Spoiler Teams: Security Guards Animatronics Goal: Security Guards must survive five nights in order to win. Animatronics must kill all Security Guards in order to win. Security Guards can: -Flash light at animatronics (distract) -Wear mask (self protect) -Close doors (self protect) -Check cameras (inspect) -Wind up music box (distract one animatronic) Security guard has 100 percent battery. He dies if he runs out of electricity. Flashing your light can be used more than once during one night, but takes up energy. One flash takes up one percent. Wearing mask protects from all harm (except from Foxy, Mangle, or Puppet) and takes no energy, but cannot do any other action during the night. Closing door is self protect from all animatronics and takes up 10 percent, but you can use other actions during the same night. Winding up music box is an action that is mandatory or else the security guard dies an unavoidable death at the end of the night. Checking cameras is used as an inspect and uses up 5% of electricity. Security guard has 100% hax on all actions and always finds whoever is using the action. Animatronics: Freddy Chica Bonnie BB Mangle Foxy Puppet Freddy - Can kill one person during the night, knows Chica and Bonnie. Kill has a chance of failing but that fail chance decreases every night. Chica - Can kill one person during the night, ignores flashlight, knows Freddy and Bonnie. Bonnie - Can kill one person during the night. Kill has a larger chance of failing as the nights go by. (Night 1 - 100%, N2 90%, etc.) BB - Can disable a security guard's camera and flashlight for the following night. Mangle - Can kill one person during the night, which ignores the mask. Avoids hax after fourth night. Knows if it has been inspected. Foxy - Can kill one person every other night. Ignores the mask as well. If kill is blocked by doors, Foxy drains 10% of the security guard's electricity. Puppet - Can kill one person during the night (kill will always fail if /wind is used during the night). If an animatronic attacks another animatronic, both animatronics have their actions cancelled, no matter who the other was targeting. I basically came up with this random idea as I was watching Youtube and decided to write down my thoughts before I forgot them. This is the result. I honestly don't know if this theme is possible or not. Is it possible to make games last only a specific amount of time? (i.e. ends right after night 5 and certain factors are used to determine a winner)? Well, there's only two sides, one who has to protect themselves from the other animatronics using a series of different commands and actions in the forms of inspects, distracts, and bgs. If the security guards last for five nights, they win, and if the Animatronics kill the security guards or the security guards run out of power, then they win. Basically running out of power is an insta poison, as is forgetting to use the /wind command. Some actions can only be used if no other action is used. The /mask action is used to protect the person from any animatronic attacks, except those of Foxy, Mangle, and the Puppet. This is to make sure no one takes advantage of this action. Protecting yourself against Foxy always comes at a cost of electricity, since you either have to repeatedly flash your flashlight at him or close your doors (both which cost electricity). Freddy, Chica, and Bonnie know each other, Mangle ignores the mask command and avoids hax after night four, BB can restrict a security guard of their acts of protection, and Puppet is just...there. For now, at least. Security guards get hax on every action, so that way they know when and how to protect themselves. The /camera is a useful inspect which can be used to identify the animatronics, but should mainly be used for finding the Mangle before Night 4 since he avoids hax after night 4. A good strategy for Mangle would be not to kill until after Night 4, because that way if he isn't found by then, he can safely attack the security guard, who at that point would have to use the /door command to protect himself (which risks him of losing more electricity). BB also avoids this /door command (mainly because he can't kill). BB is annoying, much like his counterpart in the actual game. He can either drain the security guard of some of their power, restrict them of their flashlight for one night, or restrict them of using the /camera command for one night. (each can only be used once per game). Basically the animatronics would have to coordinate their kills and deciding when to use them, and the security guard would have to decide when to use their flashlight, when to use the mask, or when to close the door. (basically making smart plays. For example, using the mask on a night where Foxy is going to attack you isn't smart since he ignores the mask command). Also knowing when Foxy will and won't attack is essential in knowing when to use the /door or /mask command for protection. So, in short: Flashlight - protection against Foxy, Mangle, and Puppet. Uses 1% of energy every time it is used. (sometimes these animatronics will need to be flashed more than once in order to avoid their kill). Mask - protection against everything that isn't Foxy, Mangle, or the Puppet. Uses up no energy. Door - protection against everything at the cost of 10% of the security guard's energy, and loses 10% more energy if Foxy attacks that same night). Camera - used to inspect someone's role. Wind up box - forgetting to use this command during the night results in your death the next night, no matter what you do. Sometimes, you may have to say /wind more than once during the night in order to protect yourself.
I didn't think too deeply, but I believe that this theme is, for the most part, codeable. It would use lots of poison/curses, but I think it's possible. I think the trickiest part to code would be the Animatronics having their actions cancelled when targeting each other. Some questions: -Is the /wind really necessary? By that, I mean the part where you are forced to use it every night. -What's that 100% hax for Security? Sounds a bit too strong. -What's the spawn ratio for this theme? -Just to confirm, Animatronics don't get reveal, right? What about their kills, are they shared?
1. /wind is the action-counterpart of a repetitive and tedious task that you must do every night in the actual game in order to avoid an unavoidable death. Being forced to use it every night, however, could be changed. 2. This is actually necessary for the guard in order to survive. For example, if both Foxy and Chica were planning to attack him, we would have to close the doors, because if he used the mask he would be killed by Foxy. The hax allows him to coordinate what type of action he should use. Without it, he would be utterly helpless in a situation like that (at that point he would have to guess). I see it as the counterpart of the security cameras in the original game, in which you are able to see where all the animatronics are at all times. If he didn't know that Foxy was attacking him and he used the mask instead of closing the doors, he would die. In short, it is basically his only way of knowing when to use what action. 3. Not too sure, but I would see it as only one security guard until games get larger. If the animatronics seem to utterly have the advantage over the security guard as games get larger, however, I may consider adding two other teams with only one role (probably Golden Freddy or Springtrap, who would act as a godfather possibly). 4. Only Freddy, Chica, and Bonnie get reveal, since the other animatronics (Foxy, Mangle, BB, and the Puppet) seem to work individually in the actual game, while Freddy, Chica and Bonnie appear to act as a team. Their kills could be shared, but I don't know if they should, because seeing how they all are countered by the exact same thing (doors and mask), I would initially count their kills as one big kill. There's other roles I didn't implement (Toy Freddy, Toy Bonnie, and Toy Chica) which I could possibly give a role later on. My only concern is that in large games, the security guard would be quite underpowered. If that happens to be the case, I could create separate roles for him, which allow him to start off with different circumstances, i.e. in 13+ players he starts with 120% power, in 15+ players doors only take away 5% of electricity, something like that.
I have no idea about what that game is, so I was under the impression the Security Guards were the "good guys" and would be the majority. The hax and /wind makes more sense now that you say they are the minority. Another thing that was not clear is if any of those actions by the Security Guard are intended to have limited uses (AKA charges) other than the battery use. Also, is this non-peak? Is the voting phase normal? Questions aside, the concept is interesting, even if other survival-centred themes have already been tried before.
Cool concept, but it seems to have a couple of logistical problems: Are you willing to write out a ton of roles? Because each % of battery is hard to work into the theme in any other way. Another way to do it is to make each Security Guard have 100 /wind charges and have certain actions move the user/target through transitory Add/RemoveCharges roles to account for it. For instance, using a flashlight would remove 1 charge from wind. This is more involved, but a possible alternative to making 100 roles. Is there any other purpose for Wind? If not, removing it would be kinder to users. The security guards' hax on everything can be circumvented by the animatronics submitting actions at the last second of the Night phase. Is there a way to make them function without relying on hax? Why does Puppet exist, if it can't do anything while anyone else using the action that makes them not die? Or is the wind described here a different command? I was also under the impression that animatronics were Mafia. This is somewhat confusing because we're used to Village defending themselves and Mafia killing, but it can work. If the Village vs Mafia dynamic is desired, then there is also difficulty based on how well animatronics can connect and lynch Security Guards. This is based on spawn as well, though, so it could easily be factional (1:1 ratio). If that's the case, then the animatronics probably need a buff to pose a threat. You can certainly cause the game to end after 5 Nights with a simple initial poison for every non-Security Guard. Since 5 Nights is insanely long for small games and probably can be short in larger games, you could experiment with changing the timer along with other elements such as spawn to fit the normal period of time.
It will most likely be non-peak, but that will be determined if I decide to add more roles (there are still five other animatronics I can include in the game). I don't think they should be limited because every action already comes at a cost. The mask wouldn't need to have a charge because it is not always certified to help the security guard survive, and the doors and flashlight already use up electricity. 1. If this theme idea gives a good impression (which I think it is), then probably, even though it'll take forever. 2. I could do this as well, since that would probably be more helpful, and that seems like it could work, so I'll look into it. 3. In the game, the /wind action is mainly meant to keep an animatronic, the Puppet, at bay. Failing to do so results in the Puppet coming after you, who ignores pretty much anything you do. I may incorporate it in a different way, such as only having to use it if Puppet is sure to attack you. 4. Ah yes, that could be a problem. To be quite honest I don't know, because having hax on those actions is pretty much the only way of being able to know which action you should use (i.e. if Foxy is attacking you, you should probably close the doors with /door), but I don't know if this could be avoidable. 5. So I had the idea of incorporating another role, Golden Freddy, who would be on his own team. Golden Freddy is pretty much the complete counter of the Animatronics, and can only be stopped by the Puppet. Golden Freddy avoids all kills. Golden Freddy gets a daykill, which the security guard avoids and the Puppet revenges. Golden Freddy also has a vote of 1 (everyone else has a vote of 0), but the security guard has a vote shield of -1 and Puppet bombs anyone who votes it off, so for the first four nights Golden Freddy can be scary, but not scary enough to the point where he can apply pressure due to the fact that he cannot just kill willy-milly. However, after night four, Puppet no longer revenges daykills or bombs votes, so Golden Freddy can apply pressure after that. Also, Rice, if you haven't played the game, you're basically a security guard at a Chuck-E-Cheese replica and have to defend yourself from Animatronics who wander around during the night, and you can do things such as being able to close doors, disguising yourself with a mask, or flashing your light at them, however you only have a limited supply of electricity and if you run out you die. (Please note that it is still very early in the morning and I am still half asleep, so that idea up there probably isn't the best.) I also have ideas of placing another role, Springtrap, on the Animatronics side, who would basically be a super-powerful animatronic in some way that I have to think of.