Syndicate Base
Conditions
Crew pop: 30+
Ghost pop: 10+
Server time: 60 minutes
Minimum ghost participation: 5
Constriction: Reduced spawn change with the existance of the Lavaland Syndicate Outpost.
Background
After reading Bacons Design Goal I expanded on his very brief Syndicate Base idea. I hope to achieve two things with this idea. First and foremost, it will become a different smaller faction capable of interacting through trade, violence or diplomacy. Secondly, it will provide a place for the ghosts to RP with each other and possibly antagonise the station or defend themselves from the station, more on that at #hostilites.
The station will be announced after roughly one hour and will be available to travel to by NT using their shuttles. NT station can choose to attack it and the defending Syndicate (ghost roles) or partake in diplomacy. The possibility of diplomacy will hopefully be an option in this depending on the given objectives and interests both stations has. The Syndicate has no way to get to the NT station and any crew member will explode if they leave the station without having their implant extracted. Extracting the implant as a Syndicate Station crew and not forcefully by NT crew will result in a ghost ban.
Station
The Syndicate Station will consist of the bare minimum departments, similar to the Syndicate Outpost with no possibility of gaining access to the NT station. It will consist of a Medbay, Chemistry, Cargo, Armoury, EVA, R&D, Robotics, Kitchen-Bar-Hydroponics, Atmospherics, Solar Panels, Tech Storage, High Command (bridge), and a docking port.
Proposed initial station layout. The station is expected to be sustained by as little as five crew members with the possibility of them to flex between departments or simply not touch it.
Medbay & Chemistry
The department will include the bare minimum with the top of the line Syndicate equipment with the exception of any revival items.
Cargo, Armoury & EVA
These will be part of the same department and be the only way for the Syndicate to aquire additonal gear, materials or send in objectives. Additionally communication and camera survailience can be found here, but they can not communicate with the station.
R&D & Robotics
These will provide machinery upgrades and heavy mechanized combat mechs to the station in the event of an attacking force.
Kitchen-Bar-Hydroponics
This is one small department and is more of a factory for producing donk pockets with beneficial health benefits. When created with chemicals doubles the injected chemicals effect, both positive and negative. Same applies to the crated Syndicate drinks.
Atmospherics, Solar panels & Tech storage
Firstly, Atmospherics contains only the bare minimum for ensuring the station is at a proper safe atmospherical environment.
Secondly, Solar panels is the stations main power source with one or two emergency uranium PACMAN and a very limited uranium supply.
Third and final, Tech storage is the only source of circuits boards and it has a very generous amount of boards from various tech stages. Excluded boards are those related to AIs, teleportation, and shuttles.
High Command & Docking Port
Acting as the front door and the bridge of the station. This room will serve as a mess hall and a main connector to the rest of the station.
Items
Syndicate Firing Pin
Only allows the Syndicate from the Syndicate Station to fire the weapon. Can be used as a traitor check by NT for any infiltraiting Syndicate Station agents (not normal traitors).
Syndicate MedicalFab
Constructs common and Syndicate equipment for use in the Medical Field.
Syndicate TechFab
Constructs common and Syndicate equipment for use in the machines upgrades and construction.
Syndicate WeaponFab
Constructs common and Syndicate equipment for use in the Offensive and Defense field.
Mechs
The mechs are constructed in Robotics using a high number of plastitanium and specialized boards only obtainable from Cargo at a high cost.
Available mechs are: Marauder, Death Ripley, Mauler, Dark Gygax.
Cargo Orders
Buying
- Iron, exessively cheap.
- Plastitanium, expensive.
- Plasma exessively expensive.
- Marauder boards, exessively expensive.
- Death Ripley boards, expensive.
- Mauler boards, expensive.
- Dark Gygax, exessively expensive.
Selling
- Plasma, extremely expensive.
- AI, teleportation, shuttle, combat mech (Durand, Gygax and Phazon), and other NT exclusive boards, expensive.
- NT weapons, decently expensive.
- Xenobio slimes, expensive.
- CC gear, extremely expensive.
- ID with AA.
- Advanced Medical Tools, decently expensive.
- Advanced Engineering Tools, decently expensive.
TODO expand this to include more basic items, contraband and a specific price.
Hostilities
Both the NT and Syndicate station will have one or several objectives with additional ones being added occasionally with additional reinforcement (ghost spawns).
NT Objectives
- “disable X department” and it may be a non-critical department to the station or a department of which NT can compensate for the lack of it. This would be calculated by how many areas of the related department is powered.
- Wiping it out entirely or a certain amount of Syndicate crew.
- Rescue an NT official, simple. Could be bought with money or other things.
- Assassinate a high ranked Syndicate Officer.
- Collect X item from the Syndicate.
- Plant X amount of radios, GPSs and other surveillance items on the opposing base.
- Siphon power or a given gas from the Syndicate.
- Implant a survailience device in a Syndicate Station crew member.
Syndicate Objectives
- Send one infiltraitor to the station and return with X item. They will not have an explosive implanted into themselves.
- Send one infiltraitor to the station and plant X amount of radios, GPSs and other surveillance items on the opposing base. They will not have an explosive implanted into themselves.
- Send one infiltraitor to the station and get X amount of money, resources or technology. They will not have an explosive implanted into themselves.
- Wipe out an X amount of NT crew.
- Execute the NT official in a slow fryer (20+ minutes).
- Implant an unactivated Swarmer drone in a scrubber or ventilation duct (can’t be activated).
Future
- If possible, all spawned and created contraband items will have an internal self destruct and acid itself once it leaves the Syndicate Station. This doesn’t apply to capture items.
Afterword
This is an ambitious idea and I have not done any actual work on this of any sort. In fact, I am writing all this on my phone. I want to know what y’all think of this as I am aware of the discouragement of adding content outside of the actual NT Station. Additionally, I do doubt my ability to implement this, but I can dream!