# Heisters
## Elevator Pitch
A pair/trio antagonist role that has one very difficult primary objective, and several optional secondary objectives that provide gear to make the primary objective easier. The idea focuses on a low-threat low-impact antagonist that snowballs into a very impactful antagonist at the end of the round. The idea should be somewhere between Payday 2 / Heat, where being made is an inevitability, but the harder the crew works, the more capble they will be when they are made.
## Goals
1. An alternative to the current Blood Brother archetype that leans more into the progression style of the standard Traitor or Heretic, but has less direct impact through the early parts of the round.
2. Encourage a playstyle that is clearly suspect but with low actual penalties for being caught (Destruction of station property, etc.)
3. Capture the standard "escalation of tension" that antagonists have and encourage players to pick and choose their objectives to tailor their specific vault break-in.
## Things to Avoid
1. Objectives that will encourage intentionally killing
2. Providing the Heisters with too much material that disincentivises them from doing their actual goal in the round
3. Creating side objectives that too clearly funnel players into specific break-ins.
4. The intent of the Heister is to encourage creativity. Side objectives should always keep to **expanding** options, not limiting them.
## Important Obstacles
Only the Tramstation vaults are seriously guarded/secured enough to feel like proper break-ins worthy of the name. This either means that there needs to be a change to the maps (scary) or that the security/engineering departments are alerted in advance of the potential for heisters, and encouraged to reinforce the vaults (extreme variability in actual antag difficulty as a result.)
Also, the side objectives need to be generic enough that they work on all stations, while being useful enough that they don't feel like busywork. This is a complicated nut to crack.