Game Mode: Conspiracy

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Professor Hangar
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Game Mode: Conspiracy

Post by Professor Hangar » #310352

So anyone except security and the captain can be a traitor or changeling, which gives sec reason to be suspicious of everyone else. Anyone other than sec and heads of staff can be a revolutionary, which gives the heads reason to be suspicious of their underlings. Gangs and cults don't discriminate, aside from sec and the captain.

But why not let the suspicion flow upward as well?

Conspiracy may be something of an inverted Revolution, or particular form of Traitor where the antagonists are specifically the heads of staff; the Head of Personnel, Chief Engineer, Research Director and Chief Medical Office. (Maybe even the Captain, though I figure Captains aren't normally traitors for good reason, though I only just learned about that) They have a particular group goal which is significantly at odds with the welfare of everyone else on the station, especially the crew. It may be kidnapping crew members for horrible experiments (even moreso than the station already is), or blowing the whole thing up for the insurance money.

Obviously, up to four of the most high-ranking officials on the station working together are going to be particularly effective at whatever they set their task to. In theory. They do have to hide their activities both from the crew and from the Captain, Security and the AI, and likely are going to want to dispose of or even replace them at the first opportunity, and in the AI's case try to get it serving them as soon as possible. Other than that though, secrecy is paramount, and they cannot under any circumstances let the crew know what they're up to.

Conspiracy brings to mind secret conversations over the Syndicate channel, the heads directing their oblivious underlings to work towards their own doom, multi-department projects that only really make sense when it all comes together, and overall classical Starscream-esque plotting against the Captain. The Conspiracy members may or may not have access to traitor items, or are simply expected to rely on their own equipment and authority, or have specific allotments of equipment based around achieving a particular goal.

Total victory for the Conspiracy is all of them leaving on the shuttle or escape pods scott-free, clinking glasses while the rest of the crew are none the wiser as to who and what caused everything to go to shit. Moreso than usual, I mean. Obviously that's unlikely with how players are, so Major Victory, Nuke Ops style, is achieving all of the Conspiracy's goals with at least one member of the Conspiracy escaping alive and free.
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InsaneHyena
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Re: Game Mode: Conspiracy

Post by InsaneHyena » #310353

Yeah, this will not work on /tg/.
Bring back papercult.

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Steelpoint
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Re: Game Mode: Conspiracy

Post by Steelpoint » #310354

So essentially the HoP will give the other heads all access. They will then all rush for the armoury, gun down sec. Watch as the RD subverts the AI, then gets it to flood plasma. The CE and borgs now fortify the escape wing while the rest of the heads kill off the crew, clinking glasses while the rest of the crew are none the wiser as to who and what caused everything to go to shit.

This proposal won't work on /tg/. Traitor heads of staff are deadly/annoying enough as is, let alone a team of traitor heads in service of one goal.
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Anonmare
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Re: Game Mode: Conspiracy

Post by Anonmare » #310360

My suggestion would be to exclude the HoP and Captain and replace them with the QM (I know he's not a Head of Staff but bear with me, the lore can be that, he is the fall guy they all pin this on after they escape). Their goal could be either to: Detonate the station's self-destruct, Hijack the Escape Shuttle or ensure that the other heads of staff do not escape alive or out of custody. As well as ensuring that they either escape or survive until the end.

Conspiracy members would be restricted to: Chief Engineer, Research Director, Chief Medical Officer and the Quartermaster.


It's debatable if you wish to have one of the members of the conspiracy to have an ulterior objective to ensure that only they are the surviving/out-of-custody conspiracy member. Maybe one of the Conspirators *can* be a starscream but a starscream might not always appear.
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Nabski
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Re: Game Mode: Conspiracy

Post by Nabski » #310401

It seems like this would be easier to just run as an event a few times than get coded, like nations, but the players aren't asking for it.
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Steelpoint
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Re: Game Mode: Conspiracy

Post by Steelpoint » #310596

This seems more like one of those very old admins events where the admins instead make the Heads of Staff traitors. They don't get any unique gear because of their head status.
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ShadowDimentio
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Re: Game Mode: Conspiracy

Post by ShadowDimentio » #310603

The heads are supposed to be the best of the best, and while this isn't always the case it's usually the case that the heads are substantially more robust than the rest of the crew. Having a mode where the 5 best crew genocide everyone else with superior access and equipment doesn't sound very fun.
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Re: Game Mode: Conspiracy

Post by BeeSting12 » #310608

This won't work on /tg/. Could involve roleplay, is more likely to involve the heads murderboning which you see enough on default traitor anyways.
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Professor Hangar
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Re: Game Mode: Conspiracy

Post by Professor Hangar » #310611

Was thinking more along the lines of giving them unique, large-scale goals (not entirely sure what, mind) to keep the heads busy, but you're right, most of the time they'd probably team up to murderbone the entire crew.
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