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Protagonist objectives

Posted: Mon Feb 13, 2017 6:06 pm
by christ110
https://tgstation13.org/phpBB/viewtopic.php?f=33&t=9617
To fix the secondary issue brought up by this topic, I propose a change.
Every person gets 2 or 3 objectives at the start of the round, similar to traitor objectives in delivery and handling, but they are positive objectives, and you are guaranteed to have an "escape alive" objective.
For example
Cargo tech "sell x crates back to centcomm", "get x points for cargo"
Scientist "get bluespace to level 8 or higher" "breed a rainbow slime" "make and test a bomb on the range with x/x/x/x power"
Doctor "preform x surgeries"
Barkeep "keep x people drink for x minutes" "make and drink x drink"
Etc.
Thanks.

Re: Protagonist objectives

Posted: Mon Feb 13, 2017 6:10 pm
by DemonFiren
>perform x surgeries
Medbay kidnappings: always fun.

Re: Protagonist objectives

Posted: Mon Feb 13, 2017 6:11 pm
by Whoisthere
What would asstants get?

Re: Protagonist objectives

Posted: Mon Feb 13, 2017 6:12 pm
by christ110
Something like "die and get cloned x times"
Also, engineering could have synchronized objectives, so all of engineering gets something like " build a SM engine" or "keep the station from falling below x% integrity"
Also, the objectives should prolly be printed in chat with a bold, NT-blue font

Re: Protagonist objectives

Posted: Mon Feb 13, 2017 6:15 pm
by Wyzack
This is something that has been suggested a few times. Something similar was implemented in the way of crew objectives, but i still think this is not a terrible idea. It has just never really gained traction for some reason

Re: Protagonist objectives

Posted: Mon Feb 13, 2017 6:25 pm
by christ110
The issue with the crew objectives is that they are communal, not personal. Heads of staff see a similar issue when trying to order a Dept around. This not only solves the issue, but also gives players something to do, RP-wise.