Syndicate Agents

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Gigamonsta
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Syndicate Agents

Post by Gigamonsta » 18 Mar 2015, 23:10

Suggestion Title: Syndicate Agents

Summary: I really like how this server has chosen a unique blend of Alien and SS13 lore to create something that is innovative and new. One drawback, however, is that it can sometimes suffer from repetition. My idea is to spice things up a bit by incorporate a ten to twenty percent chance of there being a syndicate traitor among the marines each round.

Benefits: I think that this could help as it would create an extra unknown element for both the marines and the aliens to have to deal with. It would definitely make things a lot more interesting.

Details (Description of how you think this would work, the benefits, etc): My idea is basically as it sounds, with a few twists from normal SS13 servers. The dastardly syndicate has placed a traitor within the marine ranks. Curious as to the alien threat, and always willing to mess with Nanotransen's operations, the syndicate considers the mission to the Nostromo to be in their vital interests. The traitor must do two things: A) STRICTLY STICK TO THEIR MISSION (MORE ON THIS LATER) and B) remain alive until the end to report back to their shadowy overlords. These agents should be considered as threats to BOTH marines and aliens.
Playing as a traitor should not be easy, but should add an extra unknown variable into the game. Objectives can include the following:
A) Steal a sample of the queen's jelly for syndicate research purposes.
B) Capture a live larva to bring back to the syndicate for research or kidnap the commander and escape with him ALONE in an escape pod (hey, I never said it would be easy for the syndicate agent).
C) Assassinate person X in the marines.
D) Kill the alien queen due to her obvious threat to humanity and, therefore, syndicate interests.


Implementation:
The traitor has very specific objectives to which they must adhere to. Traitors should not be doing things like running around logistics with a gun shooting at pajamarines, but working in the interests of the syndicate.

Syndicate agents should:
A) Blend in with their environment (pretend to be a good marine and act as a covert agent should).
B) Kill/hinder/incapacitate people/aliens who get in their way or directly concern their objectives.
C) Work to complete whatever objectives the syndicate has given to them.

Syndicate agents should NOT:
A) Go on bloody rampages killing everything in sight.
B) Do whatever they please and ignore their objectives.
C) Betray the interests of the syndicate.
Last edited by Gigamonsta on 18 Mar 2015, 23:11, edited 1 time in total.

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RE: Syndicate Agents

Post by LordeKilly » 18 Mar 2015, 23:13

We've got something like this in the works.
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RE: Syndicate Agents

Post by Rahlzel » 18 Mar 2015, 23:15

I like the goal - to mix things up a bit. We're actually planning a few different gamemodes that are all within the Aliens lore, so it won't always just be the same Aliens vs Marines gamemode. Look for these in our new update to the latest Baystation in the coming months. (We had a pre-alpha test last week). The Syndicate isn't technically part of Alien lore, but something similar is a possibility, such as a rogue android or a sleeper marine working for Weyland.

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RE: Syndicate Agents

Post by Gigamonsta » 18 Mar 2015, 23:18

Rahlzel wrote: I like the goal - to mix things up a bit. We're actually planning a few different gamemodes that are all within the Aliens lore, so it won't always just be the same Aliens vs Marines gamemode. Look for these in our new update to the latest Baystation in the coming months. (We had a pre-alpha test last week). The Syndicate isn't technically part of Alien lore, but something similar is a possibility, such as a rogue android or a sleeper marine working for Weyland.
Those sound pretty interesting! I understand that the Syndicate isn't in the Aliens universe, but technically Nanotransen is not either. . I have been playing for only 3-4 months on the server and wasn't exactly sure if you guys were actively trying to combine the two or just go mostly to the alien side of things. A sleeper marine from Weyland would be pretty interesting (kind of like the Syndicate in some ways).

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RE: Syndicate Agents

Post by Rahlzel » 18 Mar 2015, 23:20

Gigamonsta wrote: but technically Nanotransen is not either
Hah, this is true. We haven't completely removed NT from Baycode. There's still some residual fluff in there that will be removed eventually. Thanks for the suggestion :)

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RE: Syndicate Agents

Post by Gigamonsta » 18 Mar 2015, 23:20

Rahlzel wrote: Hah, this is true. We haven't completely removed NT from Baycode. There's still some residual fluff in there that will be removed eventually. Thanks for the suggestion :)
No problem. Thanks for reply. :D

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RE: Syndicate Agents

Post by Doctor Clockwork » 19 Mar 2015, 01:07

I-iHow bout just a Weyland Agent? Since SPOILER ALERT, Weyland is buying everything like a monopoly and were fans of the Engineer's work. Maybe in science we can add a beaker of whatever the ducks it's called, with only the affects of the flu or something, so if it breaks its not detrimental.

Since we're moving to a ground map, maybe we could have the Agent Sabotage the sulaco, because in the movies, Weyland are evil backyards intent on mass destruction. Weyland wont need a larva, they helped produce it. If anything, their labs are crowded with xenomorphs. Also, is the new map based on LV? If so, maybe a derilect ship could be a thing.

If you've seen the movies, you know what I'm talking about.

Also, why would Weyland want one marine dead? I understand if it's Xur or Kelly, but eh.

My earlier.comments also uh, make getting Jelly not useful
Last edited by Doctor Clockwork on 19 Mar 2015, 01:14, edited 1 time in total.
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RE: Syndicate Agents

Post by SecretStamos (Joshuu) » 19 Mar 2015, 09:19

http://newedenstation.com/showthread.php?tid=849&page=3

I had a similar idea a while ago to go along with the WY PMCs.

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RE: Syndicate Agents

Post by Gigamonsta » 19 Mar 2015, 12:10

DoctorClockwork wrote: I-iHow bout just a Weyland Agent? Since SPOILER ALERT, Weyland is buying everything like a monopoly and were fans of the Engineer's work. Maybe in science we can add a beaker of whatever the ducks it's called, with only the affects of the flu or something, so if it breaks its not detrimental.

Since we're moving to a ground map, maybe we could have the Agent Sabotage the sulaco, because in the movies, Weyland are evil backyards intent on mass destruction. Weyland wont need a larva, they helped produce it. If anything, their labs are crowded with xenomorphs. Also, is the new map based on LV? If so, maybe a derilect ship could be a thing.

If you've seen the movies, you know what I'm talking about.

Also, why would Weyland want one marine dead? I understand if it's Xur or Kelly, but eh.

My earlier.comments also uh, make getting Jelly not useful
Hi there Doctor Clockwork. I would be fine with Weyland agents, too, if that is where the server is going. Also, sabotaging the Saluco sounds good. As for wanting one marine dead, if someone has a history of being an opponent of Weyland it would make sense. Also, the jelly and larva thing: I was trying to come up with an idea where not only the marines would be harmed. The idea of a covert agent entails this person having the ability to be a threat to both xenos and marines (each round they were present, it would be unsure of exactly who they were supposed to screw over). This would ensure a kind of fairness in this new chaos.

Also to Joshua:
I liked your idea a lot a while back. Mine is different in that it features covert agents who are supposed to pretend to be good marines, not necessarily a military squad. Why not do both?

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RE: Syndicate Agents

Post by Felkvir » 19 Mar 2015, 13:05

If they can blend in easily from the start then marines won't be a problem .. Unless these agents encounter xenomorphs in which case they're just as likely to die as any marine, or stand out from them if they have to rely on their own special gear

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RE: Syndicate Agents

Post by apophis775 » 19 Mar 2015, 13:41

This really wouldn't work with out mechanics.

Primarily because, the Escape Pods are controlled by Central and the admin team. Thus, a rando guy wouldn't be able to call the escape pods, especially because the escape pods get denied, without a very good reason.

Also, the reason Syndicate works on regular servers, is because 90% of the population isn't armed. On this, 100% of the population is armed.
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RE: Syndicate Agents

Post by MrGabol100 » 19 Mar 2015, 13:52

apophis775 wrote: This really wouldn't work with out mechanics.

Primarily because, the Escape Pods are controlled by Central and the admin team. Thus, a rando guy wouldn't be able to call the escape pods, especially because the escape pods get denied, without a very good reason.

Also, the reason Syndicate works on regular servers, is because 90% of the population isn't armed. On this, 100% of the population is armed.
97%, No one ever thinks about the janitor and survivors :*

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RE: Syndicate Agents

Post by apophis775 » 19 Mar 2015, 13:55

The janitor, is a demotion-only job, and is still allowed to be armed with the standard marine pistol.

Survivors, don't apply, as the syndie would only be able to be a standard marine.
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RE: Syndicate Agents

Post by mdom » 19 Mar 2015, 14:05

Unless you added in a character mid round, in which case it would have to be an extremely custom event ran by apop or unknown.
Just to add this on as an afterthought.

It would be neat if the commander were to send a message to CC earlier in the round and weyland intercepted it, they would send in an agent midround disguised as a representative. Same rules applied according to OP.
Last edited by mdom on 19 Mar 2015, 14:09, edited 1 time in total.

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RE: Syndicate Agents

Post by apophis775 » 19 Mar 2015, 14:22

Except, people don't arrive mid-round. They just wake-up late.
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RE: Syndicate Agents

Post by Davidchan » 19 Mar 2015, 14:43

For Rebels-esque round (PMC or otherwise non-alien opposition to the marines.) Syndicate-esque items would be a decent fit. Marines could even be called in after a revolution/Syndicate Strike Team. The issue here is the Rebels need better starting gear. They don't get radios, gloves, tool belts or anything to vary their ranks, they are all standard dorks expected to run amok on the station, last rebels round I played the Rebels had a whopping 5 minutes to prepare the station. Give them unique guns an TC to use on items applicable to the round (i.e. Agent ID would be next to worthless, but crossbows and explosives could be useful, Chameleon Generator could lead to some troll worth ambushes.

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RE: Syndicate Agents

Post by Gigamonsta » 19 Mar 2015, 23:27

apophis775 wrote: This really wouldn't work with out mechanics.

Primarily because, the Escape Pods are controlled by Central and the admin team. Thus, a rando guy wouldn't be able to call the escape pods, especially because the escape pods get denied, without a very good reason.

Also, the reason Syndicate works on regular servers, is because 90% of the population isn't armed. On this, 100% of the population is armed.
Hi Apophis. I am not sure this would be problem. If a syndicate agent was good enough to steal something important he could just blend in with the marines when they left on the pods. As for abducting the commander, he could stun the commander, take him to a bod, and barricade it after the commander called it.

Also, as for the population being armed:
A) On many servers, I routinely see regular people disarm and take down traitors.
B) The whole purpose of the Syndicate Agent is that he is going to use a fair amount of stealth and guile. If he needs to fight against fellow marines, he should aim to use special syndicate gear to do this and to pick the opportune moment. Example: Weyland tells the agent to knock off the commander. During the fighting with aliens, he can easily slip out from his squad, or somehow help engineer their deaths, and use radbow or some other kind of syndicate weapon to take out the commander quickly enough before he gets noticed.

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RE: Syndicate Agents

Post by MrGabol100 » 20 Mar 2015, 13:00

Gigamonsta wrote: Hi Apophis. I am not sure this would be problem. If a syndicate agent was good enough to steal something important he could just blend in with the marines when they left on the pods. As for abducting the commander, he could stun the commander, take him to a bod, and barricade it after the commander called it.

Also, as for the population being armed:
A) On many servers, I routinely see regular people disarm and take down traitors.
B) The whole purpose of the Syndicate Agent is that he is going to use a fair amount of stealth and guile. If he needs to fight against fellow marines, he should aim to use special syndicate gear to do this and to pick the opportune moment. Example: Weyland tells the agent to knock off the commander. During the fighting with aliens, he can easily slip out from his squad, or somehow help engineer their deaths, and use radbow or some other kind of syndicate weapon to take out the commander quickly enough before he gets noticed.
A) Powergame, report to an admin, lack of roleplay even to Medium-RP servers, no one IRL tries to take down a terrorist by their own while unarmed, seriously.

B) True.

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RE: Syndicate Agents

Post by Mycroft Macarthur » 21 Mar 2015, 11:11

no one ever tries to take down terrorists unarmed?

http://www.cracked.com/blog/5-soldiers- ... hout-guns/

need more examples? how about jack churchill, He is credited with capturing a total of 42 Germans and a mortar squad in the middle of the night, using only his sword, milunka savic who at the battle of kolubara jumped into an austrian trench with a bayonet, ALONE and captured 20 soldiers, or one of my personal favorites, Bishnu Shrestha who on September 2nd 2010 fought off an entire train worth of men with guns, pistols and fucking swords with nothing but a kukri.

the line between hero and idiot, is at times a very thin one, being unarmed is no excuse to not act when at risk of death or otherwise in serious danger.

powergaming my ASS.
Last edited by Mycroft Macarthur on 21 Mar 2015, 11:12, edited 1 time in total.
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RE: Syndicate Agents

Post by Allan1234 » 21 Mar 2015, 13:56

MycroftMacarthur wrote: no one ever tries to take down terrorists unarmed?

http://www.cracked.com/blog/5-soldiers- ... hout-guns/

need more examples? how about jack churchill, He is credited with capturing a total of 42 Germans and a mortar squad in the middle of the night, using only his sword, milunka savic who at the battle of kolubara jumped into an austrian trench with a bayonet, ALONE and captured 20 soldiers, or one of my personal favorites, Bishnu Shrestha who on September 2nd 2010 fought off an entire train worth of men with guns, pistols and fucking swords with nothing but a kukri.

the line between hero and idiot, is at times a very thin one, being unarmed is no excuse to not act when at risk of death or otherwise in serious danger.

powergaming my ASS.
theirs a difference between last stand and HEY I WANNA CHARGE THIS GUY EVEN DOE I COULD JUST WALK AWAY AND GRAB A GUN FROM THAT ROOM DIRECTLY BEHIND ME FOR WAIT A MOMENT FOR SECURITY, theirs also a difference between a human with a gun and an alien i just saw ripe apart 20 guys with it's knife like arm
Last edited by Allan1234 on 21 Mar 2015, 13:57, edited 1 time in total.
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RE: Syndicate Agents

Post by Felkvir » 21 Mar 2015, 14:57

MycroftMacarthur wrote: no one ever tries to take down terrorists unarmed?

http://www.cracked.com/blog/5-soldiers- ... hout-guns/

need more examples? how about jack churchill, He is credited with capturing a total of 42 Germans and a mortar squad in the middle of the night, using only his sword, milunka savic who at the battle of kolubara jumped into an austrian trench with a bayonet, ALONE and captured 20 soldiers, or one of my personal favorites, Bishnu Shrestha who on September 2nd 2010 fought off an entire train worth of men with guns, pistols and fucking swords with nothing but a kukri.

the line between hero and idiot, is at times a very thin one, being unarmed is no excuse to not act when at risk of death or otherwise in serious danger.

powergaming my ASS.
...

Facepalm

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RE: Syndicate Agents

Post by Gigamonsta » 21 Mar 2015, 16:37

What people on other servers do was not my point. My point is that on many other servers traitors work just fine, even with other people ableto take them down. Apop was concerned about the feasibility of a covert agent because of how everyone is allegedly capable of fighting them (as they are marines with guns) when the reality is that the same situation exists on other servers.

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Re: Syndicate Agents

Post by apophis775 » 07 Jun 2015, 00:33

We are Aliens vs Marines for our core. This doesn't fit, so Denied.

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