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| # Hitman | ||||||
| <!-- Your title should convey the basic jist of your proposed changes. It should be short because the text will be linked in the sidebar. --> | ||||||
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| | Designers | Implemented | GitHub Links | | ||||||
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| | Storymatt | no | N/A| | ||||||
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| `Implemented` is the status of the feature. | ||||||
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| ## Overview | ||||||
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| a new subgamemode antag, and possible small midround antag. based around hyperfocusing on a single kill. | ||||||
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| <!-- A very short, maybe three sentence summary of what this proposal is about. A high level "overview" or "what this adds". --> | ||||||
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| ## Background | ||||||
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| A long while back, funky station questioned why there wasn't an antagonist based around kill objectives, only ones based around more general killing. so i endeavored to make one. this evolved into a antagonist based around a single kill objective, taking the planning such an objective set would need to its extreme. | ||||||
| this was made and merged into deltaV. I now hope to add this to wizden as i think it would be nice for it. | ||||||
| <!-- | ||||||
| Summarize any information that is needed to contextualize the proposed changes, e.g. the current state of the game. | ||||||
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| ## Features to be added | ||||||
| ### primary additions | ||||||
| A new antagonist based around a single kill objective at a time named the Hitman | ||||||
| A midround variant that comes in a shuttle | ||||||
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| ### objectives | ||||||
| alongside the regular objectives of killing a crew member and get to centcomm, there would be a set of two new "modifier objectives". | ||||||
| modifer objectives are free objectives mechanically and provide limitations or required actions to the kill. | ||||||
| the current list of objectives is as such | ||||||
| - Make their death look like a accident | ||||||
| - Kill them in a public space | ||||||
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Suggested change
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| - Kill them dramatically | ||||||
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Suggested change
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. the issue with this is that it both requires an explosive, does not explain that it needs this, and is so limiting as to get boring. the last reason is why several of these are not mechically tracked, as tracking them would turn an interesting challenge into a boring extra step. I really think even lrp folks would go along with it. maybe just remove like gain their trust and the dramatic one. |
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| - Draw-out the kill | ||||||
| - Inform them about the assassination long before it happens | ||||||
| - Kill them cleanly (kill them without any blood spilling) | ||||||
| - Kill them in a funny way | ||||||
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Suggested change
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. refer to above |
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| - Kill them indirectly | ||||||
| - Kill them nicely | ||||||
| - Kill someone close to them and make sure they know | ||||||
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stormyatt marked this conversation as resolved.
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| - Gain their trust | ||||||
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| of course, all that matters is that they make the kill harder or add an extra step, not the exact objectives. | ||||||
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| ### the contract system | ||||||
| a system which would allow the hitman to get a new set of target and modifier objectives after completing the first one. for rp it could also give some spaceos in "good faith payment". this is to ensure a lucky or skilled hitman has something to do. it would be an ability of hitmen to do this for ease of coding. | ||||||
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Suggested change
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| ### hitman card implant | ||||||
| An implant hitman would start with that would make a business card upon using. this would purely be for flavor and making the "inform them about the assassination long before it happens" objective easier to do. | ||||||
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| ### kits | ||||||
| hitman would have a case which works like an undisclosed thieving satchel. its kits would be as such | ||||||
| | Name | Concept | possible Content | | ||||||
| |----------|:-------------|:-----------| | ||||||
| | Sharpshooter kit | sniper assassin fantasy | hristov bundle | | ||||||
| | Loud kit | something for if you want to go loud, cowboy fantasies? | armor vest, python, no slips | | ||||||
| | Assassin kit | quiet killer stuff, one silenced gun at least | cobra, throwing knife kit, radio jammer | | ||||||
| | Poisoner kit | poisoning fantasy | syringe, bottle of nocturine, pax, toxin, mute toxin, and a synthesis kit | | ||||||
| | Infiltration kit | stuff to get into places and sabtoage | emag, syndicate jaws of life | | ||||||
| | Disguise kit | disguising as anyone, its hitman you have to | agent id, chameleon clothing, bonic voice mask implanter, fake Mindshield implant | | ||||||
| | Escapist kit | escaping sec? I don't remember | dna scrambler, freedom implant, scram scrambler | | ||||||
| | Tracker kit | info gathering, tracking hard to find targets | all comms encryption key, universal pinpointer(menupinpointer if accepted), camera bug | | ||||||
| <!-- Give a description of what game mechanics you would like to add or change. This should be a general overview, with enough details on critical design points that someone can directly implement the feature from this design document. Exact numbers for game balance however are not necessary, as these can be adjusted later either during development or after it has been implemented, but mention *what* will have to be balanced and what needs to be considered when doing so. --> | ||||||
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| ## Game Design Rationale | ||||||
| to go over each design princple | ||||||
| ### choas | ||||||
| the design of hitmans modifer objectives being freefrom and as sets of two is to try and ensure no perfect gameplan comes to light. the point of them is to encourage freeform planning through giving a limitation with several awnsers. this should lead to choatic situations since it should encourage the player to get up to some outright nonsense to complete their objectives | ||||||
| ### seriously silly | ||||||
| the hitman by its nature will always be more on the serious side. but the round about ways the hitman must take to complete the objective or the outright loony contraptions for objectives like indirect or accidental should prove to be rather silly | ||||||
| ### dynamic enviroument | ||||||
| none of hitmans objectives require something you cant find on the station. they are freeform in part to stop requiring any one idea to complete. objectives like indirect or accident encourage using the environment for the kill. | ||||||
| ### Intuitive and Inter-Connected Simulation | ||||||
| the contract system makes easy sense kill to get a new contract, the implant explains what it does easily, and the objectives are outright for the player to interpret. it should all be intuitive. | ||||||
| ### Player Interaction | ||||||
| Several of the objectives are about interacting with the target in some way(gain their trust, inform them about the kill, kill someone close). Beyond this most of the objectives require a good amount of planning and thusly interacting with the area to case it for the plan or get needed materials. | ||||||
| ### Player agency | ||||||
| the hitman themselves is limited in ways to kill them but almost all do not have a state in which they are outright impossible unless the hitman has already messed up. | ||||||
| for the target. two objectives(inform and kill someone close) give them warning of whats coming and thusly time to prepare. gain their trust gives time to interact with the hitman and the nature of high planning is that it gives them time to act and for someone to discover what is going to happen. | ||||||
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| ### just a spark | ||||||
| hitman needs to kill someone, they require interacting with people to become a problem | ||||||
| ### escalation/ back and forth/Discoverability | ||||||
| as noted before, several objectives require something to be done before the kill, failing that they must prepare a good bit with their objectives. thusly there are events leading up to the main kill they perform. This gives escalation, dicovoribility, and back and forth. | ||||||
| ### accessibility | ||||||
| the hitmans objectives clearly explain what it needs to do. they are a clear minor antag so the rules on what theyre allowed to do are also clear. the tracker kit is in place for hitman players who may have trouble finding their target. | ||||||
| ### full time job | ||||||
| the hitman kills crew, i rather think most crew would not want someone doing this | ||||||
| ### fun to lose as | ||||||
| this rather circles back to escalation, back and forth, and Discoverability. the main thing to note is the riduculous kill should be more enjoyable then the regular kill objective. for the hitman it should likely also end up pretty fun due to still getting to have the planning part alongside the funnyness in how such a plan would go haywire. besides that the desperate attempts to try and complete a kill after being found out should prove enjoyable for both. | ||||||
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| <!-- | ||||||
| Consider addressing: | ||||||
| - How does the feature align with our [Core Design Principles](../space-station-14/core-design/design-principles.md) and game philosphy? | ||||||
| - What makes this feature enjoyable or rewarding for players? | ||||||
| - Does it introduce meaningful choices, risk vs. reward, or new strategies? | ||||||
| - How does it enhance player cooperation, competition, or emergent gameplay? | ||||||
| - If the feature is a new antagonist, how does it fit into the corresponding [design pillars](../space-station-14/round-flow/antagonists.md)? | ||||||
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| ## Roundflow & Player interaction | ||||||
| the hitman despite being a roundstart antag, causes their main impact later on in the round. it should add more spice to the latter half of the round. | ||||||
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| hitman players should generally go with every objective. this is not mechanically enforced as no objective can force the player to try and complete them. if they do not engage with the modifiers, specifically the kill happens far earlier on, in which case it becomes similar to a syndicate agent. well i dislike this outcome it is not a awful outcome and is okay. | ||||||
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| - At what point in the round does the feature come into play? Does it happen every round? How does it affect the round pace? | ||||||
| - How do you wish for players to interact with your feature and how should they not interact with it? How is this mechanically enforced? | ||||||
| - Which department will interact with the feature? How does the feature fit into the [design document](../space-station-14/departments.md) for that department? | ||||||
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| ## Administrative & Server Rule Impact (if applicable) | ||||||
| for griefing, it introuduces a new subgame which has a gun. but the limited ammo and fire rates of the weapons should stop main issues | ||||||
| for admins there is the chance targets will complain about hitman players not following objectives. but this will likely be after round mald and requires the hitman to actually be ignoring their objectives, thus these should be relatively rare and relatively easy to handle. | ||||||
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| <!-- | ||||||
| - Does this feature introduce any new rule enforcement challenges or additional workload for admins? | ||||||
| - Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? | ||||||
| - How are the rules enforced mechanically by way the feature will be implemented? | ||||||
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| # Technical Considerations | ||||||
| the new implant requires a new system, as does the contract system. | ||||||
| the card would have ui which is just a syndicate one turned to grey with a white crosshair instead of the red and snake symbol. | ||||||
| The contract menu would look like a basic ui with a button to get a new contract in the bottom right corner, and a list of drop down menus for each target and their modifers. a button to confirm its been completed at the bottom of each set and how much they completed for the playes who like such. | ||||||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If objectives were mechanically enforced rather than roleplay enforced, the antag would require a kill-witness system and improved kill tracking systems.
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. kill witness could be done through checking how close the person got? kill tracking wouldnt outright be needed depending on which are mechically tracked. |
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| - Are there any anticipated performance impacts? | ||||||
| - Does the feature require new systems, UI elements, or refactors of existing ones? | ||||||
| - For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) | ||||||
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you should add potential mechanical objectives to these, as free objectives mechanically basically means just kill everything in a LRP setting, i'll provide examples for most of the listed ones
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i could for some
indirect just inverse the kill tracking system
public just check for crew nearby, in sight if possible
cleanly what you said
and for ones that make things a bit worse
just checking if the hitman killed anyone for kill someone close
and checking if the target has a hitman card for inform them.
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also i think your mixing up free objectives with the wizards free objective? the wizards eaily becomes kill everyone but otherwise it just means not mechically tracked, which i dont think means that much considering mechanical backing just means grenn box and round end text