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Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 1:49 pm
by callanrockslol
Simple idea, as you complete objectives, you get new ones and a few telecrystals as you do them. It could start with easy ones like steal an RCD and end up with killing people and stealing high value stuff. That way people wouldn't just stealing something and spend the round not doing traitor stuff since they were scared about losing their greentext.

We could even have a high score list available somewhere to encourage people to do as many as possible.

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 2:20 pm
by Scones
Global score tracking could be cool

Telecrystals would not be, because pricing/20 has very much been taken into account with regards to the TC costs on everything

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 2:23 pm
by tuypo1
this comes up ocasionly and people seem mostly in favour of it but nobody can find the right way to impliment it.

No scoreboards though

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 3:05 pm
by Wyzack
Maybe it would give people incentive to do more jobs for more mayhem. Want to hand out e swords t your friends? Better complete 2-3 objectives with no items scrub. Same goes for syndiebombs, completing multiple objectives would be way harder than just doing toxins

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 4:26 pm
by Danowar
Now that I think about it, couldn't the Fulton system that's being worked on for Sec be modified to put something like this in motion? Like, if you need to steal sometimes, traitors could have their own specialized bluespace fultons that can whisk away stolen goods/dead bodies (or maybe just ashes/named meat) to the syndicate base to secure a green text. Then, once the items have been securely taken care of, more objectives could be doled out. It could make rounds a bit more interesting instead of having traitors just stash their objective right off the bat and mill around til the shuttle arrives.

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 7:08 pm
by PKPenguin321
>have to murder the captain
>buy an ebow and minibomb
>instagib him
>get more TC for another minibomb and an objective to murder the HoS
>repeat x1000

Re: Perpetual objectives for traitors

Posted: Sat Oct 03, 2015 7:18 pm
by Helios
How about just making the disc a bonus objective? If you escape with it on your person you get a bonus check mark

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 1:13 am
by TechnoAlchemist
callanrockslol wrote:Simple idea, as you complete objectives, you get new ones and a few telecrystals as you do them. It could start with easy ones like steal an RCD and end up with killing people and stealing high value stuff. That way people wouldn't just stealing something and spend the round not doing traitor stuff since they were scared about losing their greentext.

We could even have a high score list available somewhere to encourage people to do as many as possible.
A lot of the reason that objectives are hard are because you need to make sure it stays completed until round end. You have to make sure people don't get cloned and you have to make sure that you don't lose your stolen items.

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 1:41 am
by tuypo1
Danowar wrote:Now that I think about it, couldn't the Fulton system that's being worked on for Sec be modified to put something like this in motion? Like, if you need to steal sometimes, traitors could have their own specialized bluespace fultons that can whisk away stolen goods/dead bodies (or maybe just ashes/named meat) to the syndicate base to secure a green text. Then, once the items have been securely taken care of, more objectives could be doled out. It could make rounds a bit more interesting instead of having traitors just stash their objective right off the bat and mill around til the shuttle arrives.
whats the fulton system

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 2:57 am
by iamgoofball
fultons are actually being developed for black ops to steal machines

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 3:38 am
by tuypo1
TechnoAlchemist wrote: A lot of the reason that objectives are hard are because you need to make sure it stays completed until round end. You have to make sure people don't get cloned and you have to make sure that you don't lose your stolen items.
your right I have changed my mind about this idea

I think if people want extra telecrystals they should have to find a coms console and ask the syndicate for it (also admins need to respond to messages to the syndicate more often)

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 12:20 pm
by Saegrimr
iamgoofball wrote:fultons are actually being developed for black ops to steal machines
>balloon
>in space

what

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 9:36 pm
by iamgoofball
Saegrimr wrote:
iamgoofball wrote:fultons are actually being developed for black ops to steal machines
>balloon
>in space

what
i don't see a ceiling anywhere, do you?

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 10:46 pm
by TheNightingale
iamgoofball wrote:
Saegrimr wrote:
iamgoofball wrote:fultons are actually being developed for black ops to steal machines
>balloon
>in space

what
i don't see a ceiling anywhere, do you?
It's a bluespace Fulton that uses miniature bluespace crystals to induce a teleportation. A Blulton.

Re: Perpetual objectives for traitors

Posted: Sun Oct 04, 2015 11:17 pm
by Scones
There is nothing wrong with a global scorecount

Re: Perpetual objectives for traitors

Posted: Mon Oct 05, 2015 1:34 pm
by DaemonBomb
Scoreboards would just further encourage the metagamey valid-huntery 2robust4u culture and discourages creativity and unconventionality out of fear of losing your spot on the scoreboard.

Re: Perpetual objectives for traitors

Posted: Mon Oct 05, 2015 9:22 pm
by Helios
DaemonBomb wrote:Scoreboards would just further encourage the metagamey valid-huntery 2robust4u culture and discourages creativity and unconventionality out of fear of losing your spot on the scoreboard.
So let's put things on the scoreboard people wouldn't object to.
Victories as :newcop: Syndicates:Nobody objects to syndicates wanting to win
Victories as Blob
Deaths
Deaths by :singulo:
Victories as Rev Head
Victories as Gang Leader/Lieutenant
So on.

Re: Perpetual objectives for traitors

Posted: Mon Oct 05, 2015 11:40 pm
by Zilenan91
DaemonBomb is right, adding a scoreboard would actively encourage robust play instead of fun play. An great example would be wizard. Every wizard who actually cares about the scoreboard would go Jaunt, MM, Ei Nath, Blink, staff of Chaos. It's so safe and so easy to kill people with it that the fun wizards who go with different spells would reduce dramatically in favor of meta appropriate robusto-samey loadouts.

Re: Perpetual objectives for traitors

Posted: Wed Oct 07, 2015 1:34 am
by Amelius
Zilenan91 wrote:DaemonBomb is right, adding a scoreboard would actively encourage robust play instead of fun play. An great example would be wizard. Every wizard who actually cares about the scoreboard would go Jaunt, MM, Ei Nath, Blink, staff of Chaos. It's so safe and so easy to kill people with it that the fun wizards who go with different spells would reduce dramatically in favor of meta appropriate robusto-samey loadouts.
I agree with you, aside from the spell choice. HOWEVER, we CAN have cool stats that AREN'T just winrates and whatnot. Or even just base statistics about how you play. Percent of the time you purchased <x> piece of syndiegear, and this data could be compared to others to figure out what is never used, and why. Then you could have number of suicides divided up by job role, aside from assistant, you could use this cumulative data to figure out which jobs are least engaging and result in the highest number of suicides, and so forth.

Then you could have fun gimmicky stuff like 'rounds killed by slip memes' etc.

Re: Perpetual objectives for traitors

Posted: Wed Oct 07, 2015 2:49 am
by Zilenan91
gear you bought it already tracked afaik, admins can find it. Same with spells

Re: Perpetual objectives for traitors

Posted: Wed Oct 07, 2015 3:27 am
by invisty
Bring back karma.

Re: Perpetual objectives for traitors

Posted: Wed Oct 07, 2015 3:16 pm
by DaemonBomb
Amelius wrote:
Zilenan91 wrote:DaemonBomb is right, adding a scoreboard would actively encourage robust play instead of fun play. An great example would be wizard. Every wizard who actually cares about the scoreboard would go Jaunt, MM, Ei Nath, Blink, staff of Chaos. It's so safe and so easy to kill people with it that the fun wizards who go with different spells would reduce dramatically in favor of meta appropriate robusto-samey loadouts.
I agree with you, aside from the spell choice. HOWEVER, we CAN have cool stats that AREN'T just winrates and whatnot. Or even just base statistics about how you play. Percent of the time you purchased <x> piece of syndiegear, and this data could be compared to others to figure out what is never used, and why. Then you could have number of suicides divided up by job role, aside from assistant, you could use this cumulative data to figure out which jobs are least engaging and result in the highest number of suicides, and so forth.

Then you could have fun gimmicky stuff like 'rounds killed by slip memes' etc.
This would be super cool!
Sso much sweet, sweet data something like this could get... Especially if someone set up some visualization of the data in python or something.
If the system is robust enough, maybe it could be adjusted for testing (I.e. Number of people killed with autorifles, average damage caused by whatever new antag, number of times mekhi's been tabled. ect.)

Statistics Boner/10 :+1:

Re: Perpetual objectives for traitors

Posted: Sat Oct 10, 2015 5:28 am
by iamgoofball

Re: Perpetual objectives for traitors

Posted: Tue Oct 13, 2015 5:21 am
by callanrockslol
invisty wrote:Bring back karma.
This must be done.
We have no idea how long erro will keep hosting this . Its great though.

Re: Perpetual objectives for traitors

Posted: Tue Oct 13, 2015 5:52 am
by Douk
I think that there may be room for special items that facilitate the ability for traitor players to "complete" objectives mid-round to receive new orders.

For stealing objectives, perhaps unlock a free uplink item that something along the lines of a "bluespace recovery box." This would be essentially a normal sized box that can hold large items like a Bag of Holding, but can only receive items that are part of the theft objective. When an item is put inside, a prompt will appear to the player asking them if they wish to receive a new objective. If they say yes, the item is put into the box, and a 10 min (time variable, just throwing out a number) timer will begin to count down. In that time, if the item is removed from the box, the timer is cancelled. When the timer reaches 0, a telecrystal bonus is given, and a new objective is assigned. However, the old objective still remains for end round, so final success is still reliant on all items being recovered by shuttle on the traitor's person at the end of the round. Perhaps even make it where the item in the recovery box can no longer be removed by the box owner once it has been considered "recovered," but allow anyone else who obtains the box to be able to remove it.

For assassination objectives, it would work similarly. It would be some sort of life sensor that would be freely available via uplink (perhaps make it unlimited with a cooldown) that, when placed somewhere on the dead target's body, would begin a countdown. If the target stays dead for that amount of time or the body and sensor are gibbed, the Syndicates assume that the individual is likely not being revived, and invests further in what they perceive to be a successful agent. Same deal as theft objectives as well, where end-round success still hinges on ALL objectives remaining completed.