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Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:03 pm
by pogoco25
This antag concept should be familiar to people who have played epidemic games like plague inc. You play as a sapient virus that can mutate at will. At the start of the game you choose a "paitent 0" from all crew members. This is the first person you infect. From here you will generate "mutation points" for each infected person, and you can spend these mutation points on mutating symptoms, which augment the disease. You will have access to all virology symptoms, but some symptoms are locked behind a set amont of infected people. For example, level 6 viro symptoms may need 12 infected crew members. You will eventually have access to all viro symptoms, but there are sevel unique ones too. For example, if you have infected more than half of the station, you could evolve zombification, which causes the dead infected to come back as zombies. The more sympyoms, however, the more messages hosts get from ythose symptoms (like viro viruses) so aggressively evolving symptoms may reveal you faster. This gamemode puts a greater importance on medbay than any other department, as sec cant shoot a virus. Spacecillen doesnt cure it but it prevents futher infection. The pandemic can find the cure, but it has to take time to analyze the virus and synthesize a cure. The virus can spend mp to scramble itself, setting back the pandemic, as well as make the pandemic analyzation take permanently longer. One the virus has been analyzed, the pandemic can start making cure, which is basically the end for the supervirus, as, if you have a good chemist, you can spread cure everywhere and purge the virus from the station. The virus wins when everyone on the station is dead. At the start the virus can name itself. What are you guys's thoughts? Feel free to ask questions.

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:19 pm
by TribeOfBeavers
A sentient virus might be interesting as a side antag.

The "kill everyone" win condition isn't great as you'll always have an assistant braindead in maint somewhere prolonging the round forever. It could be something based on total mutation points earned or whatever.

The main problem with this I see is that literially any symptom gives you away. Many people get scanned/lynch the virologist at the first sign of a negative symptom, which woud make stealth nearly impossible.

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:22 pm
by XDTM
I'm working on some further modifications in virus mechanics, that's a nice idea if i can pull it off

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:45 pm
by BeeSting12
This actually sounds cool. Unrelated to the idea, but making the PANDEMIC able to manufacture cures would be nice instead of relying on chemistry. Would make more sense for the VIROlogistto cure viruses instead of the chemist

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:51 pm
by pogoco25
The "kill everyone" thing was something I pulled out of my ass but I couldnt think of anything else. Any ideas?

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 6:55 pm
by pogoco25
Well, for the symptoms giving you away, I see what you mean, but I had an idea. What if you could "suppress" symptoms, giving them no message, but it costs mp, more so for the severity of the symptom. For example, suppressing sneezing is much easier than supprrssing spontaneous combustion.

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 7:38 pm
by kevinz000
Bad idea it'll just be revolution with bio suits

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 8:16 pm
by Togopal

Re: Shitty antag idea: supervirus

Posted: Wed Sep 27, 2017 8:56 pm
by pogoco25
Ah, I figured it has been done before. Thanks for showing me! Also, how would it be lile revs? I just want to know why you think so :)