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New antag, Escapee

Posted: Sat Jul 05, 2014 6:55 pm
by Wesdo
The escapee is teleported onto the station by the Syndicate, as they failed to get the right coordinates in and they have to recharge their bluespace raygun thingy teleport. After 5-10 minutes Centcomm will notice this and send a message to all stations.
There could also be multiple escapees.
They're given the syndicate uplink implant.
Only objective is to stay alive until the end.
The escapee has murdered many of the station's crew and their families, giving them more than enough reason to get em to hunt him.
(EDITED SOME)

Re: New antag, Escapee

Posted: Sat Jul 05, 2014 7:11 pm
by Cipher3
Why?

Re: New antag, Escapee

Posted: Sat Jul 05, 2014 7:18 pm
by Lo6a4evskiy
Just remove objectives or replace them with stay alive so people cannot powergame

No victory condition == no way to play for the win

Re: New antag, Escapee

Posted: Sat Jul 05, 2014 7:32 pm
by Cipher3
Why?

Re: New antag, Escapee

Posted: Sat Jul 05, 2014 7:59 pm
by Reimoo
I love the concept, but needs a lot of rework. A simple syndie uplink and a valid kill tag won't cut it. The crew needs a pressing reason as to why to bring the escapee to justice.

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 4:03 pm
by Cayce
A bag full of bombs that could send the station to hell fast if not secured, and a hand-tele which is how they originally escaped from wherever they escaped?

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 4:07 pm
by Lovecraft
Maybe have them glow green, and emit radiation, and say how they'll be a threat to us all if they're not killed and disposed of?
Radiation hitchhiker.

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 4:24 pm
by ExplosiveCrate
Lovecraft wrote:Maybe have them glow green, and emit radiation, and say how they'll be a threat to us all if they're not killed and disposed of?
Radiation hitchhiker.
http://www.telegraph.co.uk/news/uknews/ ... e-run.html

To encourage people to find the escapees, make it so the uplinks are always unlocked.

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 6:12 pm
by Wesdo
Edited the post abit.

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 7:30 pm
by Lo6a4evskiy
Why the fuck would you encourage people to validhunt

I thought that the whole point of this antag is to let people be creative and do whatever, like it should be

Re: New antag, Escapee

Posted: Sun Jul 06, 2014 8:21 pm
by paprika
no um lo6a4 you are completely misunderstanding the deep and complex valid kill power struggle gameplay of ss13

Re: New antag, Escapee

Posted: Mon Jul 07, 2014 11:27 pm
by Konork
Maybe rather than being a direct threat, they could spawn with a cache of items and supplies other people might want? They could probably also have objectives to escape with more than a certain amount of whatever they spawned with, so they have a reason to protect it, but they could also use some of it to bribe someone if they need to.

Re: New antag, Escapee

Posted: Tue Jul 08, 2014 10:26 am
by Wesdo
Konork wrote:Maybe rather than being a direct threat, they could spawn with a cache of items and supplies other people might want? They could probably also have objectives to escape with more than a certain amount of whatever they spawned with, so they have a reason to protect it, but they could also use some of it to bribe someone if they need to.
I like that.

Re: New antag, Escapee

Posted: Tue Jul 08, 2014 6:21 pm
by Reimoo
The only thing people want are either weapons or fancy illegal toys. So the escapee gets lynched by a bunch of assistants, then what? Who will stop the greytide then? Is that really the direction we want to go towards?

Re: New antag, Escapee

Posted: Tue Jul 08, 2014 6:26 pm
by Lo6a4evskiy
There shouldn't be any justification for people to kill antags. If they're not doing anything bad, then they shouldn't be killed "coz antag". I see this as a way to change people's attitude about getting greentext and be creative instead. There are plenty of people who after parapenC4 say something like "yeah sorry I liked you but you were my objective".

Re: New antag, Escapee

Posted: Tue Jul 08, 2014 6:26 pm
by Lovecraft
How about take the code that makes the Mining Mobs drop something, make this "Escapee" or whatever some alien, and have it drop something that has a random chance of effects on the consumer?
20% chance to breath without oxygen
1% chance gibbing upon eating
9% chance of sanic speed
Things like that.

Re: New antag, Escapee

Posted: Tue Jul 08, 2014 7:09 pm
by Konork
Reimoo wrote:The only thing people want are either weapons or fancy illegal toys. So the escapee gets lynched by a bunch of assistants, then what? Who will stop the greytide then? Is that really the direction we want to go towards?
If the items were things that people could use as a weapon, then the escapee would probably be a pretty big threat, now wouldn't he? I was thinking more things like raw materials, illegal but non-combat items like traitor items and possibly traitor objectives like an RCD or jetpack, maybe a few purely for-fun things like fancy hats or pointless trophies, and probably a few bigger things that could piss off whole departments like kits to build access-less version of machines. And lock it all in a special bag or something that's locked to everyone but the escapee, but requires a significant investment of some kind for anyone else to try to crack open rather than just being locked up completely.

Re: New antag, Escapee

Posted: Wed Jul 09, 2014 2:36 pm
by Wesdo
Lovecraft wrote:How about take the code that makes the Mining Mobs drop something, make this "Escapee" or whatever some alien, and have it drop something that has a random chance of effects on the consumer?
20% chance to breath without oxygen
1% chance gibbing upon eating
9% chance of sand speed
Things like that.
Then it would have been escaped from a research station of some sorts, even better than a human escapee.