Gamemode idea: The Nuclear Narrative

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GuyonBroadway
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Gamemode idea: The Nuclear Narrative

Post by GuyonBroadway » #548900

So oranges wants the average round time to be 90 mins or so.

There are some issues with this goal due to how the game currently is.

One of the big issues is how you can just be getting settled into a job, growing them blumpkins for mutagen, analysing strange seeds and such when suddenly.

Alert: Code Delta!


Well shit, now all your hard work was pointless as three fucko's had all the fun...

You could remedy this somewhat by delaying the nuke shuttle but then you get 20 mins of not much and THEN three fucko's have all the fun.

So in order to make a longer round more interesting I propose a more refined version of dynamic that encompasses the "life cycle" of a syndicate assault on the station.

We will take, traitor, Infiltrators and Nuclear Energency and create a gamemode that encompasses all three over the course of a round. This means a round can be devided into three distinct phases.

PHASE ONE

In this phase traitors are seeded throughout the station as you might expect, their arsenal and objectives are a little more subdued. Thier objectives are disruption and reconnaissance rather than mass damage and grand sabotage. Theft objectives can be scanned with a scanner in order to Mark them as done and assassinations count if the target dies. Traitors are periodically spawned as new arrivals from ghosts or existing crew are "activated" to replace dead traitors. Once enough agents have completed enough objectives we move on to...


PHASE TWO

In this phase, a team of syndicate infiltrators and thier ship is spawned and traitors stop spawning, they have a manifest of all current traitors and have a single primary objective.

"Steal the Disk"

They have the tools they need to sabotage the station and a list of sub-objectives like siphoning power, stealing items and helping the traitors to exfiltrate. All they need to do is get the disk back to base and use it on vault door in the back of thier room, they could blitz in and get the disk quick without doing side objectives but...

PHASE THREE

Once the vault door is triggered the point of no return is reached, an alarm is sounded that the station is under threat of imminent nuclear strike, the infiltrator shuttle is recalled and grounded forever. Behind the door is the familliar sight of the nuke ops base, every syndicate who interacts with the terminal gets an uplink and nuke ops standard outfit. The catch is that the amount of TC they get is tied, not only to station pop but to how many objectives they completed in phase two. If there is only one or two nukies left, they get a couples of free reinforcement beacons. These special beacons spawn a nukie with a TC scaled uplink, nukies from regular beacons do not get this and cannot use the terminal.

This encourages syndicates to rescue as many traitors and do as many objectives as they can because they will all get uplinks meaning more teammates and a larger amount of tc each giving them more firepower for the final confrontation.

They have 10 minutes to gear up before they can launch the shuttle. The bomb in this case is a goonstation style nuke that has a flat 10 min timer announces it's general location on being armed and the only way to stop it is to break it (or disarm it which is faster but requires use of a few tools).

From here the outcome goes as you might expect, the only catch is once the vault is triggered, shuttle calling is blocked for half an hour, so the syndies have about 10 mins wiggle room to arm the bomb in a good spot.


The aims of this mode are as follows.

- Have a mode that rewards playing longer rounds
- Gives people a reason but also a chance to unlock late game gear and use it
- Gives ample opportunities for dead players to get back into the round
- Give living players a (slim) chance to get rerolled into antag so they don't go afk if they didn't get a chance
- Have varying sources of "interesting" during all stages of the game
- Not end the round in 5 mins cus one nerd with the magic card and choppy gloves gave the captain a fisty Heimlich maneuver and took his sparkly floppy disk.

I'm willing to change the details based on feedback or discussion.
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oranges
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Re: Gamemode idea: The Nuclear Narrative

Post by oranges » #548973

is this meant to be a replacement for the nukeops mode as is?

It seems like traitors, then infiltrators and a final attack will be too much for crew, perhaps they should have an escalating response where an ERT team is spawned and then reinforced for the final assault, to recycle ghosts back into the round?
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GuyonBroadway
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Re: Gamemode idea: The Nuclear Narrative

Post by GuyonBroadway » #548990

oranges wrote:is this meant to be a replacement for the nukeops mode as is?

It seems like traitors, then infiltrators and a final attack will be too much for crew, perhaps they should have an escalating response where an ERT team is spawned and then reinforced for the final assault, to recycle ghosts back into the round?
It will probably be a necessary replacement for nukeops if you balance station power around a 60-90 min playtime.

I should clarify that the traitors will have a little less in the way of murder gear, their objectives being to... well gather their objectives rather than depopulate the station, once those are done the infil/exfil team can move on to the "get the money and the disk" stage.

Scaling response options could be fun in that regard, perhaps let cargo hire mercs or else centcom just sends in the first five bumbo's who walked into the ERT locker room.

and maybe the Operatives could have more than one choice of final objective. Like unleash a biohazard bomb that infects everyone with a zombie virus, or some other round ending disaster that doesn't just result in "U die lol"
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Re: Gamemode idea: The Nuclear Narrative

Post by EpicFatGamerNuts2006 » #550271

this seems like a fun idea, combines stealth and war ops into one crazy round. what if syndi infiltrators get caught early? everyone will gear up for eventual nukies (unless same stuff as normal traitors)
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GuyonBroadway
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Re: Gamemode idea: The Nuclear Narrative

Post by GuyonBroadway » #550458

EpicFatGamerNuts2006 wrote:this seems like a fun idea, combines stealth and war ops into one crazy round. what if syndi infiltrators get caught early? everyone will gear up for eventual nukies (unless same stuff as normal traitors)
That's the risk/reward of it, the more stuff the infiltrators do, the more tc they get but the greater the chance they get caught and the crew can arm up.
ATHATH
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Re: Gamemode idea: The Nuclear Narrative

Post by ATHATH » #550475

GuyonBroadway wrote:I should clarify that the traitors will have a little less in the way of murder gear, their objectives being to... well gather their objectives rather than depopulate the station
Bold of you to assume that epic infiltrator gamers won't murderbone as soon as they're told that they've rolled antag, even if they receive no special equipment that'd help them do that.

You might want to add a way to hasten the ending of the round if 905% of the station has been wiped out by murderboners and everyone's just waitng for the two 10 minute timers (the one for the nuke op shuttle and the one for the nuke itself) to finish.
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GuyonBroadway
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Re: Gamemode idea: The Nuclear Narrative

Post by GuyonBroadway » #550505

ATHATH wrote:
GuyonBroadway wrote:I should clarify that the traitors will have a little less in the way of murder gear, their objectives being to... well gather their objectives rather than depopulate the station
Bold of you to assume that epic infiltrator gamers won't murderbone as soon as they're told that they've rolled antag, even if they receive no special equipment that'd help them do that.

You might want to add a way to hasten the ending of the round if 905% of the station has been wiped out by murderboners and everyone's just waitng for the two 10 minute timers (the one for the nuke op shuttle and the one for the nuke itself) to finish.
To be fair as long as a spessmen can pick up a toolbox he can murder a bone.

But I agree there and it's hard to think of a way to make it so a dead crew doesn't have to wait out the bomb but also discourage the infils murderbonig so there is less resistance to the war stage.
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