# Nanotrasen vs. Syndicate [mirrorcult, Approved]
Nanotrasen vs. Syndicate will be a medium-pace symmetrical combat & strategy-focussed gamemode for upstream, featuring two sides locked in a turf war.
The idea behind implementing this gamemode is to serve as a draw for more combat-oriented players and developers, and to give one of the overlooked wizden servers (miros/spider) more of a draw by playing this gamemode. It can also be used for stress-testing physics & grid simulation as well as a proving ground for combat mechanics like the melee/gun reworks
## High-level
Each team has an automated respawn cloner system, with a finite amount of charges for a round. The **primary goal** of each team is to either use up all of the cloner charges, or destroy the cloner entirely and take control of the enemy ship.
Each team (nanotrasen / syndicate) gets a medium-large stationary ship with various amenities such as an armory, medbay, command center, cargo bay, and notably a very large hangar from which to launch smaller ships. The hangar starts out with several stocked ships already, and more ships can be bought using money.
The 'playfield' is enclosed with an **asteroid ring**, and the middle of the playfield (halfway between the two ships) contains many **lootable salvage wrecks** for each team to fight over. There are also **9 bluespace beacons** which passively generate money for whichever team has captured them--1 spawns in the ship itself, 2 near each team's ships, and 3 near the center of the playfield.
The **secondary goal** of each team is to make as much money as possible, which can be used to finance new ships, weapons, armor, medical supplies, etc through recquisitions.
## Ships
Most of the battles happen between individual ships, rather than on the larger stationary ships. There are two main types of ships: **fighter ships** and **utility ships**. Each ship is intended to be staffed by 3-5 people--at least one piloting, and one manning the weapons or other operations.
Fighter ships only have access to be manned by a **Pilot** and utility ships can only be manned by a **Scavenger**, but any recruits can join & keep it functional or fire the fun guns they have.
Recruits can choose to respawn on any ship that has space. Ships essentially show up as individual 'stations' in the job select, which have a couple slots.
## Jobs
Each team has the following selection of jobs:
**Captain**
Lead the main ship. Survey the battlefield and direct the fight from above. Yell at everyone for any reason.
**Lieutenant General**
Make sure the recruits aren't fucking around and stealing. Direct them in the battlefield, take care of the armory and munitions supply on the main ship, and try not to die while doing it.
**Logistics Officer**
Manage the ship itself. Direct your scavengers. Get much-needed supplies out to those cloned or those returning from the fight.
**Scavengers**
Use your agile utility ships to scavenge the outer asteroids, tow away destroyed ships to loot, and get into skirmishes over salvage wrecks.
**Chief Engineer**
Direct your repairmen.
**Repairman**
Repair the main ship and any returning fighter ships to save as much money as possible. Make cosmetic or ~~actually useful~~ improvements. Keep the munitions on the main ship functional and loaded.
**Chief Medical Officer**
Direct your medics, on the frontline or on the main ship.
**Paramedic**
Get the heals out to folks. Try desperately to reduce the amount of people that need to be cloned. Tend to anyone that somehow makes it back, unless they tended to themselves.
**Pilot**
Pilot fighter ships straight into the fray. ~~Die immediately.~~
**Recruit**
The great grey tide. Do anything that isn't getting done, join up on any ships that will take you, defend bluespace beacons, and most importantly shoot baddies.
**Bartender**
Every good ship needs a bartender. Also handles botany.
**Clown**
Every good ship needs a clown.
## Makin money & getting goods
Money is principally acquired for each team through the following means:
- Selling the ID cards of enemy combatants, which are very valuable
- Selling loot from salvage wrecks, or finding money in them directly
- Capturing bluespace beacons which passively generate money
The more bluespace beacons a team controls, the more money they gain. They can be captured essentially like control points in every single game ever, and this is announced to each team.
Using this money, the crew can buy **new ships**, **weapons caches** (regular stuff, new stronger stuff, grenades, energy swords, etc), **medical supplies**, **mechs**, and much more, like pizza parties.
## Small considerations
### Communication / Organization
Each team's captain and lieutenant general can make announcements exclusively to their own team, OR to everyone, including the enemy team.
Radio for each team is by default 2 channels--1 for combat, 1 for utility. Radio is unique for each team, obviously.
### Gear
Anyone in the crew should be able to acquire weaponry. Recruits start with a pistol and energy sword, and can get better stuff in the armory, looting, or through recquisition. Basic medical supplies are also in the kit.
Ships are stocked with very basic equipment to keep it running, weapons in the case of an emergency, and some expensive ones have far more. Bluespace beacons are also moderately stocked with a bunker.
## Future considerations (but not right now)
- Trap setting/barricading/etc other constructions
- Research & locating disks with valuable techs to use
- Material economy, gathering ores & other resources
- Squad structure to maybe guide people better