Hivemind Remastered: A Stealthier Side Antag

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Yakumo_Chen
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Hivemind Remastered: A Stealthier Side Antag

Post by Yakumo_Chen » #504129

A newer, more insidious Hivemind...
The crew of Space Station 13 has suddenly and unknowingly become the unwitting hosts of a dangerously intelligent hivemind network.
However, the crew is too small for the three parasites who have chosen the crew to enslave.
All must be for One. Only One Mind must remain...
This is a thread to rework Hivemind from a Main Antagonist into a Medium-Pop Mid-Round Side Antagonist.
Three living, non-antagonist, non-mindshielded crewmembers (with Hivemind preference enabled) are chosen to be Hivemind Hosts.
Their goal is to kill the rival hosts.
They must do so as stealthily as possible - they are powerless against the normal crew, except for what human ingenuity can already achieve.
Their starting skills only affect rival Hivemind Hosts, and they can only gain more powers when no other hosts remain.
Remember: outing yourself as a threat to the station is likely to get you killed - and that's exactly what the other hosts want.
If there is coder interest in making this a reality, I will make a code bounty to fund it.

Design Goals:
-Make Hivemind from a Main Round Type antagonist that feels like Extended most of the time into a Side Antag the crew doesn't have to know about, and may not even ever realize was a threat.
-Remove the importance of Mindshield Implants from dominating the balance of Hivemind. They can still be used against them / to out them, however implanting the entire crew is not likely to be worth the effort or may even make things easier for the Hivemind.
-Getting the other hosts killed is the only goal - and it doesn't matter who and how its done.
-Two end games for Hivemind - They may continue to play as a stealthy free antagonist or go loud and regain the powers well known in its current iteration.
-Has the potential to end rounds, much like other side antagonists, either through sabotage or pure destruction.

Abilities
  • Mindshield Immunity
  • As before, Hiveminds resist Mindshield implants. A hard tell. However, with Hiveminds no longer being the main antagonists of the round, Security likely has bigger things to worry about than mass implanting. Implanting also does nothing to help except to narrow down who the hosts are, and prevents Mind Control.
  • Mind Probe
  • Functions the same as current Assimilate Vessel, but Mind Probe lets you, after a short channel, determine whether or not a particular crew member is another Hivemind Host. This does nothing to Non-Hosts (except possibly makes them feel funny for a moment, but not enough of a tell to know it's a Hivemind.)
  • Has a very low cooldown. (~5 sec.)
  • Mind Flay
  • The Hivemind Host emits a telekinetic beam. Invisible and silent, the beam goes through objects until it hits a mob or its maximum range.
  • Normal crewmen are not intelligent enough to comprehend the full power of the Mind Flay. They'll get a brief Headache at worst.
  • Hivemind Hosts are greatly damaged by Mind Flay, however, and would do well to avoid getting hit by one.
  • Has a low cooldown (~10-15 sec)
    ===================
    Once a Hivemind contains only one Host, they Attune with the crew. They may continue to play as a stealthy antagonist, and gain a minor combat power as well as Mind Control to stealthily fuck with crew.
  • Attuned Mind Flay
  • Once no other Hosts remain, a Hivemind Host is able to Attune with the full network of the minds of the crew.
  • The Mind Flay beam becomes visible to the crew, but also dangerous to them.
  • Mind Control
  • Attuned with the minds of the crew, the Host may now control others to do their bidding.
  • You know what this is. Works the same as current, but it can be any non-implanted crewman in LOS of the Host.
    ===================
    An Attuned Hivemind may choose to Go Loud for whatever reason. This will make them a very disruptive and powerful antag, at the cost of alerting the entire crew and making their presence obvious. One Mind can snowball, so Security will want to change their priorities if one is revealed.
  • One Mind
  • An attuned Hivemind Host may gather the power of the Network to ascend to become One Mind.
  • Makes a global sound, reveals the Hivemind with a pink outline. Unlike the normal mode, they start with no Vessels and are not stun immune. They do regain many of the powers from the current Main Antagonist mode, however.
  • Has a very long channel time.
  • Assimilate Vessel (One Mind)
  • The One Mind fully integrates their mind with a crewmember, making him a loyal slave.
  • After a lengthy channel, assimilates a crewmember, giving them an obvious outline like the One Mind, and loyal to the One Mind.
  • Requires One Mind and the target be still.
  • Functions much like current One Mind, but much harder to do since it takes a long time and you have to keep the target stunned. Plays kind of like old Shadowling if you try and do this a lot, except your minions are very obvious.
  • Has no additional cooldown.
  • Telekenetic Field (One Mind)
  • Works the same.
  • Brute Force (One Mind)
  • Probes the targets mind and destroys a Mindshield Implant, if they have one.
  • Replaces Mind Probe. No stun, but keep in mind you still have to channel it, and your appearance as a One Mind is obvious.
  • Living Nightmares (One Mind)
  • Same as before.
  • Circadian Shift (One Mind)
  • Same as before.
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zxaber
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by zxaber » #504166

Getting killed from ranged telepathic entities is never fun, and it would be incredibly frustrating to lose an antag round because some hivemind mind-controlled you into attacking the captain. I don't think they're really side-antag material.
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Dr_bee
Joined: Fri Dec 23, 2016 6:31 pm
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by Dr_bee » #504186

zxaber wrote:Getting killed from ranged telepathic entities is never fun, and it would be incredibly frustrating to lose an antag round because some hivemind mind-controlled you into attacking the captain. I don't think they're really side-antag material.
Mind control is only after the obvious one mind mode is popped, and the mind laser only hits other hiveminds until there is only one left, then it becomes visible to crew.

It would be pretty funny to watch two hivehosts fight if they are the only ones who can see the lasers they fire. just two nerds running around each other having a staring contest.
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Yakumo_Chen
Joined: Fri Dec 11, 2015 10:08 pm
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by Yakumo_Chen » #504192

I actually intended Mind Control to be a stealthy power, given the difficulty of maintaining a power that leaves you out of control of your own body after you become a glowing "valid me" sign.

It also still doesn't work on implanted, and gives an obvious "He was kind controlled the whole time!" message. I could extend the protection to antags but that feels cheesy and rule 10 kind of applies.

Mind Control is an iconic power of hivemind so I would be reluctant to let it be scrapped.
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Shadowflame909
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by Shadowflame909 » #504218

Still sounds really awful to me.

Mind Control is useless now after all those nerfs and the new meta became "Heart Attack woo hoo"

The only really good skill hiveminds possess is Force-Wall and that's from wizards.

Might do best not to side-antag it at all
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py01
Joined: Mon Mar 26, 2018 8:27 pm
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by py01 » #504227

Most of this would be easy to code, making hiveminds explicitly a side antag would solve the issue of nothing going on for the crew w/o needing to code additional content. Just not sure if there's maintainer interest in having more antag types.

Edit: Oranges says he isn't interested in more new antag stuff, so it'd be a waste to code this right now.
mynameajeff
Joined: Fri Feb 22, 2019 11:29 pm
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this is dumb

Post by mynameajeff » #504463

This is even worse than the old hivemind since there's no player-to-antagonist interaction. The whole jist of SS13 is that you can and will be fucked over by antagonists, it's all about paranoia and lack of trust, when you realize that it's a hivemind round you wont be scared because LITERALLY EVERY FUCKING VESSEL HAS AN ENCOMPASSING GLOW and they probably wont kill you, just enslave you all of that is stripped away, it's pretty much the antithesis of space station 13 and it's culture.

tl;dr shitty antag, doesn't encourage player to antag interaction, just validhunting between the groups, probably less collateral damage than families.
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Akrilla
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Re: Hivemind Remastered: A Stealthier Side Antag

Post by Akrilla » #504515

Very much personal opinion but not sure how much I like the fundamental idea of these now in their own bubble, and not really doing anything apart from trying to fight each other with little to no crew interaction. Antag vs antag is such an interesting concept, and I've said before quite a lot, but would be so much more interesting as the crew almost being the man-in-the-middle to these incredibly powerful beings.

Side antag, at least for this variant, is reasonable, but like is said above I think Oranges has said a few times now that he isn't too interested in new antags/gamemodes.
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