Difference between revisions of "Gang"

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There are some exceptions to the usual Goonstation rules during these rounds.
There are some exceptions to the usual Goonstation rules during these rounds.
* Gang members may freely kill anyone dressed in another gang's clothing, but must not kill those who are not involved in the gangs. You may not murder to prevent yourself being arrested by security, for instance.
* Gang members may freely kill anyone dressed in another gang's clothing, but must not kill those who are not involved in the gangs. You may not murder to prevent yourself being arrested by security, for instance.
* Security may freely act as police and arrest gang members for committing crimes (it is up to the captain if spraypainting is illegal) but must absolutely not kill gang members.  
* Security may freely act as police and arrest gang members for committing crimes (it is up to the captain if spraypainting is illegal) but must absolutely not harm or kill gang members. Security should act as normal to the gang members as they would to your average other player - you wouldn't murder an electrician for breaking a window, for instance.  
* Civilians should stay out of gang business. All civilians are free to join a gang as outlined below. Anyone interfering within gang business without being aligned to a gang should be severely beaten and adminhelped if they cause harm or damage to a gang.
* Civilians should stay out of gang business. All civilians are free to join a gang as outlined below. Anyone interfering within gang business without being aligned to a gang should be severely beaten and adminhelped if they cause harm or damage to a gang.


GANG MEMBERS MAY KILL MEMBERS OF OTHER GANGS AT ANY TIME AND NOBODY ELSE UNLESS IN SELF DEFENCE (INCLUDING AGAINST ARREST)
==The Gang Leader==
* SECURITY MAY ARREST GANG MEMBERS FOR COMMITTING CRIMES BUT NOT KILL THEM EVEN IN SELF DEFENCE
===How do I know if I'm a gang leader?===
* CIVILIANS STAY OUT OF GANG BUSINESS, IF YOU WANT TO FUCK WITH GANGS THEN JOIN ONE YOURSELF
It's pretty damn obvious. On round start, you are clearly informed that "You are the leader of the WORLD'S GREATEST BUDDIES gang!" Currently the gang name is randomly chosen, but there are plans in the works to make it custom. You gain access to the Set Gang Base command which can, well, set your base.
===Set Gang Base===
You may have to type set-gang-base to get wonderful Byond to work, but when used correctly a locker will be spawned. This will contain spraypaint, headsets and your own gang uniform. Currently this is random but there are plans to allow people to make custom choices. This command gives your players a home base and a chance to join your gang.
===Your Job as a Gang Leader===
You are told, very clearly upon round start, that you must eliminate all the other gang leaders. How you do that is up to you - but know that they are gunning for you too!


The Syndicate has an exclusive job opening and has sent its candidates to battle it out among the helpless denizens Space Station 13. The last man standing gets the job! The Spy's primary objective is to assassinate all other spies on the station, and they may have a bonus objective. Their main asset is their ability to recruit followers. Through leadership, guile, and deviousness, they will prove themselves worthy of that promotion.
==Joining a Gang==
You are unable to join a gang if you are a Security Officer, Head of Personnel, Captain or Head of Security. These roles should be aiming to get the station under control and imprison the gang leaders. Please do not murder them.
You join a gang by going to the gang's base and right-clicking on the locker. This will set you to that gang and you will spray their tag to claim an area. You may do this as often as you like with as many other gangs as you like, but this will erase the previous allegiance.  


==The Spy's Kit==
As a spy master, you start with the following essential gear:
===Multi-use Implanter===
This implanter has 4 uses, and implants a special [[Implants#Mindslave Implant 2.0|mindslave]] implant in your target. The recipient is 100% loyal to you, and unlike regular mindslave implants, this one does not wear off. However, the implant can be removed like any other, and possibly overridden by another spy's implanter. A spy who dies and is cloned does not have the implant in their new body.


It is possible for the implant to not work-- for instance, if you implant someone who has a freedom implant in them. '''You''' will receive no indication that the implanting failed, but the target will immediately be wise to you. If they're smart, they'll play along just long enough to slam that dagger into your back.
===Syndicate Dagger===
More for show than anything else, this pointy dagger nevertheless makes for a adequate weapon on downed opponents. Catching someone with one generally confirms that they are a spy, or one of the spy's recruits.
===Syndicate Uplink===
A modified [[Syndicate Items|uplink]], with several items (cloak, energy sword) removed. Don't be greedy, consider buying some items for your mind slaves too!
==The Game is a Foot!==
You have syndicate gear and the ability to recruit an army. The hitch is that your targets do too, and you have no idea who they are! You will need to be able to gather intelligence, arm your soldiers, and protect yourself all at the same time. Consider what [[Jobs]] will be best suited to your strategy. High-access jobs such as [[Captain]] and [[Head of Personnel]] are often quickly targeted for recruitment. Even [[Security]] isn't exempt from being pressed into an enemy's gang-- as if they didn't already have enough reason to try and stop you.
Bear in mind that '''Spy''' is meant to be a ''stealthy'' kind of mode, so if you're really good, the normal crew might not even notice your activities. When implanting people, try to avoid people seeing you implanting or the jig might be up. If you're a spy master, you should search out people who might be good to implant and get to them before someone else does. Get yourself a decent team together as quickly as you can, make sure no one saw you implanting or followed you, and give your new troops orders. Consider sending your slaves off on the more dangerous or mundane tasks, as you're more important! Remember that you can discretely issue orders by [[PDA]], though a captured PDA message log may trace back to you.
Do try to stop your slaves from going nuts and killing everyone in sight. This is not very stealthy and will most likely bring the wrath of security/the crew down upon you. If other spy masters are smart, they'll realize what's going on as well and quickly move against you. The spies do not need to wipe out each other's recruits-- only the other spies.
==Hiding in Plain Sight==
So you're a mind slave huh? Great! Firstly, and most importantly, you must follow to the letter every order your new master gives you! If he tells you to set yourself on fire and then jump into space, do it! (Lets hope your master is not that harsh!)
There is no one stopping you, but it's not a very good idea to go nuts and start killing everyone in sight, or launching a one man crusade against security. Most likely you will be captured, beaten to death, mistaken for a traitor or de-implanted, ruining all your fun. If your leader is halfway competent, he'll most likely tell you to scout around and try and find out who the other spies are. If you find them, report back your info. If your leader is even more competent, he might even arm you. Otherwise, consider getting some form of weapon or protection for yourself.
==Sound Sleuthing Tips!==
*Stealth is the name of the game! The less people who know who you are or see whats going on, the better!
*If your mindslave tries to cheese out of their obligation by running off before you can issue an order, '''adminhelp''' it.
*Keep an eye on the [[Cargo Bay]] and the [[Armory]], where dangerous weaponry can be stockpiled/looted. Some spies may attempt to eschew stealth entirely and go on a rampage-- do what you can to nip this in the bud.
*Consider what departments you recruit from. Certain jobs will gel together very well, but seeing people from completely different departments congregating in one spot and whispering will raise a lot of suspicion.
*Implants can be taken out at [[Robotics]] and put in a regular implanter to use as you see fit-- you can recycle your dead comrade's implants this way, or capture an enemy and turn them to your side!
*Think outside the box with your approach! For example, is a cryptographic sequencer REALLY needed? Why not a radbow for stealth-shooting and renewable rounds? Or a freedom implant, as insurance against being mindslaved yourself? There are lots of items, go nuts!
==Supplementary Video==
{{#widget:YouTube|id=pFglDOe7Fno}}
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{{JobMenu}}
{{JobMenu}}
[[Category:Jobs]]
[[Category:Jobs]]

Revision as of 17:59, 6 January 2013

Gang mode is Infinite Monkey's latest creation! In it, several rival gangs seek to lay claim to the areas of the station by tagging them with their spray paint and generally looking menacing in their outfits. It is still very much in development, so don't be a crybaby if something happens during a gang round that doesn't make much sense.

RULES

There are some exceptions to the usual Goonstation rules during these rounds.

  • Gang members may freely kill anyone dressed in another gang's clothing, but must not kill those who are not involved in the gangs. You may not murder to prevent yourself being arrested by security, for instance.
  • Security may freely act as police and arrest gang members for committing crimes (it is up to the captain if spraypainting is illegal) but must absolutely not harm or kill gang members. Security should act as normal to the gang members as they would to your average other player - you wouldn't murder an electrician for breaking a window, for instance.
  • Civilians should stay out of gang business. All civilians are free to join a gang as outlined below. Anyone interfering within gang business without being aligned to a gang should be severely beaten and adminhelped if they cause harm or damage to a gang.

The Gang Leader

How do I know if I'm a gang leader?

It's pretty damn obvious. On round start, you are clearly informed that "You are the leader of the WORLD'S GREATEST BUDDIES gang!" Currently the gang name is randomly chosen, but there are plans in the works to make it custom. You gain access to the Set Gang Base command which can, well, set your base.

Set Gang Base

You may have to type set-gang-base to get wonderful Byond to work, but when used correctly a locker will be spawned. This will contain spraypaint, headsets and your own gang uniform. Currently this is random but there are plans to allow people to make custom choices. This command gives your players a home base and a chance to join your gang.

Your Job as a Gang Leader

You are told, very clearly upon round start, that you must eliminate all the other gang leaders. How you do that is up to you - but know that they are gunning for you too!

Joining a Gang

You are unable to join a gang if you are a Security Officer, Head of Personnel, Captain or Head of Security. These roles should be aiming to get the station under control and imprison the gang leaders. Please do not murder them. You join a gang by going to the gang's base and right-clicking on the locker. This will set you to that gang and you will spray their tag to claim an area. You may do this as often as you like with as many other gangs as you like, but this will erase the previous allegiance.



Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus