Gamemode: Abduction!
Posted: Mon Dec 15, 2014 7:04 am
Thread theme. Yes, lets just get it all out of our systems now.
Time for a new gamemode idea. The idea behind this gamemode is to have a team oriented mode that relies on stealth and teamwork that also utilizes some of the less used mechanics of SS13. In essence, I wanted it to feel like a fusion of nuke ops and lings, with a little bit of aliens thrown in for good measure. I call it Abduction.
In Summery
Abduction is a team based gamemode where a small team of alien beings known as Abductors must kidnap and perform (often dangerous) experiments on the crew of Space Station 13. A small alien science vessel approaches the station, where its crew disembarks to retrieve living test subjects. Abductors are a reclusive species obsessed with researching and manipulating genetics, and have altered themselves in order to better achieve their goals. The aliens must use their powers to kidnap crewmen in secret and bring them back to their ship, where they will be used as test material for their newest (and possibly unstable) creations, before depositing the crewmen back onto their station. The Abductors win when they reach a certain amount of research points. The crew wins if all the Abductors are killed. Nobody wins if the humans escape without the Abductors reaching their research goal.
The Abductors
In terms of gameplay, the Abductors are somewhat limited. They cannot use many pieces of human technology and have little in the way of their own items. They cannot wear human clothing or wear backpacks. However, Abductors have genetically altered themselves to achieve their goals and have the following characteristics:
-Abductors are fully spaceworthy and do not require oxygen to breath.
-Abductors are immune to energy based stuns
-Abductors can be visually seen on cameras, but the AI cannot track them
-Abductors can camo very much like an Alien Hunter for prolonged periods of time
-Abductors can hear all human radio channels, understand human speech, and speak exclusively in their own hivemind channel. Aside from the hivemind, they are completely mute.
-Abductors have night vision
-Abductors have access to several abilities including Dissonant Shriek (functions the same as changlings, but also shatters nearby lights), an ability very similar to the spell Knock with a reduced range of two tiles, a sting that behaves exactly like a sleepy pen, and another sting that injects the target with a large dose of Leporazine and Dexalin Plus.
This set of tools is what the abductors will use to kidnap crewmen and transport them back to their ship. To abduct a target, a smart Abductor will first stake out a quiet area or search for a secluded target by using their camo and staying in the dark. It can use its ability to open doors to access private areas to ambush targets. Once it is ready to strike, its first move will be to shriek, rendering the target unable to call for help and possibly plunging the target into the dark where the abductor will be able to move in unseen. The Abductor will than sting its target with its first sting, knocking the target out cold. The Abductor will than drag the unlucky human back to an opening to space, where it will inject the human with its second sting to keep them alive in space.
The Experiments
So you got the human back to the ship, now what? Now the real fun begins. The Abductor Ship is outfitted with the latest in horrible, invasive surgery suites. The Abductors kidnap humans to test their latest genetic cocktails and modifications, which are kept in fleshy sacks that are surgically inserted into the humans chest cavity. Captured humans are laid on the surgical table, while sedated to ensure "cooperation" of course, where genetic cocktails are implanted inside them. Once a crewman has undergone alien surgery, he receives the message:
Your memory becomes very cloudy and indistinct. You lose track of time and cannot remember anything that has recently happened!
Once a human has been experimented on, they are to be returned to the station for observation. This is done by chucking them through a special, one-way teleporter that only accepts humans that have been experimented on. Once the test subject passes through the portal and the built in scanner detects its alteration, the abductors are awarded a research point, and after a predetermined amount of research points, the abductors win!
However, its the aforementioned genetic cocktails that really shake up this round. They are highly experimental and after a short while of incubating, can induce:
-Nothing
-Brain damage
-Hallucinations
-Turning into a corgi
-Heavy toxin damage
-Catching a rare disease
-Forming superpowers
-Turning into a monkey
-Becoming a thrall to the Abductors
-Turning into a space carp
-Turning into a ling (Ever wonder where lings came from?)
-Gibbing
-Spontaneous combustion
-Turning into an Abductor
-Being infected with a blob spore
-Synthesizing a random chemical in your bloodstream
-Honking
-Turning into a skeleton
-Dissolving into a pile of spiderlings
-Turning into a slime/slimeperson
-And more
The fleshy sack carrying the genetic code dissolves once its done incubating, but it can be removed before hand in the unlikely event the crew realized what happened. The hosts death obviously stops the incubation as well. Of course, between the hosts indistinct memory of the abduction and the meta-knowledge that he might be killed to stop a possible catastrophe on the station (because your average MD is far too stupid and lazy to perform surgery), the host might not want to be cured or even know he needs a cure...
Closing Statements
Abductors would hopefully be a low key antagonist, their presence should not be well known on the station if they play their cards right. However, the results of their experiments could range from barely noticeable ("Why is the janitor a corgi?") to outright round endingly horrible ("OH CHRIST THE CAPTAIN JUST EXPLODED INTO A BLOB ON THE BRIDGE AND THE HOS JUST MELTED INTO A PILE OF SPIDERLINGS!"). The abductors are balanced by the fact that they are not very robust and rely mainly on stealth to complete their objective. The crew are balanced by the fact that abductees can't really remember the fact that they were abducted (And don't want to be killed for being a ticking timebomb) and many of the things caused by Abductors experiments can be explained by other possibilities.
As always, feedback/thoughts/insults are welcome.
Time for a new gamemode idea. The idea behind this gamemode is to have a team oriented mode that relies on stealth and teamwork that also utilizes some of the less used mechanics of SS13. In essence, I wanted it to feel like a fusion of nuke ops and lings, with a little bit of aliens thrown in for good measure. I call it Abduction.
In Summery
Abduction is a team based gamemode where a small team of alien beings known as Abductors must kidnap and perform (often dangerous) experiments on the crew of Space Station 13. A small alien science vessel approaches the station, where its crew disembarks to retrieve living test subjects. Abductors are a reclusive species obsessed with researching and manipulating genetics, and have altered themselves in order to better achieve their goals. The aliens must use their powers to kidnap crewmen in secret and bring them back to their ship, where they will be used as test material for their newest (and possibly unstable) creations, before depositing the crewmen back onto their station. The Abductors win when they reach a certain amount of research points. The crew wins if all the Abductors are killed. Nobody wins if the humans escape without the Abductors reaching their research goal.
The Abductors
In terms of gameplay, the Abductors are somewhat limited. They cannot use many pieces of human technology and have little in the way of their own items. They cannot wear human clothing or wear backpacks. However, Abductors have genetically altered themselves to achieve their goals and have the following characteristics:
-Abductors are fully spaceworthy and do not require oxygen to breath.
-Abductors are immune to energy based stuns
-Abductors can be visually seen on cameras, but the AI cannot track them
-Abductors can camo very much like an Alien Hunter for prolonged periods of time
-Abductors can hear all human radio channels, understand human speech, and speak exclusively in their own hivemind channel. Aside from the hivemind, they are completely mute.
-Abductors have night vision
-Abductors have access to several abilities including Dissonant Shriek (functions the same as changlings, but also shatters nearby lights), an ability very similar to the spell Knock with a reduced range of two tiles, a sting that behaves exactly like a sleepy pen, and another sting that injects the target with a large dose of Leporazine and Dexalin Plus.
This set of tools is what the abductors will use to kidnap crewmen and transport them back to their ship. To abduct a target, a smart Abductor will first stake out a quiet area or search for a secluded target by using their camo and staying in the dark. It can use its ability to open doors to access private areas to ambush targets. Once it is ready to strike, its first move will be to shriek, rendering the target unable to call for help and possibly plunging the target into the dark where the abductor will be able to move in unseen. The Abductor will than sting its target with its first sting, knocking the target out cold. The Abductor will than drag the unlucky human back to an opening to space, where it will inject the human with its second sting to keep them alive in space.
The Experiments
So you got the human back to the ship, now what? Now the real fun begins. The Abductor Ship is outfitted with the latest in horrible, invasive surgery suites. The Abductors kidnap humans to test their latest genetic cocktails and modifications, which are kept in fleshy sacks that are surgically inserted into the humans chest cavity. Captured humans are laid on the surgical table, while sedated to ensure "cooperation" of course, where genetic cocktails are implanted inside them. Once a crewman has undergone alien surgery, he receives the message:
Your memory becomes very cloudy and indistinct. You lose track of time and cannot remember anything that has recently happened!
Once a human has been experimented on, they are to be returned to the station for observation. This is done by chucking them through a special, one-way teleporter that only accepts humans that have been experimented on. Once the test subject passes through the portal and the built in scanner detects its alteration, the abductors are awarded a research point, and after a predetermined amount of research points, the abductors win!
However, its the aforementioned genetic cocktails that really shake up this round. They are highly experimental and after a short while of incubating, can induce:
-Nothing
-Brain damage
-Hallucinations
-Turning into a corgi
-Heavy toxin damage
-Catching a rare disease
-Forming superpowers
-Turning into a monkey
-Becoming a thrall to the Abductors
-Turning into a space carp
-Turning into a ling (Ever wonder where lings came from?)
-Gibbing
-Spontaneous combustion
-Turning into an Abductor
-Being infected with a blob spore
-Synthesizing a random chemical in your bloodstream
-Honking
-Turning into a skeleton
-Dissolving into a pile of spiderlings
-Turning into a slime/slimeperson
-And more
The fleshy sack carrying the genetic code dissolves once its done incubating, but it can be removed before hand in the unlikely event the crew realized what happened. The hosts death obviously stops the incubation as well. Of course, between the hosts indistinct memory of the abduction and the meta-knowledge that he might be killed to stop a possible catastrophe on the station (because your average MD is far too stupid and lazy to perform surgery), the host might not want to be cured or even know he needs a cure...
Closing Statements
Abductors would hopefully be a low key antagonist, their presence should not be well known on the station if they play their cards right. However, the results of their experiments could range from barely noticeable ("Why is the janitor a corgi?") to outright round endingly horrible ("OH CHRIST THE CAPTAIN JUST EXPLODED INTO A BLOB ON THE BRIDGE AND THE HOS JUST MELTED INTO A PILE OF SPIDERLINGS!"). The abductors are balanced by the fact that they are not very robust and rely mainly on stealth to complete their objective. The crew are balanced by the fact that abductees can't really remember the fact that they were abducted (And don't want to be killed for being a ticking timebomb) and many of the things caused by Abductors experiments can be explained by other possibilities.
As always, feedback/thoughts/insults are welcome.