Infiltration gamemode.#418
Conversation
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Correct me if I'm making incorrect assumptions or imposing on your own creative process here please. Apologies in advance. Calling it infiltrator implies a stealthy approach. The way I'm reading your description of it makes it sound like it's meant as a team-based stealth-ops type of game with traitor objectives, but implemented in a way that hinders the stealthy aspect of it. This is more like breach-and-go-loud based on the loadout and lack of crew ID/access. With regular nuke-ops, being a full syndicate agent is less disadvantageous because you only have the one team objective of getting the nuke disk. You can get in quickly and get out while going loud and still have a fighting chance. With infiltrator, you've got each person with their own 4 objectives to complete. You'd be hard-pressed to get them to cooperate if they don't all have the required cover and accesses from also being an NT crew member. To illustrate, once this gamemode is around long enough for people to get familiar with it, you'd have a few problems:
Some ideas to make this better:
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Just some corrections, the space suit + helmet (unless they work differently from the regular traitor space suit + helmet) are both normal sized items and fit in bags, they also fit in the box they come in so it'd be cool to add that to their starting inventory. Also the non bowman syndicate headset, if it's the one I'm thinking of, just looks like a regular headset upon examination. I like the idea of spawning them in the syndie outpost but infiltrator shuttle control will be a major point of contention since for example someone might move it or call it out of z level when someone else might want to go back to it for heals etc, so maybe you'd have to make a different mode of transport for them to get to station and back or change the infiltrator to be remote controlled and encourage communication between the antags. Can infiltrators get the same steal objective? Multiple infiltrators fighting over the hypospray would undermine the teamwork aspect, though on the other hand you could argue that it's similar to "absorb another changeling" and should be part of the mode. Maybe, similar to ling, you could give them some team objectives and solo objectives? |
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I am working on it, but yeah, it won't be 100% team antag, you still can get as asassination objective on infiltrators as one. |
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I removed my objectives suggestion while editing and forgot to put it back in. They should have separate steal objectives for sure. To promote teamwork however, they could have a shared kill list about 1/2 the size of the team or something. For the shuttle contention issue, there really isn't a reason to call the ship back to the syndie z level outside of everyone greentexting. Stranding your infiltrators could be dealt with via core rule 2 or other added teamwork policy. |
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I'd use the shuttle to dispose of bodies or maybe move it to a more advantageous position for what I'm trying to accomplish, eg. above the armory if I need to steal the ablative trenchcoat. It's also really really powerful, the turrets shoot penetrator shots I believe. Not sure if infiltrators should have access to this level of firepower. |
Tweaked 2 uplink items. Changed starting outfit a bit. Added the gamemode to dynamic roundstart ruleset.
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Small balance changes are: * Plasmamen now spawn with their helmet in a backpack, for stealth, of course. * Cost for Tiger Co. faction-specific items was reduced. * Combat Gloves Plus now cost 5 TC instead of 6.
About The Pull Request
This PR adds a new game-mode and antagonist - Syndicate Infiltrator.
Mechanically, it is the same old Traitor mode, but antagonists start in space with no real job on the station.
There is, in fact, a good advantage in it: They get a spacesuit, C4, Agent ID and Syndicate Headset(Non-Bowman type).
They also have 4 objectives, instead of 3, so we might see a bit more action(or 3 steal objectives, haha).
Instead of "Escape on the Shuttle" they get "Stay alive until the End"(IC reason, 'cuz they are not NT crew in any way, unlike traitors). They still might get Hijack or DAGD though.
Why It's Good For The Game
Antag Variety was always a good thing.
Not only this, but they also have the best opportunity to cooperate with each other due to round-start headset and where they all spawn.
Changelog
🆑 EgorDinamit
add: Added Infiltrator game-mode and Antagonist. Works almost the same as Traitor, but they start in space near the station and have to, guess what, INFILTRATE the station to complete their objectives!
config: Added "Infiltration" to game mode config and set it's chance to 4.
/:cl: