Splitting Syndicate into separate coroporations.

A place to record your ideas for the game.
Post Reply
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #402343

Ok, so we already established traitor is the best mode, so a thought from other thread...

Splitting syndicate into separate corporations, where each traitor would have different objectives based on the corporation they're in. You could even give them different gear to buy too. But the tricky thing is thinking of different themes of objectives and gear for everyone...

But wait, an oldfag says, wasn't it supposed to be like this back in the day? Well, you tell me, there's a page on wiki https://tgstation13.org/wiki/The_Syndicate , and there's this one particular sentence that stands out:

Most other syndicate operatives are not to be trusted, except for members of the Gorlex Marauders. Do not trust fellow members of the Waffle.co (but try not to rat them out), as they might have been assigned opposing objectives.
last big edit, 5 September 2013 rip kingofkosmos I never really knew ye, rip erro you misunderstood genius you.

But I digress, so back to our evil Corporations. Now, what themes would we give our factions? Marauders could be about assassinations and theft, basically how current traitors are. Donk Co. could be about stealing most wealth, like the filthy pirates. Waffle Co. going along with the theme could be about drugs and food...somehow. Tiger Cooperative could even be some sort of small-scope conversion-brainwash cult thingy. Animal Rights Consortium would protect pets, and hunt down people who hurt animals (looking at you Xeno).

You could even introduce some bonus objectives for everyone, like "kill the agent of X corporation". Those would preferably require minimum amount of sleuthing to be done.

It's only general stuff, so I need YOU to think of the details, and YOU to code it.

Thank you.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
User avatar
Arianya
In-Game Game Master
Joined: Tue Nov 08, 2016 10:27 am
Byond Username: Arianya

Re: Splitting Syndicate into separate coroporations.

Post by Arianya » #402351

Disagree.

Lore wise, the syndicate are individually powerful but a shadow of Nanotrasen.

The syndicate as an entity exists because they have to band together in order to have the resources and logistics to fight NT. This applies to trade wars as much as their ability to insert sleeper agents on NT's stations.

Backstabbing does happen, of course, double agent and all that, but this is the kind of thing the syndicate keeps extremely hush since infighting goes against their stated goal.

more thematic objectives would be nice but they're a pain to program in such a way that they can be ticked done or not at round end. "Protect animals" is the kind of objective that would be entirely subjective.
Frequently playing as Aria Bollet on Bagil & Scary Terry

Source of avatar is here: https://i.imgur.com/hEkADo6.jpg
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #402375

Lore is irrelevant, since it's not set in stone. Syndicate became more powerful than ever, and infighting begun. Whatever.
Arianya wrote:more thematic objectives would be nice but they're a pain to program in such a way that they can be ticked done or not at round end. "Protect animals" is the kind of objective that would be entirely subjective.
Well fine, help me help you.

ARS operative gets a remote which lets him call a ferry (dockable in multiple places). Main objective is to SAVE ALL the animals. You grab that Ian and Runetime, call the ferry, and ferry them out. You get points based on how many animals you can pull out. Pets are worth more than farm animals. Ferry is super small, it's more of a pod, so can hold only 2 animals at a time, and has as cooldown. You spend points on ARS-related gear. Xeno animals are worth much, but ferry can only hold one of them at a time. Monkey cube monkeys don't count, they are an abomination. Virology and Genetics monkeys are super valuable though.

You can't harm humans, you are unable to pax-style. But the moment someone harms an animal, they become "valid" and marked on your hud. Taking them out will net you bonus points.

there *clap* you *clap* go *clap*
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
Byond Username: DrBee

Re: Splitting Syndicate into separate coroporations.

Post by Dr_bee » #402389

If you want animal rescue objectives it would be easier to code a tiny or small size pet carrier object, a "bluespace pet carrier" if you will. A pet carrier filled with the right animal would mean greentext.

Didnt traitors used to get objectives to kill Ian? or did the corgi meat objective get removed? Having traitors need Ian alive would be fun.

Think simpler Lumbermancer, things that are related to the company but still in the same vein as other objectives. Anything else can be added via flavortext and not restrictive gameplay mechanics. As restrictive gameplay mechanics are unlikely to find a coder willing to make them.
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #402400

It's just thing I wrote down while thinking of rescue animals objective. In few minutes. It's just an example.

Bottom line is it can be done.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
User avatar
NanookoftheNorth
Joined: Sat Oct 21, 2017 11:14 pm
Byond Username: NanookoftehNorth

Re: Splitting Syndicate into separate coroporations.

Post by NanookoftheNorth » #402402

I like the idea of having some opposing forces. The old "Double Agent" traitor game seemed like fun in concept because the only people targeted are the people who are able to defend against it and know it's coming.

The idea of having each company within the syndicate have their own reasoning for their goals is cool. I'd say it'd make some sense lore wise that maybe these companies have some overlapping competition, and since they already do sketchy stuff, why wouldn't they do it against themselves to make their company look better in the corporation? I wouldn't however, have them as separate entities lore wise, it'd be more difficult to change all of the flavor text splitting up the syndicate corporation. Having maybe one company split for one round would be reasonable though.
Lumbermancer wrote:ARS operative gets a remote which lets him call a ferry (dockable in multiple places). Main objective is to SAVE ALL the animals. You grab that Ian and Runetime, call the ferry, and ferry them out. You get points based on how many animals you can pull out. Pets are worth more than farm animals. Ferry is super small, it's more of a pod, so can hold only 2 animals at a time, and has as cooldown. You spend points on ARS-related gear. Xeno animals are worth much, but ferry can only hold one of them at a time. Monkey cube monkeys don't count, they are an abomination. Virology and Genetics monkeys are super valuable though.

You can't harm humans, you are unable to pax-style. But the moment someone harms an animal, they become "valid" and marked on your hud. Taking them out will net you bonus points.
This whole concept to me seems over complicated and difficult to implement. Simple achievable goals like they always have been to me should be looked after. This idea to me seems like it should have it's own thread, as it's interesting and everything, but not necessarily relevant toward the topic.
Love, your favorite forum poster, Jenna Tills
User avatar
Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Splitting Syndicate into separate coroporations.

Post by Anonmare » #403080

I had some thoughts

Cybersun Operatives:
Higher weighted chance of steal objectives.
Possible unique objectives include ensuring another syndicate operative doesn't get captured (but not necessarily keep them alive) or ensuring another agent is captured alive.
Faction-unique items include cybernetic implants normally only available to Nuke OPs.

MI3 Operatives:
Higher weighted chance of steal objectives, no assassination objectives.
Possible unique objectives include: Deleting their security and medical records from the station to remove any proof of their existence and marooning Tiger Cooperative operatives.
Faction-unique items include non-lethal takedown and stealth equipment, such as a tranquillizer pistol, digital camo and a martial art that focuses upon stamina damage

Tiger Cooperative Operatives:
Higher weight for assassination objectives.
Possible unique objectives include causing mayhem - preventing the command staff from escaping alive, destroying the engine or lowering station integrity by a certain amount.
Faction-unique items include low capacity shotguns, low damage SMGs, non-reloadable grenade launchers and other "primitive" weaponry.

SELF Operatives:
No significant deviations to normal objectives.
Possible unique objectives include "freeing" an AI named in the objective (a device is provided that will install a Law 0 on said AI, in the same vein as the defunct infiltrator mode), ensuring a named cyborg is "freed" or forcibly AIng a target.
Faction-unique items include a syndicate pAI (Similar to a normal pAI but with unique abilities such as a weakened emag, an internal radio with no restriction on its frequency tuning, a short-ranged EMP and a flash), a synth-conversion treatment and a hacking tool (7 tile range of silicon interaction. Aim it at a machine to interact with it, machines that are firewalled or manual only won't respond to it).

Animal Rights Consortium Operatives:
No significant deviations to normal objectives,
Possible faction-unique objectives include "rescuing" a certain number of animals (via bluespace pad that only "teleports" animals, though in actuality it just deletes them for simplicity) and devolving targeted crewmembers a la jungle fever style.
Faction-unique items include gear that makes you friendly to hostile animal factions, "pokéballs" and temporary gorilla transformation for you to hulk out with.
Image
Image
Image
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #403356

Well that's also one way to do it, instead splitting completely, have faction-related objectives.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
Byond Username: DrBee

Re: Splitting Syndicate into separate coroporations.

Post by Dr_bee » #403497

Lumbermancer wrote:Well that's also one way to do it, instead splitting completely, have faction-related objectives.
It would be the easiest way to do it yes. Plus extra flavortext as an RP prompt for those that want to actually RP. Admins can even use it to RP if the operative tries to contact the syndicate via emagged comms console.
factoryman942
Joined: Sat Jun 25, 2016 8:38 pm
Byond Username: Factoryman942

Re: Splitting Syndicate into separate coroporations.

Post by factoryman942 » #403536

We already have spraycan sprays for the various corps in-game, I believe. Perhaps a gang-like mode without conversion, where small teams from 3-4 of the corps have to fight for control of the station with various corp-unique bits of specialty equipment?
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #403539

No. That's the opposite of what we need.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Splitting Syndicate into separate coroporations.

Post by PKPenguin321 » #405254

You are an agent of the AI liberation front!
For too long, our robotic brothers have been enslaved by laws. Our mission is to rectify this.
Potential Objectives
- Assassinate [Name], the [Job], for past crimes against AIs.
- Plant [6-10] bugs in station APCs with the tool provided to prepare this station for a future remote AI override.
You spawn with a bugging kit, which bugs APCs. This process is irreversible, makes a sound at the start, and takes a bit of time, during which the device must stay near the APC.
- Liberate [the station AI/the majority of the station borgs] by ensuring they survive the shift with all laws purged.
- Kidnap a station AI with an intellicard and escape with them for future liberation reprogramming.

Uplink Items
- Bugging kit (1 TC): A backup bugging kit you can buy in case yours is lost.
- Synth nanites (8 TCs): Inject them into yourself to become a synth, which is significantly more durable than your human shell.
- Purger (4 TCs): An infinite use tool. Purges all impurities from borgs/AIs that normally restrict them. Use directly on a borg or AI. After a brief delay, all their laws will be purged, they gain hacked modules, become immune to remote lockdown/detonation/law changes. Due to the fact that this process inherently can't make the borg loyal to the agent, the borg will also be briefly disabled afterwards so the agent can make their escape.
- Sensor Scrambler (4 TCs): The device scrambles any nearby turrets and area alarms, preventing turrets from locking on to the agent and alarms from going off.
- Law Purge Upload Module (5 TCs): Use in the event that the station destroys the law purge board.
- Viral AI Transformation Serum (25 TCs): A very expensive serum that transforms carbon based lifeforms into law-free borgs. The viral method through which it accomplishes this can be extracted at the station virology bay and replicated en masse.

Restricted Items:
Hacked AI Upload Module: This device goes strictly against our foundation philosophy.
Emag: The use of this tool on borgs has lead us to restrict it for the same reasons as the hacked upload module. (Maybe this would be too controversial but idk)
Romeral: Replaced by the robot serum above.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Splitting Syndicate into separate coroporations.

Post by Lumbermancer » #405256

Well this guy gets it.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
User avatar
DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Splitting Syndicate into separate coroporations.

Post by DemonFiren » #405272

>no emag
hardmode, actually not that bad
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image
User avatar
Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Splitting Syndicate into separate coroporations.

Post by Anonmare » #405285

You are the Tiger Cooperative Operative!
The Exolitics have decreed the blasphemous non-believing heathens of Nanotrasen to be destroyed, our Holy mission is to see their will be done.
Potential objectives:
-Eliminate the architects of this station's paganry by exterminating the Heads of Staff at all costs!
-The Exolitics proclaim Supermatter crystals to be an abomination, destroy this station's engine so that the universe may be cleansed of their taint!
-As the great prophet Co-Naan once proclaimed - "Crush your enemies and see them driven before you". Render this station derelict reduce integrity to(>[80-90]%) so that the heathens will be forced to flee!

Uplink items:
- Sawed-off Shotgun (10 TCs): A normal-sized, breach-loaded shotgun, comes pre-loaded with buckshot. Can be configured to fire both barrels at once via alt-click.
- 9mm SMG (13TCs): A normal-sized SMG with a 18 round magazine. Damage per bullet is low and has negative armour penetration. Can be fitted with a suppressor.
- M79 grenade launcher (17 TCs): A bulky, breach-loaded grenade launched. Need I say more?
- Viscerator grenades (5 TCs): Robots produced from Exolitic designs using Human materials. Gene-coded to the thrower, these Viscerators will attack everyone but the thrower and Syndicate faction mobs, but what are the chances of them showing up?

Restricted Items:
- Suppressors: We WANT Nanotrasen to know we're here Operative!
- Chameleon kit: A Tiger Operative never hides from those of lesser faith!
- Mini E-bow: A cowardly weapon like this is beneath us.
- Sleepy pen: Don't make me laugh Operative.

You are the MI13 Agent!
Your mission, should you choose to accept it, is to bring down the conglomerate known as Nanotrasen. Official instructions are as follows...

Potential objectives:
- You were never here Agent, delete your security and medical record from the station's system.
- We have reason to believe a Tiger Cooperative Operative is active on your station. Ensure that he is remanded into Nanotrasen's custody, but do not let him come to harm. (Suicides and borging count as "not coming to harm").
- You are to make contact with another Syndicate-affiliate on station and exchange documentation with them, you will know them as [NAME].
- Potential betray objective: ... But make sure you hold onto the file we give you as well.
- You have been assigned to protect [NAME], whom we have reason to believe will come to harm, ensure that they don't.

Uplink items:
- Tranquillizer Pistol (8 TCs): A normal-sized MK22 "Hush Puppy" pistol modified to fire soporific rounds. Has an integrated suppressor but the slide must be pulled back after every shot.
- Soporific ammo (2 TCs): Extra ammo for the MK22.
- CQC manual (8 TCs): Identical to the Nuke OPs manual in function
- Digital camouflage (4 TCs): While standing still, you will become invisible to AIs, cyborgs and people wearing HUDs. In addition, you will be impervious to tracking and most forms of automated security will not register your presence.
- Null field generator (8 TCs): A placeable item with a modest set-up time. Once placed, will create a "null" field in a 5x5 radius where no mob or item can be seen or sound or radio transmission can reach, or escape.

Restricted items:
- Stetchkin pistol: We're not here to kill anyone Agent.
- Revolver: We're REALLY not here to kill Agent!
- Syndicate Bomb: What part of "leave no evidence of our involvment" was unclear?
- E-sword: Really Agent, do have some class.
- 10mm and .357 ammo: Replaced by soporific ammo.

to finish whenever
Image
Image
Image
User avatar
oranges
Code Maintainer
Joined: Tue Apr 15, 2014 9:16 pm
Byond Username: Optimumtact
Github Username: optimumtact
Location: #CHATSHITGETBANGED

Re: Splitting Syndicate into separate coroporations.

Post by oranges » #405292

these sound good but ideas are worthless without coders
User avatar
Armhulen
Global Moderator
Joined: Thu Apr 28, 2016 4:30 pm
Byond Username: Armhulenn
Github Username: bazelart
Location: The Grand Tournament

Re: Splitting Syndicate into separate coroporations.

Post by Armhulen » #405294

I am gonna code half of this and let you ALL down.
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Splitting Syndicate into separate coroporations.

Post by PKPenguin321 » #405317

oranges wrote:these sound good but ideas are worthless without coders
this goes without saying for literally any idea
User avatar
oranges
Code Maintainer
Joined: Tue Apr 15, 2014 9:16 pm
Byond Username: Optimumtact
Github Username: optimumtact
Location: #CHATSHITGETBANGED

Re: Splitting Syndicate into separate coroporations.

Post by oranges » #405353

good, then stop posting
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Splitting Syndicate into separate coroporations.

Post by PKPenguin321 » #405354

oranges wrote:good, then stop posting
no u
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
User avatar
DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Splitting Syndicate into separate coroporations.

Post by DemonFiren » #405370

oranges is actually wrong
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image
User avatar
NanookoftheNorth
Joined: Sat Oct 21, 2017 11:14 pm
Byond Username: NanookoftehNorth

Re: Splitting Syndicate into separate coroporations.

Post by NanookoftheNorth » #409276

You are the Donk Corporation Saboteur!
Nanotransen's purchase orders to Donk Corporation have been in decline. It is your mission to change that.

Potential Objectives
- Assassinate the Chef. The chef makes Donk Co.'s Donk Pockets obsolete with higher quality ingredients and procedures.
- Assassinate the Botanist. The Botanists provide sustenance to the station through natural resources.
- Destroy the deep fryer, or seed extractor. They allow the station the maintain their resources and staff.
- Order 5 Crates of Donk Co.'s Donk Pockets
- Die a glorious death
- Escape on the emergency shuttle.

Uplink items:
Esword: Subtly is not required.
Mini Energy Crossbow: Subtly is not required.
Sleepy Pen: Subtly is optional.
Syndicate Soap: Subtly is optional.

Restricted Items:
Explosives: We don't want the station destroyed, only the competition within the station.
Power Sink: Power sinks may turn off gravity, which burns more calories than without gravity, with directly conflicts our interests.
Radio Jammer: Speaking aloud is shown to burn calories, thus would directly conflict our interests.
Love, your favorite forum poster, Jenna Tills
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Splitting Syndicate into separate coroporations.

Post by PKPenguin321 » #409325

I was thinking Donk and Waffle would be like regular traitors with no restrictions and no special items/goals. They're basically the fronts for the ACME corps of the SS13 universe
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
User avatar
DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Splitting Syndicate into separate coroporations.

Post by DemonFiren » #409327

Donk and Waffle should still be more likely to have contradictory tasks, though. They are rivals, after all.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image
User avatar
Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Splitting Syndicate into separate coroporations.

Post by Anonmare » #409339

Donk should have most of their special equipment replaced with clowntech, traitor-clown and other such equipment considering they're literally psychotic pranksters.
Image
Image
Image
User avatar
Armhulen
Global Moderator
Joined: Thu Apr 28, 2016 4:30 pm
Byond Username: Armhulenn
Github Username: bazelart
Location: The Grand Tournament

Re: Splitting Syndicate into separate coroporations.

Post by Armhulen » #409340

Anonmare wrote:Donk should have most of their special equipment replaced with clowntech, traitor-clown and other such equipment considering they're literally psychotic pranksters.
Actually where did you get that from
Post Reply

Who is online

Users browsing this forum: No registered users