Provide the Liaison With Default Objectives

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Halinder
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Provide the Liaison With Default Objectives

Post by Halinder » 02 Mar 2016, 23:03

Summary (a quick, 2-3 sentence summary): Basically, give the Liaison objectives at round start. This way, even without admins online/providing objectives, Liaisons have dirty corporate espionage to do.

Benefits (How this will benefit the server and game as a whole):
Corporate Liaisons are fun to play when admins decide to give you goals; hell, it can become a very exciting and tense round with a few well-placed orders. However, admins are not always available, which makes the Liaison job EXTREMELY boring. Not only does this benefit CL's by giving them constant things to reach for, it also adds a new and constant element that Command staff have to watch out for, most likely also increasing activity for Military Police to watch out for the CL and his troop of loyalty implanted helpers. Simple things like this can add a huge dynamic to the Sulaco side of the round.

Details (Description of how you think this would work, the benefits, etc):
Add objectives that are typically non-lethal and yet risk-worthy enough to make the Liaison's job dangerous enough to be interesting, but mostly towards themselves. They don't really have to be tracked, as at the end of the day, the Liaison is going to work towards it regardless of the greentext at the end -- it gives them something to do.
- Sneak an audio recorder onto the bridge and retrieve it after half an hour, faxing the transcript to W-Y.
- Loyalty implant "x" person.
- Loyalty implant "y" amount of people.
- Retrieve the Sulaco blueprints.
- Have a survivor write a report of the situation to be sent to Weyland-Yutani.
- Retrieve the USCM Intel Report found in the Commander's secure vault. (will need a USCM Intel Report written up and added to the Commander's Vault)

Implementation (Optional, if you have an idea how to implement it):
Like the traitor system on other servers, automatically force the CL position to randomly select 2-3 objectives for the liaison.
https://i.gyazo.com/75f378476ef8f516e2f ... 2fa13b.png

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Re: Provide the Liaison With Default Objectives

Post by Rey » 02 Mar 2016, 23:07

I give it all of my +1's, considering I enjoy playing as CL, and lack of faxes even when there are admins present just puts me down a bit.
An issue that I see with this however, is metagaming, especially from those MP's, or something like a Commander giving the order to follow the Liaison around to one of the MP's. But then again, metagaming is always there...

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Re: Provide the Liaison With Default Objectives

Post by LordeKilly » 02 Mar 2016, 23:25

+1, need an event that involved hoarding all the rations in exchange for booze.
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Re: Provide the Liaison With Default Objectives

Post by Derpislav » 02 Mar 2016, 23:56

Halinder wrote:However, admins are not always available
Or, like me and a few others, suck at things like that and decide to ignore the CL for his own good.

+1.
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Re: Provide the Liaison With Default Objectives

Post by Halinder » 03 Mar 2016, 00:24

Hey, do me a favor, if you're +1'ing this, offer some additional missions of your own if you have them. If this gets accepted, I want the coders to have a lot of ideas already here to work with.

Besides that, it'd also reduce metagame since the Liaison would have _so many_ things to do that it'd be difficult if not unrealistic to try and guess them.
https://i.gyazo.com/75f378476ef8f516e2f ... 2fa13b.png

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Re: Provide the Liaison With Default Objectives

Post by forwardslashN » 03 Mar 2016, 00:39

I'm neutral on this.
This would effectively turn the liaison into an antagonist, and muddle the pool between what the liaison can and can't do. It sounds like a fun idea, but I don't think it'll play nice with the rules.
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Re: Provide the Liaison With Default Objectives

Post by Halinder » 03 Mar 2016, 01:13

The CL will still be disallowed from killing people/doing great deals of harm. They'd also be restricted from kidnappings save for the purpose of loyalty implanting, and there's still the rule where you can't really use tasers and such equipment if you're not an MP. The point here is to force a liaison to outsmart their enemies, not to robust them -- it could pass ICly as Weyland-Yutani wanting things done, but with minimal heat. Hell, if a Liaison goes lethal on someone, W-Y might even send a merc to take them out.
https://i.gyazo.com/75f378476ef8f516e2f ... 2fa13b.png

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Re: Provide the Liaison With Default Objectives

Post by Grypho » 03 Mar 2016, 02:42

Yeah I think too they need default objectives. +1 the hardest missions could include kidnapping a researcher or forcing shuttle call. If this gets accepted CL should get a right to use any item if it helps them in the objectives.

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Re: Provide the Liaison With Default Objectives

Post by Derpislav » 03 Mar 2016, 03:03

I think these objectives should be picked from "pools" - harmful pool, small chance of being picked, helpful pool - slightly higher, and ambiguous pool with the highest chance of being picked. With (a number oscillating around 3) objectives per round, there would be a solid chance of all objectives being neither bad or good, or having both a bad and good objective + neutral one. That way the complete outcome of CL's actions would be impossible to guess, and it would force them to resort to "gambits" and letting people get things done for them by manipulation, rather than gunning down everyone who opposes.

Harmful objectives:
Get survivors killed with no evidence linking their deaths to Wey-Yu concealing the truth.
Get solid data on Xenomorph reproductive cycle.
Spring a mutiny so Wey-Yu can take over the ship under the guise of suppressing it.

Helpful objectives:
Marines must not fail to contain the outbreak. To assure their success, WY is willing to provide information - through you.
High Command is co-operating with us this deployment. Make sure their orders are carried out, as they're mutually agreed upon. Help the Commander keep order even if that means many bribes and dirty plays.
Both morale and trust towards our corporation are dropping. What would fix both ills at once? Good food. Provide the marines with home-cooked meals.

Ambiguous (who decided to put "uou" in a word?) objectives:
Loyalty implant half of the bridge staff.
Assure full co-operation from Military Police officers.
Prevent Sulaco from researching alien biology.
Gather information on high-ranking officers - both blackmail material and qualities we would welcome in our ranks.
Monitor the comms for hostile mentions of WY and change their minds.
Secure copies of all communication with USCM command.
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Re: Provide the Liaison With Default Objectives

Post by SecretStamos (Joshuu) » 03 Mar 2016, 09:53

I had a similar idea in the past for the PMCs. I wanted them to appear as a secondary round antagonist (much like how Predators appear) with randomized friendly/unfriendly objectives.

Since they're a major part of the ERT right now, it's probably out of the question.

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Re: Provide the Liaison With Default Objectives

Post by TheSlapDoctor » 03 Mar 2016, 10:55

Grypho wrote: If this gets accepted CL should get a right to use any item if it helps them in the objectives.
Well, within reason. There's still no reason to assume the CL would know how to mix their own chems, or hack doors, or use cloners.
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Re: Provide the Liaison With Default Objectives

Post by MauroVega » 03 Mar 2016, 12:10

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+1
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Re: Provide the Liaison With Default Objectives

Post by TopHatPenguin » 03 Mar 2016, 12:22

This would generally be really useful as not all the time staff members are able to actually report back to the Liaison or to actually engage in a conversation due to floods of ahelps or there being a lack of staff on/able to see faxes.
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Re: Provide the Liaison With Default Objectives

Post by Derpislav » 03 Mar 2016, 12:30

I've said that on staff chat, so I guess I'll say it here too...
Make it an admin button that automatically gets pressed when all staff online goes AFK or disconnects. That way liasons will get objectives during staffless hours, and admins can decide if they're doing the classic fax thing, or pressing the button for readily made objectives.
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Re: Provide the Liaison With Default Objectives

Post by TopHatPenguin » 03 Mar 2016, 14:20

Derpislav wrote:I've said that on staff chat, so I guess I'll say it here too...
Make it an admin button that automatically gets pressed when all staff online goes AFK or disconnects. That way liasons will get objectives during staffless hours, and admins can decide if they're doing the classic fax thing, or pressing the button for readily made objectives.
It would have to be anything below mod gets ignored by that code as mentors can't even see faxes sometimes.
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Re: Provide the Liaison With Default Objectives

Post by SecretStamos (Joshuu) » 03 Mar 2016, 14:31

I did this idea though. It takes some pressure off the staff to tell the liaison what to do, and gives them a better focus.

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Re: Provide the Liaison With Default Objectives

Post by Logi99 » 03 Mar 2016, 16:55

Uhh. Sure. +1. I have played Survivor a couple of times and want to rp with the Liason even more.
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Re: Provide the Liaison With Default Objectives

Post by ShortTemperedLeprechaun » 03 Mar 2016, 17:21

...Please don't let carson cook our meals. He'd probably have we-yu send loyalty implants in bulk, and then lace the food with chloral hydrate....god please no. +1though.
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Re: Provide the Liaison With Default Objectives

Post by crono23 » 23 May 2016, 15:49

Not really much I can add to this. Useful, fun. Definitely something I would want.

+1
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Re: Provide the Liaison With Default Objectives

Post by Sarah_U. » 23 May 2016, 20:27

I was about to post that there should be a chance of it not having ANY OBJECTIVES AT ALL, but I've seen a lot of good suggestions and I'd like to add my own (Btw +1)

Helpful:
- The liaison needs to retrieve a VIP survivor on the planet with already given ID card. Range from Colonial Leader, PMC survivor (unarmed, only chest armor), head scientist, etc.
- The liaison is granted a list of all remaining survivors and needs to keep at least one alive throughout the entire mission.

Ambiguous:
- The liaison was given nuclear authorization codes and needs to make sure the marines succeed or destroy the colony without a trace or informations leading back to Wayland.
- The liaison was informed of the xenomorph threat and needs to retrieve at least five corpses for study aboard.

Harmful:
- Destroy the planet and all evidences of this event. Wayland has already acquired what it came for. Do not leave any traces or informations leading to W-Y.
- Capture a specimen while operating under cover.
- The liaison must let the aliens invade the SULACO and sucessfully escape or transmit the results to Wayland-Yutani without any informations leading back to him.

Just a few nasty ideas xP
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Re: Provide the Liaison With Default Objectives

Post by Snypehunter007 » 03 Jun 2017, 17:33

Asking for dev review.
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Re: Provide the Liaison With Default Objectives

Post by Mister Jeether » 03 Jun 2017, 18:08

Hell yeah, Allow CLs to poison cook clown burgers for the marines!

Really nice suggestion Btw.

+1
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Re: Provide the Liaison With Default Objectives

Post by misto » 03 Jun 2017, 18:14

+1 directions are good and can serve as inspiration when youre lacking in ideas for making your own fun

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