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Post by crystalwarrior on Jun 24, 2013 16:42:37 GMT -5
So, basically, it's like the bomb squad gamemode, but instead of nuking the station, they have to kidnap one of the heads and bring them to their shuttle. if the head dies, the objective is failed, so they will have to watch where the fuck they are shooting. Syndies probably should be equipped with flashes so they can flash the guy they're trying to kidnap and some handcuffs so they can bring him safely.
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Post by peterj555 on Jun 24, 2013 18:16:55 GMT -5
This relies upon the victim not committing suicide when they are being kidnapped,or getting themselves killed before the syndies even get to them,so this would be a pretty shitty objective totally honest.
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Deleted
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Post by Deleted on Jun 25, 2013 0:50:53 GMT -5
maybe we can rely on some game settings to fix this problem, such as:
You are a XXX company Syndicate Operative, a senior official known as ''HoP Tom Kittens'' in space station 13 is actually a syndicate undercover spy, which we have a high technology brain memory recorder planted in his head, however in order to deceive Nanotrasen's loyalty test, we brainwashed him and make him really thinks that he is a loyal officer in nanotrasen, therefore you must capture him in order we bring him back and get the important information from his brain memory recorder.
if the target is capture alive, syndicate agents gets mayor victory if the target is capture dead, syndicate agents get minor victory if the target escapes on the shuttle alive, crew gets mayor victory if the target escapes on the shuttle dead, crew gets minor victory it the target didn't escape or being captured, nobody wins. (target is gibbed, target become a husk [no longer recognizable], target is burned and stuff)
maybe the syndicate in this game mode can have some special equipment to avoid the target being dead or suicide, such as: Rapid Critical Care System: revives a dead body to 25% health, also revives suicided bodies, but instead of being alive, the body stay catatonic. maybe only 1 use. and the syndicate crew will also be equipped with some medical supply on the ship.
I think the idea is not bad but requires some work to make it happen.
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Deleted
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Post by Deleted on Jun 25, 2013 3:33:06 GMT -5
Won't be implemented anytime soon due to the possible metagame that peter pointed out. This has been thrown around as an idea before way back last year and it was pretty much decided there's nothing to stop the heads from pre-emptively all leaving the z-level once the kidnappers have been spotted or just basically walling themselves in the armoury as powergamers and waiting out the round.
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Post by Deleted on Jun 25, 2013 8:57:49 GMT -5
eh well.. yea I guess thats true, that would sucked.
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Post by Atheist Sex God on Jun 25, 2013 9:46:42 GMT -5
In that case, maybe have an objective to KEEP someone alive? Might be a nice twist.
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Post by crystalwarrior on Jun 25, 2013 11:29:22 GMT -5
True. I like your ideas, delta. But maybe not the "instant-revieval" system. I think if they bring the dead body of the target, they can revieve him there because the shuttle is equipped with a cloning pod or brain-extraction kit.
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Post by peterj555 on Jun 25, 2013 14:21:57 GMT -5
Of course,the syndies could try to revive the hostage were he to die,but if the station has a chef the hostage may have been gibbed before the syndies get their grubby hands on the body,and it's possible for the hostage to get gibbed while working,CE/RD can both get gibbed in work related accidents making it even less probable for syndies to win.Not to mention my previous statement that the syndies could loose due to someone griefing the hostage before the syndies arrive.The syndies could themselves accidentally gib the hostage if they try to bomb the station and the hostage tries to disarm the bomb.
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Deleted
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Post by Deleted on Jun 25, 2013 15:23:59 GMT -5
wait I got a better idea! syndicate operative must capture Ian instead of heads!
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Post by crystalwarrior on Jun 26, 2013 15:52:32 GMT -5
GOOD IDEA!!!! wait a second. That's a traitor objective already. OH YOU
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