Perpetual objectives for traitors
-
- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Perpetual objectives for traitors
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.
We could even have a high score list available somewhere to encourage people to do as many as possible.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Perpetual objectives for traitors
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
Telecrystals would not be, because pricing/20 has very much been taken into account with regards to the TC costs on everything
plplplplp WOOOOooo hahahhaha
-
- Joined: Sat Sep 26, 2015 7:53 am
- Byond Username: Tuypo1
- Location: the wardens office bitching about armory layouts
Re: Perpetual objectives for traitors
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
No scoreboards though
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Perpetual objectives for traitors
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
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- Danowar
- Joined: Wed May 27, 2015 7:04 pm
- Byond Username: Danowar
- Location: WA
- Contact:
Re: Perpetual objectives for traitors
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.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Perpetual objectives for traitors
>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
>buy an ebow and minibomb
>instagib him
>get more TC for another minibomb and an objective to murder the HoS
>repeat x1000
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Perpetual objectives for traitors
How about just making the disc a bonus objective? If you escape with it on your person you get a bonus check mark
- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
- Byond Username: TechnoAlchemist
Re: Perpetual objectives for traitors
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.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.
-
- Joined: Sat Sep 26, 2015 7:53 am
- Byond Username: Tuypo1
- Location: the wardens office bitching about armory layouts
Re: Perpetual objectives for traitors
whats the fulton systemDanowar 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.
- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
- Byond Username: Iamgoofball
- Github Username: Iamgoofball
Re: Perpetual objectives for traitors
fultons are actually being developed for black ops to steal machines
-
- Joined: Sat Sep 26, 2015 7:53 am
- Byond Username: Tuypo1
- Location: the wardens office bitching about armory layouts
Re: Perpetual objectives for traitors
your right I have changed my mind about this ideaTechnoAlchemist 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.
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)
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Perpetual objectives for traitors
>ballooniamgoofball wrote:fultons are actually being developed for black ops to steal machines
>in space
what
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
- Byond Username: Iamgoofball
- Github Username: Iamgoofball
Re: Perpetual objectives for traitors
i don't see a ceiling anywhere, do you?Saegrimr wrote:>ballooniamgoofball wrote:fultons are actually being developed for black ops to steal machines
>in space
what
-
- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Perpetual objectives for traitors
It's a bluespace Fulton that uses miniature bluespace crystals to induce a teleportation. A Blulton.iamgoofball wrote:i don't see a ceiling anywhere, do you?Saegrimr wrote:>ballooniamgoofball wrote:fultons are actually being developed for black ops to steal machines
>in space
what
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Perpetual objectives for traitors
There is nothing wrong with a global scorecount
plplplplp WOOOOooo hahahhaha
- DaemonBomb
- Joined: Mon Aug 31, 2015 12:48 am
- Byond Username: Daemonbomb
- Location: ¯\_(ツ)_/¯
Re: Perpetual objectives for traitors
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.
Roze Armitage/Sid Spades/GHEDE.loa
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Perpetual objectives for traitors
So let's put things on the scoreboard people wouldn't object to.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.
Victories as Syndicates:Nobody objects to syndicates wanting to win
Victories as Blob
Deaths
Deaths by
Victories as Rev Head
Victories as Gang Leader/Lieutenant
So on.
-
- Confined to the shed
- Joined: Sun Jul 19, 2015 8:09 pm
- Byond Username: Zilenan91
Re: Perpetual objectives for traitors
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.
Spoiler:
-
- Joined: Fri May 23, 2014 3:29 am
- Byond Username: Amelius
Re: Perpetual objectives for traitors
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.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.
Then you could have fun gimmicky stuff like 'rounds killed by slip memes' etc.
-
- Confined to the shed
- Joined: Sun Jul 19, 2015 8:09 pm
- Byond Username: Zilenan91
Re: Perpetual objectives for traitors
gear you bought it already tracked afaik, admins can find it. Same with spells
Spoiler:
- invisty
- Joined: Tue May 26, 2015 12:02 am
- Byond Username: Invisty
- DaemonBomb
- Joined: Mon Aug 31, 2015 12:48 am
- Byond Username: Daemonbomb
- Location: ¯\_(ツ)_/¯
Re: Perpetual objectives for traitors
This would be super cool!Amelius wrote: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.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.
Then you could have fun gimmicky stuff like 'rounds killed by slip memes' etc.
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
Roze Armitage/Sid Spades/GHEDE.loa
- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
- Byond Username: Iamgoofball
- Github Username: Iamgoofball
-
- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Perpetual objectives for traitors
This must be done.invisty wrote:Bring back karma.
We have no idea how long erro will keep hosting this . Its great though.iamgoofball wrote:http://ss13.eu/tgdb/tg/latest_stats.html
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
- Douk
- Joined: Thu Apr 17, 2014 7:39 pm
- Byond Username: Douk
Re: Perpetual objectives for traitors
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.
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.
Who is online
Users browsing this forum: Google [Bot]