Aletmagne

Pitching new traitor objectives

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One night on the discord I asked "Do we need more varied traitor objectives?" to which nearly everyone one came back with a resounding "Yes". This has had me thinking about new potential objective ideas. It's worth pointing out that the Syndicate, despite many seeing them as a terrorist organisation, are first and foremost a loose collective of companies and parties rivalling NT who provide clandestine funding and resources to operatives. In short, corporate espionage and sabotage is the main goal (The reason steal objectives exist is because presumably these groups are looking to copy or reverse engineer key items)

 

With that being said I'd like to introduce a new objective type that isn't stealing or killing; planting.

Planting involves placing or bugging equipment so that rival groups can glean a variety of information from the space station. This involves the use of a new item, the Remote Listening Device or RLD, which only appears in the uplink if the player has a planting type objective (Similarly to how hijack only items work) and cost 0 TC. The RLDs are tiny items that look similar to USB flash drives.

The planting target are varied in nature and can be split into separate categories detailed below:

Cameras "Plant [X] Remote Listening Devices into Security Cameras"  Fairly self explanatory, so the Syndicate can snoop into the Camera system of the station remotely to facilitate further espionage.

Specific Camera "Plant a Remote Listening Device into the [Location] Camera" A variant of the above, used to gather information from a specific locale. Places include the Bridge, Head Offices, Processing, Xenobiology, Toxins, Brig etc

Consoles "Plant a Remote Listening Device into a [Console]" Used to gather a variety of information dependent on the console in question. Targets include; Power Monitor, Crew Monitor, Security Records, Operating Computer, Supply Console, etc

Devices "Plant a Remote Listening Device into the [Device]" Similar to the Console target. Things such as the PDA Server, Research Server, Body Scanner, Cloner, Recycler, ORM.

 

To prevent players from simply spawning in an RLD as they stand at the target it first has to be "used" to establish a connection to an outbound server and set up a unique encryption to transmit data discretely. This process takes several minutes (2-3 roughly) and the RLD must be kept on the player's person, otherwise is device will abort the process. This process makes a specific ping once it is complete and can be heard from a few tiles away. Once complete the RLD can simply be used on the target to plant it inside (Cameras would require the maintenance panel to be opened first). The devices behave normally and show no outward signs of being bugged. To remove an RLD, the device simply just needs to be dismantled where the RLD will appear among the components (Cameras only need the maintenance panel to be opened again for the RLD to fall out) Seeing how Nanotrasen are very protective of company secrets the RLD is considered S Class Contraband.

The reason I'm posting this here rather than in suggestions is because I'm sure other have ideas for new objectives and I want to see what people come up with.

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I think this, while definitely requires some tweaking, is very interesting idea. For example, the device you need to plant should appear in your inventory much like secret documents at round start, and final location should definitely be secured, like head office at least. There should also be a way to prevent heads from checking their stuff for that device from time to time.

 

 

Also, there are adv. Magboots, tele armor, hypo and so on. Why is there nothing to steal from hop? How about id with id computer access? Bank accounts data? Some new unique paperwork device?

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1 minute ago, McRamon said:

Also, there are adv. Magboots, tele armor, hypo and so on. Why is there nothing to steal from hop? How about id with id computer access? Bank accounts data? Some new unique paperwork device?

Ian's Collar?

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I mean, meme-jectives like Ian's collar have their place and are fun, but perhaps something a bit more serious?

 

How about stamps? "We need to forge more documents, steal the captain's/HOP's/magistrate's stamp". 

IDs could also work. Is there a steal objective for a captain ID already? Could be made more general. "Get an all access ID". Could also do it by kidnapping or bribing the HOP. 

 

Since this is a research station, a lot of the objectives are stealing samples of high tech. How about stealing tech disks containing high level tech? "Steal a tech disk containing at least one tech of level 5 or higher" could be a thing.    

 

Ooh, how about the opposite of "prevent X from leaving the station", "kidnap X"? You have to be on the same pod (not shuttle) as X in the end and they have to be cuffed. 

Speaking of planting "Blame a serious crime on X". Not sure how you'd get that done, but would it be possible to create a status "was sentenced for a perma-worthy crime"? Alternatively, a certain random player could spawn with "blackmail material" and your quest as a traitor is to steal it from them. This would require a roleplay standard though, so that player doesn't just throw it away or give it to the traitor.

Another idea: the Mule. Player X was implanted without their knowledge with a non-accessible storage implant containing smuggled intelligence or tech. Get it out of them and bring it off station at round end. Sounds like it might be a bit more interesting than a kill objective. 

Edited by Splgrk
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I like something like stealing all money from station account or something, but it does not seen that easy to implement

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6 hours ago, Calecute said:

I like something like stealing all money from station account or something, but it does not seen that easy to implement

That actually wouldn't be a bad idea nor would it be too entirely difficult to implement something like that.

A simple check on whether the Station Account has funds would determine whether or not the objective would toggle completion along with adding it to the objective pool would be all that's really necessary.

Then it would be up to the traitor to figure out how to actually get access to the account and grab the money. 😉

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Stealing the ID would be easiest, I'd imagine, but it has some space for creativity. Sounds good. 

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22 hours ago, Sihsse Zsak said:

A simple check on whether the Station Account has funds would determine whether or not the objective would toggle completion along with adding it to the objective pool would be all that's really necessary.

 

If HoP noticed he could only put 1 credit from his account into station account

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1 minute ago, Calecute said:

If HoP noticed he could only put 1 credit from his account into station account

Eh, there are multiple ways to prevent that from happening. It'd be up to the traitor's imagination.

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I would like to second bugging high security machines. Bugging the RnD servers would be a good one, make people check on them more in case someone is leaking tech levels.

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A few ideas I had:

 

Prevent at least (50%/75%/100%) of the station from being powered at round end.
Grand sabotage that doesn't end in mass murder. Not sure on the percentage here, should keep engineering busy as well. 

Prevent the station goal from being completed
Should be very easy to code since we already check for station goal completion at roundend. Has the added benefit of maybe encouraging crew to actually get it done.

Steal at least 30000(or something) credits
Escape with at least [huge sum of money] credits. Extort the crew, or drain station accounts. Get creative.

"Acquire" a vox cortial stack
They are highly advanced technology, nobody's been able to reproduce it. What better place to nab some than the space station that seems to attract a lot of ark ship exiles? Objective would obviously only be assigned if there's some vox on station. A debrain objective with extra steps, unless you can do something funky in medbay.

 

 

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Some interesting ideas:

Construct a Syndicate Gateway On-Station:

Sort of like a station goal, but for a single traitor. The traitor starts out with the boards to construct the gateway, but the rest of the materials must be gotten themselves. The gateway must be built somewhere onstation in a designated and powered room to be used as a Syndicate Infiltration Point sometime in the future. Once constructed, the gateway must remain powered and intact for 15+ minutes to successfully activate and greentext. Once fully activated, it can not be destroyed without the use of heavy explosives or a BSA.
Possible Uses for the Gateway:
- After shuttle arrival, traitors may enter the gateway to be sent to the syndicate outpost, counting as a successful escape.
- Teleports players to a heavily armed syndicate facility with potentially useful items accessible to traitor IDs.
- Traitors may occasionally request an armed syndicate officer to come through the portal and assist. Officers are AI controlled, dust implanted, and only friendly to summoner. Can be dragged into areas to create chaos while you snag your objective.

Surgically Implant Syndicate Device into Target:

The traitor is given a random syndicate implant item (Sleeper Agent Control Device, Stealth Tracker, etc.) to be surgically inserted into a target. These implants are undetectable and unremovable once inserted (To prevent meta removal) and persist through cloning. The target must remain alive at round-end to greentext. Implants may or may not have side-effects (Debatable for balance reasons), such as the Stealth Tracker leaving the implanted always available on trackers, or Sleeper Agent Controllers having a low chance of activating after 15 minutes, autotraitoring the implanted.

Synthesize Experimental Chemicals:

The traitor is given unknown syndicate substances, each requiring a specific mixture of advanced chems they need to be added to in order to monitor the effects. Results are to be assumed deadly (Large fires or extremely toxic gas clouds) and the traitor is advised to discard the experiment and leave the area immediately after mixing. Results are randomized, and take effect 10 seconds after mixing.

Edited by Pckables
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As a simpler version of the gateway, how about adding a teleporter circuit board to the list of stealable items? It's pretty popular with nuke squads, so why not send in a traitor first to get one. 

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On 2/7/2019 at 9:27 AM, Splgrk said:

As a simpler version of the gateway, how about adding a teleporter circuit board to the list of stealable items? It's pretty popular with nuke squads, so why not send in a traitor first to get one. 

I like that idea apart from the fact it's something that can be printed in science. Maybe the teleporters that are prebuilt should have an older generation board that becomes the objective? Would mean the teleporters would need tweaking to accept both the objective board and printed boards when building them.

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23 hours ago, Aletmagne said:

 

Oh yeah, good point. Damn science, always ruining good ideas. 

image.png.2a0a4d2a8259492a63081aa7519e00a9.png

 

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