# Progression Traitors
## Abstract
Progression traitors are a rework of traitors that transforms them into a role with progression where they must complete objectives for TC and progression points, more powerful items are unlocked with progression points. The goal is to prevent them from immediately being able to buy extremely deadly traitorous weapons that allow them to go on a rampage or blow up the station at the start of a round. Additionally, the goal is also to make traitor objectives a lot more engaging as a result.
## Goals
- Prevent traitors from immediately getting accessing to deadly traitorous weapons at the start of a round. Traitors being able to immediately murderbone with traitor gear is not fun at all, and it's not ideal when security get access to this gear so early in the round either.
- Introduce progression to traitors to give them something more to do if they don't want to go off and do their own gimmicky stuff
- Give traitors an endgoal objective to work towards similar to heretic but less difficult for newer players to reach, which takes time to reach.
- Scale objective difficulty with progression.
- Objectives should leave some sort of trail behind that security can follow. Security should be able to find out when an objective has been completed in some way, shape or form.
## Non-goals
- Make it like heretic, where there's a very high skill floor and a very low skill ceiling. Heretic is very hard for a new player to reach ascension, but very easy for an experienced player, which is not what progression traitors should be.
- Close off what a traitor can do outside of their objectives. Traitors doing gimmicky shit outside of their objectives is great, they shouldn't be locked into doing their objectives
- Make it so that the endgoal objective is very easy to reach or takes a very short time to reach if you're very good. The endgoal objective significantly impacts the round, so being able to reach it in a short timeframe is not ideal at all.
## Content
### Objectives
Traitors get several objectives, where they can choose which objective they want to do, similar to contractor, so that they don't feel locked into having to do an objective they might not necessarily want to do. Completing an objective unlocks a new objective that can be taken and more difficult objectives become accessible as the traitor completes easier objectives. Traitors can reroll their current objectives, although this has a large and hefty cooldown and can cost some TC.
See below for some examples of objectives
Key: Objective Name | Progression threshold | TC value | Progression value
**Objective Name** - Name of the objective
**Progression threshold** - The point in the round this objective should be available at.
**TC value** - The amount of TC this gives
**Progression value** - The amount of progression points this gives
#### Capture/Kill \[RANDOM PLAYER\] and load them into a syndicate pod | 15-30 minutes in | High TC value
This'd work the same way contractor does, where the traitor captures someone and must head to a location in maintenance where they can then cash out the player for some TC and progression points by sending them up in a syndicate pod. The player would eventually be sent back to the station
#### Take supermatter sliver from the Supermatter/Steal Goon's source code from the R&D Server/Steal the Self Destruct's plutonium core | 40-70 minutes in | Very high TC value
This would be like the normal objectives, except to get the tools required, the traitor can send down a syndicate pod containing the items. After acquiring the specified item, the traitor must then head to a location in maintenance where they can then send the item up in a pod
### Final Objectives
A traitor's main objective is to work towards completing enough objectives to get enough progression points to unlock their final objective. Once they complete enough objectives to greentext, they unlock the final objective. The final objective has more a significant impact on the round and it can vary, but it is completely optional to the traitor and exists as an option to introduce more chaos into a round and as a goal to work to if they don't have any particular gimmicks in mind. The traitor can still work on completing other objectives, but the final objective remains open as an option. Taking the final objective locks the traitor out of any other objectives.
Final objectives should only be reasonably available very far into a round (110 minutes+) and only after a set amount of objectives have been completed. A very experienced player may be able to get a final objective 80-110 minutes in if they work very hard to complete a lot of high value objectives.
See below for some examples of final objectives
#### Cause a Zombie Outbreak and escape via an escape pod.
Taking the objective gives the traitor a location that they must head to, where they can then call down a supply pod containing romerol. The traitor is then able to spread the infection and cause a zombie outbreak. They can then head onto an escape pod, where they can then manually override the controls and land at the syndicate base.
#### Activate the station's Self Destruct and escape via an escape pod.
Taking the objective gives the traitor the codes to the onboard nuclear device. If the nuclear core has been removed from the nuke, they'll be sent a replacement plutonium core to insert into the nuke. Their objective is to steal the nuclear authentication disk from the Captain, get access into the vault and activate the station's nuke. They can then take the nuclear authentication disk and head onto an escape pod, where they can then manually override the controls and land at the syndicate base.