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# System prepended metadata

title: Pirates Gamemode Design Document

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{%hackmd @ZeWaka/dark-theme %}
# Pirates Gamemode Design Document

# Overview
The pirates gamemode is a team antagonist gamemode where several players are chosen to be pirates. The pirates spawn on a ship outside of the station, and have the goal to get as many items with as high of a value as possible from the station and to their ship by any means possible within a time limit. 

# End goal for pirates
The main goal for pirates is to get as many items as possible and have those items have as high of a value as possible. This is quantified as a score through a formula that weights the value of items more highly than the amount of items. As an example, with 50 total items and a combined value of 50 credits:

* ```score = (50 * 1) + (50 * 2) = 150```

Pirates have a limited time to accomplish this goal, probably 30 minutes or something. This is to prioritize acting quickly like a strike team as opposed to trying to sneakily infiltrate and steal.

# Beginning of the round
Pirates spawn in on a pirate ship or some shit. 
Could use one of [Cogwerks Ships](https://i.imgur.com/PPl0h7t.jpg) and reskin to a pirate theme or just ask sord to make a ship. I'm sure he'd do it.

## Eqiupment
Spawn with basic equipment for getting on the station and kidnapping or stealing shit. As you collect things you get pirate bux and can spend the pirate bux on better gear or equipment such as:
* Faster tools
* Weapons capable of knocking someone out/stunning them
* Pod stuff
* Better lethal stuff in general
* Replacements of your basic gear
* Some sort of ghost role that spawns a new pirate helper. Cyborg or something similar to syndie gunbots


## Spawning location
The ship the pirates spawn in is 

## Theft targets
adhara:
* My thoughts on theft targets are that everything should be a target. 
* Proposed scoring formula would prioritise stealing things that have a credit value over random bullshit, but random bullshit does still count. (maybe factor in w_class to that formula too?) 

maybe have a few defined values that randomize at round start. So tool value could be something like 50 credits with each tool choosing a random value above or below that similar to QM pricing stuff

* everything :3
* computer boards (disassemble computers 4 more cash)
* people
    * more funny spy thief style: their organs and limbs
        * organs and limbs + the person themselves for most $$$
* the ai
    * ai law boards
* cyborgs
    * cyborg items like the intelligence cores
* tools
* air canisters
* guns and weapons
* 
* literally everything

