## Spies ### An antagonist inspired by Goonstation's [Spy-Thief](https://wiki.ss13.co/Spy_Thief) ### Goals - Add a new antagonist focused more around the Sandbox and less around streamlined progression objectives. - We have slightly abandoned the Sandboxiness of our Antagonsits in favor of more streamlined experiences. While some people enjoy this, other prefer the openness that antagonists used to have. - Give Dynamic more opportunities for lower stakes antagonists. - A big issue with Dynamic (at least on MRP) is that we are strapped for low impact antagonists, even in our "Solo Antag" lineup. - Encourage players to try more uplink items and get creative. ### Non-Goals - Create an antagonist with no "teeth". - Spies are rewarded with plenty of destructive equipment as a result of completing bounties, meaning they will still have plenty of potential for destruction or shenanigans. - Re-create (Modern) Traitor. - Spies get no set objectives, and are encouraged to just play around with the Sandbox. - There is no big final objective: No battlecruiser, no space dragon, nothing. - Re-create Thief. - One of the big issues with Thieves is that many took the easiest way out to accomplish their objective, such as ordering from Cargo, and then rested on their laurels for Greentext. - Spies have no set "Steal X item" objective, and in fact, can't even Greentext! Their enjoyment is entirely up to what the player does with it, so sitting there and doing nothing does, well, nothing for you. ### General concept Spies are a roundstart only solo antagonst focused entirely around the more sandbox nature of traitor. The are not given a hard and fast set of objectives: Instead, they are given multiple broad suggestions, such as "ensure medbay is non-operational at the end of the round". To accomplish these objectives, Spies are given the opportunity to complete Spy Bounties to gather random Syndicate equipment. ### Implemenation Details Spies are given a set of bounties that refreshes regularly. - They are shown exactly when the refresh will occur. - All Spies draw from the same pool of bounties. - A bounty can only be claimed once, so all Spies are inherently at odds with one another. - The reward for the bounty is listed up front. - Depending on thei job, the Spy may be blacklisted from certain bounties which would be too easy for them to accomplish, but they are still made aware of them. These bounties primarily include stealing items from the station, such as: - Very common items like Insulated Gloves - High value items like the Hypospray - Personal items like a crewmember's ID card But not only literal `/obj/item`s are included in this list: - Certain machines from across the station - Some mobs, like simplebots - Limbs or Organs from a fellow crewmember Spies accomplish this through use of their Spy Uplink. The Spy Uplink functions similarly to the Traitor Uplink, in that it is tied to a hidden item (the same selection as a Traitor), but it has a few differences (Notably, it cannot be locked, does not require unlocking, and only the Spy who owns it can open it). Claiming a bounty requires the spy tap the bounty item with their Spy Uplink. This makes a (quiet) sound and has an associated animation, so nearby crewmembers may notice it. Upon claiming a bounty, the spy is rewarded with the listed reward, a Syndicate Uplink item. After claiming a bounty, the stolen item is removed from the station. It will then have a chance to show up in the Black Market Uplink, allowing the crew to pay markup prices to reclaim lost goods. This also opens up opportunity for other antagonists to capitalize. From there, the spy can rinse and repeat: They may complete more bounties as they desire for more equipment, attempt their generic objectives with their newfound toys, or do something else entirely. ### Additional Notes - Bounties may specify unique conditions for which a spy can claim a bounty, such as a bounty targeting a crewmember allowing them to simply scan the crewmember to steal one of their organs, rather than necessitating surgery. - While the reward is a "Syndicate Uplink Item", some other Syndicate themed items are also included in the pool as spy-unique rewards. - The list of theft items is automatically drawn from the same pool as Traitors and Changelings (with some exceptions), meaning it is likely they would end up in conflict with other Antagonists. - `INDESTRUCTIBLE` items are guaranteed to appear on the black market after being stolen. - The difficulty of bounties and what they reward are easily tweakable, and new bounties are very simple to add. If the station is drained of all their high value items too quick, we can adjust the refresh timer or add more items to the bounty list. - For Lore, I was of the mind to keep it open ended: It may be a Syndicate spy or some third party with their fingers in the Black Market.