958

Lo6a4evskiy wrote:
Saintish wrote:Why the fuck does the Syndicate need Chucklefuck McGreyshirt dead?
Because they owe them money, because they used to work for them and went rogue, because they know too much, etc.

Heads are already lacking in popularity. Making assistants less likely to be targets is the last thing that we need.
oh fuggg you're right. I'm stupid.

What about the second suggestion?
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MMMiracles
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Joined: Fri Aug 29, 2014 2:27 am
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Re: Realistic Traitor Objectives

Post by MMMiracles » #46959

So, add goon's heirloom items people spawn with and have a chance for a traitor to get that as a steal objective.

Feel like that'd end up with assholes finding some way to dispose of the item in some sheer hope of making someone potentially redtext.
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lumipharon
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Joined: Mon Apr 28, 2014 4:40 am
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Re: Realistic Traitor Objectives

Post by lumipharon » #47028

WHY DO YOU HAVE SOMEONE ELSE'S HEIRLOOM? PERMA HE.

I have seen autists perma people for corgi meat. I fully expect to see this happen. That said, I don't think it's a terrible idea.
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Location: UK

Re: Realistic Traitor Objectives

Post by srifenbyxp » #47036

It's the syndicate and your a hired killer, why should you bother knowing what the guy did? Want the assistant dead? Sure thing! If anything getting x number of data (genetic or research data) should be an objection.
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ThatSlyFox
Joined: Thu Jun 26, 2014 7:00 am
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Location: USA!

Re: Realistic Traitor Objectives

Post by ThatSlyFox » #47047

Yea people would just hide whatever it is they spawn with like they do now.

All these suggestions are bad honestly. People would meta the shit out of anything.
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