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Cruiser Command: Mutiny Edition

Posted: Thu May 09, 2013 9:41 pm
by commandlock
Okay I have another great idea, inspired by Battlestar Galactica!

While CC is great as it is, at some point the game will become stale. So we need to sex it up a bit. I propose there be an option to set the game to Mutiny Edition.

In ME, 1 player on each team has a different objective than the rest of their teammates. Their job is to sabotage the BC they are on =O

Each team will have 1 player whose sole purpose is to win the game for the other team. Nobody knows who these people are, so team members will have to watch each other carefully to find the saboteur.

That's the basic idea that I have. I'm hoping the community can fill in all the important technical details.

What I am thinking is that if a team suspects a player to be the saboteur, the entire team votes on putting them in the brig, where they are locked there for the entire game. The team can release them from the brig if they find out that the real saboteur is still running around on the ship.

However, they can only be jailed if they are on the BC. If they are on a small ship outside the BC, they can run to the enemy BC and join up with their real team. HOWEVER! If you manage to shoot them down as they are running, they are brought back on board the BC and are thrown into the brig.

That's my idea. Please add to it. I think it can really add another layer of spice that can potentially broaden the CC community.

Re: Cruiser Command: Mutiny Edition

Posted: Thu May 09, 2013 9:58 pm
by Hopeinmo
are you aware, that updates add spice/change it? XD

Re: Cruiser Command: Mutiny Edition

Posted: Thu May 09, 2013 11:06 pm
by WhyteDragon
To be honest, this would probably be a funny thing to do as an event. The idea is hilarious, sounds fun, and so on -- but...

Cruiser Command is ultimately a team game. There is no space for suspicions or doubts -- you do what you have to for your team. You cannot afford the possibility that 'someone might be evil' in any situation, to the point that engagements would come to a standstill as the moment one side does it becomes nearly instantly decided by 'who picked the wrong person to be on power.'

The issue? The value of some roles on the BC vastly outweigh others. How can you screw up the BC if you go on Science? And in the situation where you're expecting people to say fuck all and do whatever, no progress will be made on either side. They'll just be messing around doing nothing the entire game.

In short: you're trying to mix genres in a way that shouldn't be done. It's amusing as a thought, but I don't think the actual game mechanics will follow through properly. Sadly, this isn't a game of mafia.

---

And in regards to 'spice' and 'getting old,' there are so many possible strategies and outcomes that could occur because of the variety of ships, upgrades, and skill levels there are. I'm still finding new ways to go about playing as a captain and I'm well over 300 rep.

Re: Cruiser Command: Mutiny Edition

Posted: Fri May 10, 2013 4:01 pm
by Red-Rocket
i agree, this just isnt for Cruiser Command

Re: Cruiser Command: Mutiny Edition

Posted: Fri May 10, 2013 4:16 pm
by Caladbolg
If it was easy to implement, Id say lets do an event once a month or so, because it sounds like a fun thing once in a while...

but not as a common mode :(

Re: Cruiser Command: Mutiny Edition

Posted: Fri May 10, 2013 6:22 pm
by Hopeinmo
Votekick would need to disapear, or else this would never ever ever work :p

Re: Cruiser Command: Mutiny Edition

Posted: Fri May 10, 2013 9:02 pm
by Red-Rocket
another way in private parties is for the enemy team to secretly assign numbers and roll to see who is the *traitor* and they will contact the guy and tell him hes been rolled and he should be cool and stuff, only way i see using it outside of an actual mode (which would be easier and not screw up stats so bad)
And hilariousness!