Pirates will be a roundstart/midround ghost role antagonist, spawning at the Pirate's Cove POI once #80 is complete. They will have the goal of pilfering and looting Trieste's supplies and money, winning if they get a certain amount of spesos or value from things they've stolen.
They'll have pirate-y gear. We're talking blunderbusses, flintlocks, cutlasses, etc.
Pirates will be antagonists, working against Trieste for their own greedy benefit unless a situation arises that requires teamwork
(ex. The Artifact is overloaded, threatening to destroy the planet with the pirates still on it)
They won't be allowed to murderbone or cause mass murder, nor round remove people without good reason. They'll be following basic rules of escalation to prevent this.
(ex. words --> shoving/warning shot --> forcibly taking --(if fired on/attacked with harmful intention)--> lethal retaliation)
THINGS THEY CAN DO:
Steal whatever they want. If it's not bolted down (and they don't have a wrench) they can take it. This can lead to interesting RP of an agent having to recover a target item from the Pirate Cove.
Their cove will have cannon turrets defending it so that salvagers can't attack it without proper planning and gear. Otherwise it would get rushed.
Kidnap someone and hold them ransom for spesos. They aren't allowed to RR them unless the situation escalates to that needing to happen.
Access to some kind of underwater bike or something, to let them zoom around and get to and from Sweetwater in a decent timeframe.
Sing sick sea shanties
Get WILDLY drunk in their cove. To the point of possibly needing to rob Ethylredoxrazine from chemistry.
WHAT THEY CAN'T DO
Murderbone/kill many citizen members unprovoked
Kill everyone in settler outpost. They may still raid them if they wish, but not cause extreme permanent damage.
Help the station without proper reason (extreme spesos bribing works)
Not do anything (build a pirate community or make a underwater town, that's what settlers are there for!!)
The Pirate Cove
A small shitbox base built into an underwater seastack, hidden in the rocks. The main operating base of the feared Pirates.
Features:
Defense turrets to protect their booty
A secret entrance of some sort connected to an airlock
An armory full of pirate gear
A storage bay to tag stolen supplies for cash
A big bar (obviously)
Some small barracks
A dodo named Polly
One prison cell
Some kind of ATM like machine that takes spesos and turns them into pirate points for end game victory requirements (goal would be something like steal 100K spesos of stuff or something)
Citizen disguises?
Skull and Crossbones flag
A plank that leads to a chasm (walk the plank!)((maybe, might be used to RR people though))
ANTAGS ANTAGS ANTAGS!
Pirates will be a roundstart/midround ghost role antagonist, spawning at the Pirate's Cove POI once #80 is complete. They will have the goal of pilfering and looting Trieste's supplies and money, winning if they get a certain amount of spesos or value from things they've stolen.
They'll have pirate-y gear. We're talking blunderbusses, flintlocks, cutlasses, etc. Pirates will be antagonists, working against Trieste for their own greedy benefit unless a situation arises that requires teamwork (ex. The Artifact is overloaded, threatening to destroy the planet with the pirates still on it)
They won't be allowed to murderbone or cause mass murder, nor round remove people without good reason. They'll be following basic rules of escalation to prevent this.
(ex. words --> shoving/warning shot --> forcibly taking --(if fired on/attacked with harmful intention)--> lethal retaliation)
THINGS THEY CAN DO:
Steal whatever they want. If it's not bolted down (and they don't have a wrench) they can take it. This can lead to interesting RP of an agent having to recover a target item from the Pirate Cove.
Their cove will have cannon turrets defending it so that salvagers can't attack it without proper planning and gear. Otherwise it would get rushed.
Kidnap someone and hold them ransom for spesos. They aren't allowed to RR them unless the situation escalates to that needing to happen.
Access to some kind of underwater bike or something, to let them zoom around and get to and from Sweetwater in a decent timeframe.
Sing sick sea shanties
Get WILDLY drunk in their cove. To the point of possibly needing to rob Ethylredoxrazine from chemistry.
WHAT THEY CAN'T DO
Murderbone/kill many citizen members unprovoked
Kill everyone in settler outpost. They may still raid them if they wish, but not cause extreme permanent damage.
Help the station without proper reason (extreme spesos bribing works)
Not do anything (build a pirate community or make a underwater town, that's what settlers are there for!!)
The Pirate Cove
A small shitbox base built into an underwater seastack, hidden in the rocks. The main operating base of the feared Pirates.
Features:
Thoughts?