Difference between revisions of "Spy (discontinued game mode)"

From Space Station 13 Wiki
Jump to navigation Jump to search
Line 1: Line 1:
Gosh, You're a Spy/Spymaster! lets get sleuthing!
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.


==The Master, of Spies:==
==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.


As a spy master, you start with a [[multi-use implanter]], a mediocre [[syndicate dagger]], and a traitor uplink. Lets look at these in a little more detail!
It is possible for the implant to not work-- for instance, if you implant another spy master. '''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!


==Implanter:==
==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.


The implanter has 4 uses, and when used on someone makes them 100% loyal to you. They will stay loyal to you forever, unless someone cuts out thier implant, or another master implants them.
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.


==the dagger:==
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.
 
More for show than anything else, this pointy dagger never the less makes for a adequate weapon, especially on downed opponents.
 
==The Uplink:==
 
A modified 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!==
 
Bear in mind that [[Conspiracy]] is meant to be a '''Stealthy''' kind of mode, 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 (heads of staff, etc) and implant them post haste. 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 slaves orders. Consider sending your slaves off on the more dangerous or mundane tasks, as you're more important!
 
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 realise what's going on as well.
 
==Hiding in plain sight==


==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!)
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!
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.
 
If your leader is halfway competent, he'll most likely tell you to scout around and try and find out who the other spies/spy masters 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!==
==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!
*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!
----
{{JobMenu}}
[[Category:Jobs]]

Revision as of 15:19, 20 October 2012

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.

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 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 another spy master. 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 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!

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