One of our maintainers is currently working on a large traitor rework, which will include a full rework of objectives as well.
Under this new system, traitors will have progression mechanic, a reputation which is gained from completing objectives & by passive gain over time. Reputation is used for unlocking new uplink items. Higher rep will lead to new, more difficult, objectives being unlocked as well (which can be selected by the player from a list in their uplink).
This thread isn't to discuss the rework itself, but instead to seek player suggestions for new objective ideas. As the whole objective system is being remade from the ground up, this will have a lot of potential for new objectives which were previously impossible before, so feel free to be creative!
Unlike before, objectives can include things that happen at one point in the round, and do not necessarily have to remain that way until round end. For example: an objective might be: camera bug an office for 5 minutes, which then completes after that time period, even if the camera is fixed later. Or secretly scan a high value object, even if you don't steal it.
Every objective can have varying TC payout, and varying reputation payout, and be unlockable at a certain time in the round (progression threshold). Generally speaking, a lower progression threshold will mean an easier objective.
More Info & Objective Formatting Details:
► Show Spoiler
Reputation = Progression Value (in round minutes) * 10 [Eg. 100 reputation = 10 minutes progress value]
Progression value is passively gained + gained from objectives [Eg. At 40 min into a round, you'd have 40. If you just completed 20 prog with of objectives, you'd be at equivalent to 60 min in]
Key: Objective Name | Progression threshold | TC value | Progression value
Objective Name - Name of the objective
Progression threshold - The point in the round this objective should be available at. [Eg. Expected time, but based on Progression value, not real time. Successful traitor gets higher quicker]
TC value - The amount of TC this gives
Progression value - The amount of progression points this gives
There are also final objectives which are difficult major goals when your progression is maxed. They provide no progression or TC, but are mainly for causing endgame chaos (fun).
Some Potential Examples (none are necessarily final):
► Show Spoiler
Break into [DEPARTMENT HEAD]'s office and bug it | Starting Objective | Low TC value | Medium progression value
Depending on the player’s job, one of their possible starting objectives would be to break into their department head’s office. Taking the objective allows the traitor to materialize a spy bug in their hands, as if they were purchasing a TC item, and place it anywhere in their department head’s office. Deploying the spy bug in the department head’s office will then let the player read any messages it picks up on his uplink. Removing from the office or attacking the spy bug will cause it to explode and damage everything around it to discourage traitors from immediately destroying the spy bug after placing it down.
Capture/Kill [RANDOM PLAYER] and load them into a syndicate pod | 15-30 minutes in | High TC value | Medium progression value
This’d work the same way contractor does, where the traitor captures someone and must head to a location in maintenance where they can then cash out the player for some TC and progression points by sending them up in a syndicate pod. The player would eventually be sent back to the station
Take supermatter sliver from the Supermatter/Steal Goon’s source code from the R&D Server/Steal the Self Destruct’s plutonium core | 40-70 minutes in | Very high TC value | Very high progression value
This would be like the normal objectives, except to get the tools required, the traitor can send down a syndicate pod containing the items. After acquiring the specified item, the traitor must then head to a location in maintenance where they can then send the item up in a pod
By ArcaneMusic:
Sleeper Protocol | 30 - 75 Minutes | Low TC Value | High Progression Points
The syndicate is always on the look out for willing recruits. …And when that fails, we have sleeper protocols. Find a random crewmate on the station, and perform a tiny bit of sleeper protocol surgery on them. Agents will be given a special limit use sleeper protocol surgery disk, that will dust itself after completion, allowing unsuspecting crewmates to be radicalized on subsequent shifts. Victims will only notice basic, random disguised surgery steps in the process, and be slightly healed. As you are risking outing yourself as an agent of the syndicate by performing this on a crewmate, we cannot reward you as highly in TC to aid in loss prevention, but you will be rewarded handsomly in progression points.
By ArcaneMusic:
Market Manipulation 101 | Shift Start - 25 Minutes | Moderate TC Value | Low Progression Points
Here’s a little secret: We’ve got it on good authority that Nanotrasen Holocredits don’t have any real value. They’re actually just company store credits that they bounce around to make it look like they pay their employees. …Probably, NT’s finances are a complete mystery. Agents will be shipped a vintage USB card that when uploaded to a cargo ordering console after a moderate wait, will subtly artifically increase the cost of everything on station, meaning NT will have to spend more REAL money on operation costs.
In gameplay would add a static buffer value onto the station’s inflation variable for several minutes, meaning crew make less money from bounties and products in vendors will cost more.
By ArcaneMusic:
Catch and Release | 30 - 75+ Minutes | High TC Value | High Progression Points
We need you to catch that corgi on the station.
Allow me to elaborate.
Space Station 13 is located in a rather desolate region of space, and the passive distortion found from plasma gas disrupts deep range scanning equipment, which makes finding the location of the station difficult for our nuclear operatives and subterfuge teams. However, we found a tiny, little 4 legged snag in their impressive defenses. The head of personnel keeps the same Corgi on station every shift, and even has the company clone it whenever “accidents” befall it. Assigned with this task is a tiny tracking chip, which outputs a small GPS ping on our encrypted frequencies. If you can surgically implant it into Ian, it will be reconstructed upon cloning, and give us a straight highway to the station’s next hiding spot when it gets rebuilt next.
Acts as a nice remix of the classic corgi hides objective, and contributes to the lore in a fun, in-game way
Final Objectives:
Cause a Zombie Outbreak and escape via an escape pod.
Taking the objective gives the traitor a location that they must head to, where they can then call down a supply pod containing romerol. The traitor is then able to spread the infection and cause a zombie outbreak. They can then head onto an escape pod, where they can then manually override the controls and land at the syndicate base.
Activate the station’s Self Destruct and escape via an escape pod.
Taking the objective gives the traitor the codes to the onboard nuclear device. If the nuclear core has been removed from the nuke, they’ll be sent a replacement plutonium core to insert into the nuke. Their objective is to steal the nuclear authentication disk from the Captain, get access into the vault and activate the station’s nuke. They can then take the nuclear authentication disk and head onto an escape pod, where they can then manually override the controls and land at the syndicate base.
Feel free to submit any suggestions you want, even if not in exact formatting. I'll try to curate and collect them for the person working on the project. If you're interested in more info, feel free to let me know and I'll try and get you an answer!
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[21:20:53] <%oranges> Baw "has cute legs" hoppen
DEAD: ADMIN(Owegno) says, "Nothing lewd happens in adminbus sadly."
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