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Mod request: Sleeper agents

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2 years ago
In this game mode 10% of units are sleeper agents. This is determined on creation. You cannot see which of your own units are sleeper agents.

The enemy for which the unit is a sleeper agent can select or target the unit with an ability to instantly convert it (probably best to do this by allyTeamID, so any player on an allyTeam can do the ability). Maybe sleeper agents have full LOS or maybe they just reveal themselves, but not their surroundings, to the team that owns them.

Starting commanders cannot be sleeper agents, and maybe the initial factory plop has to not be a sleeper agent either.

In FFA, sleeper agents would be spread around enemy allyTeams. This could create diplomacy and bluffs.

I expect the mode to be silly.
+3 / -0
Tier predictions:

Bad: Force multipliers, specialist lynchpin units, high value units, solo base killers, information denial gambits
Good: massed uniformity that is all individually far too weak to challenge comm.

Factory Rating:
Shield: A: No major weakness from traitors aside from snitch. Felon traitor is the the least dangerous lynchpin. Low cost units is nice too.

Rover: A: No major traitor vulnerability aside from scorcher solo fact. It can be countered by comm., reasonable defenses and solar blocking most sides so its okay. Traitor domi is pretty funny but probably won't be too impactful most of the time though, and it is generally not needed.

Airplanes (2nd fact): B, normally enemy have no infrastructure to make use of planes, so its safe. No surprise and traitor likho/thunderbird being a dangerous double edge weapon, though not game ending, make it weaker though.

Cloak: B: area cloaker gambits don't work, phantom probably gets sniffed out way easier, imp is very dangerous. Low cost gameplay is okay though, just don't build knights or reavers before the the rest of the army can counter them though. (knights first)

Gunships: C: no surprise factor = huge nerf

Spiders: C: widow traitor comm. snipe, crab traitor gg. Early redback traitor is also tricky.

Hover: C: Early Mace traitor eek. Scalp traitor high value target sniped. lance traitor snipe another lance for huge hole in the line, or comm snipe. Dagger and bola spam will have to carry.

Jumpbots: D: Pyro traitor base burned, jack traitor base lost, Jugg traitor huge hole in line. Placeholder traitor i don't even....

Tank: D: Every major tech escalation is at risk from instant loss (ogre, mino, cyclopes) due to greatly increased strength from each successive vehicle, and impracticality of having enough defenses or army to defend base against these before building them.

Amph: D: limpet traitor gg army wipe, and a lot is normally used in a match. Also think of the grizz traitor~

+0 / -0