Contract killers are a midround and latejoin minor antagonist, picked from the crew much like sleeper agents/Syndicate infiltrators. They are antagonists with a very simple mission: assassinate one randomly-chosen member of the crew. As killing some members of the crew, such as heads of staff, may prove challenging, the contract killer has help available to them. By spending time around their target, they can “gather intel” - once enough is gathered, they can summon a special gear kit. Using this kit, they can attempt to kill their target off once and for all. When this is done, their mission is “concluded”, and they can go back to being a member of the crew.
12/15/2023Problem Statement Orbstation players have expressed a general dissatisfaction with the effect of Progression Traitor on the pacing of rounds and actions of antagonist players. A particular issue is the tasks of lesser impact provided by the progression system, which encourage people to accidentally expose themselves early and then create confusion amongst the crew about how to treat them from that point onwards; knowing that they are probably going to become exceedingly dangerous in the future OOC but unable to particularly justify acting on it IC. Additionally, the breakneck pace of task accomplishment encouraged by the infinite treadmill of secondary objectives (with a strong incentive to do as much as possible) could seem overwhelming and stretch belief in terms of what one person is doing. On a low population environment, this can often be quite difficult to detect or to stop even if it is detected, allowing players to "snowball" in a way that isn't that satisfying. Other players have expressed that they benefit personally from the mechanical guidelines and reward structure giving them a framework on which to base their play. Additionally, some few of the tasks presented by Progression Traitor are both very cool but also undesirable to give to a player as soon as the round starts (weakpoint exposure, final objectives). We need to attempt to solve the issues of the former while still maintaining some elements enjoyed by the latter group. In terms of Final Objectives we also want to preserve some concept of scarcity for them, such that they do not occur in every available round as traitors themselves appear in most rounds (1 in 4 or 5 may be more appropriate).
4/30/2023Abstract NOTE: This design doc is pending complete rewrite. Reason: progression traitor is likely to be completely changed soon, and the original purpose of the troublemaker may no longer matter. The "troublemaker" is a new minor antag that is intended to stir up low-level conflict and provide a smokescreen to other, more serious antags by having similar objectives to them. At the start of the round, a number of troublemakers are drafted depending on the crew population, potentially including zero. They do not consume threat, and interact as little as possible with the dynamic system. They have 1-3 objectives, at least one of which always duplicates a more serious antag type's objective. Finally, troublemaker status does not prevent someone from becoming a different antag later via the dynamic system. Goals Provide a "nuisance"-level antagonist that is still mostly on the side of the crew, for variety. Give an extra source of minor trouble/conflict for the crew and security to worry about, without being excessively disruptive. Give plausible deniability for low-level antag objectives, such as early Traitor objectives, to disconnect actions such as "putting up rude posters" from the foregone conclusion of "will try to kill you and blow up the station later".
4/26/2023Abstract Biosynths are a new roundstart species, designed to be a balanced take on a "robotic" species in the vein of androids, IPCs, and so on. They consist of a soft "core" of artificial mycelium-like fibers contained within a self-customized, humanoid outer shell. As they are designed to mimic a number of the functions of living organisms, they still play similarly to other species, without a laundry list of immunities to things like toxins, hard vacuum, and so on. As a non-silicon artificial intelligence, they provide interesting role-playing opportunities, and their obviously-artificial, customizable appearance should appeal to a variety of players interested in playing robots. Goals Allow players to play as a robotic species that is not bound to laws. Introduce a new species with interesting and unique gameplay mechanics and story opportunities. Give a wide variety of customization options to let players make biosynths look how they want. Non-Goals Create a "true" robotic species with the laundry list of immunities that that would entail. Biosynths have most of the same needs as organic beings to avoid them being a "superior" choice mechanically.
3/24/2023or
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