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The Insurrection Objectives Thread
#1
With the First Contact overhaul, the Insurrection will gain subfactions called 'cells' with their own objectives and the option to merge together to form the United Rebel Front later in the round for special bonuses. The three cells and their objectives I'm planning currently: 

Revolutionaries
- Take over the colony by force, propaganda or guile
- Unite the cells
- Destroy UNSC assets
- Protect the colony from destruction

Pirates (Or Mercenaries, Bandits, Commandos)
- Steal money and items
- Upgrade your ship
- Destroy UNSC assets

Mad Scientists (or X-51)
- A single objective such as build a superweapon or achieve other mad science

By forming the URF, the players would unlock special abilities such as 
- Summoning NPC black market traders with better gear 
- Summon friendly NPC warships 
- Summon NPC mercenaries
- Unlock new propaganda options to make taking over the colony easier

Other notes: 
- The revolutionaries will have the ability to "recruit" civilian players into their faction via game mechanics. The civilian player can choose to accept or reject the offer (with appropriate RP). 
- The Mad Scientists may have an objective to commit terrible crimes like destroy the colony or carry human testing. This will bring them into conflict with other Innie factions in late game. 
-   The Pirates can choose to act as mercenaries for other factions. 
- Forming the URF is optional and requires negotiations between the cells. Some cells may not want to merge as their objectives may conflict. Forming the URF means the Innie players all vote on a single leader from the 3 cells.

Post your ideas or suggestions in the thread below.
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The Insurrection Objectives Thread - by Cael_Aislinn - 01-29-2019, 01:55 AM

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