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src/en/space-station-14/round-flow/antagonists/contracts-and-rep
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# Contracts and Reputation | ||
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| Designers | Implemented | GitHub Links | | ||
|---|---|---| | ||
| AjexRose | :x: No | TBD | | ||
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##Overview | ||
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Reputation is a system of risk and reward meant to replace the current objective based system that current antagonists utilize. However, it can be broadened for more uses. | ||
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##Elevator Pitch | ||
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Reputation is a system of risk and reward meant to replace the current objective based system that current antagonists utilize. However, it can be broadened for more uses. | ||
Designed to give antagonists set "contracts" that can be completed or rejected. Completed contracts will increase the player reputation while also granting | ||
them additional telecrystals. The higher a player reputation is, the more access to more powerful forms of contraband they have. | ||
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## Reputation | ||
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Reputation is a internal system that keeps tracks of what an antagonist has done. The more objectives an antagonist completes, the more reputation the antagonist has, and the more the antagonist has access to. | ||
A player's reputation when they press "c" or which ever button allows a player to view their objectives, they would be able to see their contracts and reputation. Reputation should range from 0 - 100, | ||
with 0 being the base reputation for a player while 100 is the highest reputation a player can earn. | ||
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There are 5 states of reputation, each state contains new benefits along with previous benefits. | ||
(this is subject to change depending on balancing and concerns) | ||
| Rep Level | Contracts Veiwable | Objectives | Unlocked Purchasables | | ||
|---|---|---|---| | ||
| 0-20 "Unknown Agent" | 2 Contracts | Low Risk | Stealth Gear + Objective Items | | ||
|---|---|---|---| | ||
| 20-40 "Reputable Insider" | 3 Contracts | Moderate Risk | Melee Weapons + Chemicals | | ||
|---|---|---|---| | ||
| 60-80 "Preferred Pawn" | 3 Contracts | Moderate Risk | Side Arms + Explosives + Allies| | ||
|---|---|---|---| | ||
| 80-100 "Reliable Contact" | 4 Contracts | High Risk | Long Arms + More Powerful Explosions + Hardsuits | | ||
|---|---|---|---| | ||
| 100+ "Syndicate Operative" | 4 Contracts | High Risk | Station Destructive Items + High Power Weapons | | ||
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All traitors, no matter their reputation can purchase additional ammo + surplus crates. | ||
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##Contracts | ||
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Reputation can be increased by completing contracts. These contracts act similarly to current objectives. However they contain two options. The first option would be a always available :x: option that when selected | ||
removes the contract from the player and starts a 15 minute count down until a new contract is made. The second option is a :white_check_mark: option that only appears when an contract is completed. | ||
When selected the contract will dissapear, the player will be granted 5-10 reputation, additional telecrystals and enter a 5 minute refresh rate before a new contract is found. | ||
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##A Contractor's Work | ||
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Syndicate Objectives are classed under 3 different categories based on their difficulties. | ||
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Low Risk Objectives are objectives that should not get a traitor brigged for a long period of time | ||
These objectives include but are not limited to; | ||
- Plant Bug Objectives | ||
- Antagonist must plant a listening bug near a item, or location | ||
- Minor Theft Objectives | ||
- Antagonist must steal minor items of a department and utilize syndicate fultons to extract them. | ||
- Assist Traitors | ||
- Ensure a traitor completes an contract. If the traitor rejects the contract, this objective will also reject, but will only take 5 minutes to refresh instead of the standard 15. | ||
Moderate Risk Objectives are objectives that should get a traitor brigged for a while | ||
These objectives include but are not limited to; | ||
- High Value Theft Objectives | ||
- Traitors must steal a high value object and use syndicate fultons to extract them. | ||
- Place Tracker Objective | ||
- A syndicate tracker must be placed on a character person. Whether it be directly on them, in their pockets, or inside their bag. The tracker can be removed without uncompleting the contract | ||
- Corporate Espionage | ||
- Utilizing a syndicate data-knife, a traitor must extract 1-3 researches from a science research console. | ||
High Risk objectives are objectives that should get a traitor brigged for a long time, permanently, or executed | ||
- Kill Targets | ||
- The traitor must kill a target, this target can be a member of crew or another traitor. The target does not have to be gibbed. If the target is revived, the contract remains complete. | ||
- Extract Target | ||
- a member of crew must be extracted using a syndicate fultons (MGSV style) | ||
- Corporate Sabotage | ||
- A certain location or machine needs to be bombed using C4 or other high powered explosives | ||
- Die A Glorious Death | ||
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##A Contractor's Tools | ||
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Traitors recieve a new set of tools labeled "Objective" and "Station Destruction" respectively. | ||
These objective tools should never cost more then the contract value. | ||
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Objective Items | ||
- Blood-Red Bug | ||
- A bug that can be placed on walls, in plant pots, or even in food. Has no effect on crew besides. Should make a beeping noise and have a slight glow to show where it is. Is a tiny item | ||
- Tracker Bead | ||
- A small bead which transmits its location should it be placed on a person. This person will always be on the crew monitor system as coords active. Is a tiny item | ||
- Syndicate Fultons | ||
- Black Fultons with a red horizontal strip. Shouldnt require linking to any sort of beacon, rather it deletes the item, crate, and/or person thats been extracted. Is a medium sized item. | ||
- Data Knife | ||
- A knife with similar damage levels to the cybersun pen. Should be blatently obvious it is ~~a titanfall reference~~ contraband. Is a small item. | ||
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Station Destruction Items | ||
A bit of a clarity, these items are mainly inspired by the existence of the "Delamination Crystal" from SS13. A purposeful way to cause a supermatter breach limited to antagonists which is extremely expensive. | ||
It also reduces EMAG functionality | ||
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- The Anti-Matter Cascader | ||
- When inserted into the AME Controller, allows the controller to go beyond the safety limits to generate an anti-matter explosion. | ||
- The Particle Hyper-Acceleration Module | ||
- When inserted into the Particle Accelerator Console, allows the console to go beyond the safety limits to generate powerful singularity breaches and tesla-looses. |