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community:sabotage:rules

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Invisible, Inc.: Sabotage: Rules

Invisible, Inc.: Sabotage is a multiplayer community event. The rules for this event are provided below.

The host has ultimate responsibility for enforcing and interpreting the rules, and any rules disputes are adjudicated by the host. However, players are responsible for ensuring that they obey the rules during the mission, which are not practical for the host to enforce in every instance.

Setup

Mods required:

  • Incognita Socket, for multiplayer control.
  • Encroaching Danger, in 'classic' mode.
  • Agent Reserve, with all agents initially on the team.
  • Community Bug Fixes, UI Tweaks Reloaded, No Dialogues Reworked.

The host must set SAVE_MAP_PNGS = true in main.lua, so they can divulge map layouts to the saboteurs.

Use Expert Plus mode, with the following changes:

  • Extended campaign disabled.
  • 0 starting credits.
  • 0.5 credit multiplier.
  • Less Corporate Safes.
  • Allow melee attacks while seen.

Level retries are enabled in order to keep going in case nobody survives a mission, and 99 rewinds for use in case a mistake is made in following the rules, or the host inputs a wrong action.

Each player is randomly assigned one agent, excluding Central and Monst3r. Two players are randomly selected to be saboteurs: they are informed of their role, and of each other's identities. All other players are informed only that they are faithful agents.

The players are sorted in a random order, and one player is randomly selected to begin as the leader.

Before the mission

Mission goal

The host announces the goal for the next mission. Mission goals are taken from the following list, in order:

  • Loot all Corporate Safes.
  • Explore the whole facility.
  • Leave the mission before any Enforcer arrives.
  • Leave the mission with 20 PWR.
  • Destroy a Camera Drone or Pulse Drone.
  • Kill at least two human guards. (Civilians don't count.)
  • Leave the mission with at least 2000 credits.
  • Make no melee attacks.
  • Leave the mission with at least one agent having four augments installed.
  • Leave the mission with at least one agent on Max Speed.
  • Leave the mission with five programs installed.
  • Revive a lethally-wounded agent with a Med Gel.

If the above list is exhausted, then the goal is to leave the mission with an agent “lost in the field”.

Free pre-mission actions

Before the proposal, any player may choose to install an augment from their own inventory, or to move an item from their own inventory to another player's inventory or the jet's storage (if there is space).

Proposal

The players see the mission options and agency state (i.e. the skills, items and augments of all agents). The leader makes a proposal for the next mission, including:

  • The mission destination, i.e. which city, corporation and mission type to choose from the available options.
  • The players nominated for the mission.
  • Any expenditure of the agency's credits on skill upgrades or items from Monst3r.
  • Any transfer of items from the jet's storage to a player's inventory, or sale to Monst3r.

Nominating players

Each proposal must nominate the required number of players:

  • On day 1, you must nominate exactly two players.
  • On day 2 or later, you must nominate exactly three players.

The leader is permitted not to nominate themselves.

If a player has joined two missions in a row, then they cannot be nominated for the next mission. A player also cannot be nominated if their agent is “lost in the field”. If fewer than the required number of players are eligible to be nominated, then all eligible players must be nominated.

Voting

Players vote on each proposal. The proposal is approved only if more than 50% of voters assent; a tie is not enough. Otherwise the proposal is rejected, and the next player in order becomes the leader and makes a new proposal.

If two or more proposals have already been rejected in this round, then each further rejected proposal in this round results in a penalty.

Votes are public, not anonymous. Players may abstain from voting. Players whose agents are “lost in the field” are not entitled to vote.

Sabotage daemons

If at least one saboteur is selected for the mission, then the saboteurs have the option to deploy two sabotage daemons of their choice. Additionally, the saboteurs have the option, twice in the campaign, to deploy two sabotage daemons in a mission which no saboteur is selected for; this option can be exercised even when both saboteurs' agents are “lost in the field”.

Sabotage daemons are anonymous but not secret, so all players will know which sabotage daemons are installed in each round. The list of sabotage daemons is here.

Each sabotage daemon can be used in only two rounds of the campaign; a sabotage daemon already used twice in earlier rounds cannot be selected again.

Sabotage daemons can only be deployed in the pre-mission phase, not during missions. The daemons themselves are installed at the start of the mission by the host.

Changing goal

After any sabotage daemons have been chosen by the saboteurs, the leader has the option to drop the mission goal and replace it with the next mission goal in sequence.

Starting the mission

After all choices are made, the host assigns the nominated players to the team (in order as in the proposal), inputs the chosen sabotage daemons (if any), and the mission begins with the selected players joining. Other players wait for the next round.

In secret, the host divulges copies of the facility layout to the saboteurs. These include the locations of rooms, doors, obstacles, mainframe devices and Consoles, and the player exit.

During the mission

As the game is played with Incognita Socket, each player directly controls their own agent. Players are permitted to act without waiting for other players to act. With their own agent, players may:

  • Move, peek and observe enemies.
  • Make attacks.
  • Use items in their own inventory, including items such as Stims on other agents.
  • Drop and pick up items from the floor.
  • Steal from enemies.
  • Loot Corporate Safes or other containers.
  • Access Consoles and mainframe devices, except for Nanofabricators and Server Terminals.
  • Consume PWR (e.g. with a Volt Disruptor), so long as this is not done by using programs.
  • Exit the mission alone, or in a group of players who agree to exit the mission together.

Hacked drones may be controlled by any player. If a Courier, Prisoner or agent not belonging to any player is rescued, then they may be controlled only by the leader, who is permitted to perform the above actions as the rescuee. When a player's own agent is currently knocked out or lethally wounded, this does not prevent them from controlling other units when they are otherwise permitted to.

Actions requiring votes

Players are strictly forbidden from unilaterally:

  • Using Nanofabricators, except to sell items in their own possession.
  • Using Primary Server Terminals or Secondary Server Terminals.
  • Using programs through Incognita.
  • Using the mainframe view to activate or deactivate Power Supplies or other devices, with two exceptions:
    • A player who holds a Flash Pack in their inventory may activate it in the mainframe.
    • A player who controls Derek is permitted to activate his Transport Beacon.

Instead, players can propose these actions, and they will be voted on by all players in the mission. If more than 50% of voters are in favour, then the host will execute the action. Players in the mission are entitled to vote even if their agent is currently knocked out or lethally wounded.

Ending turns

When all players in the mission agree to end the turn, the host will do so.

Stalemates may arise, where one or more players refuse to act, but also do not agree to end the turn; for example, when a player blocks a path which another player wishes to move along. It is anticipated that in most cases, players will avoid conflicts or resolve them amicably, to avoid appearing to sabotage the mission. However, if the host judges that a stalemate has arisen and no player makes any effectual actions for one minute, then:

  • The host will warn all players that they have ten more seconds to continue their turn.
  • After ten seconds, if no player still performs any effectual action, the host will end the agency's turn.
  • If the stalemate persists into the next turn, then the host will judge which player or players (if any) are responsible for “blocking”, and instruct them to move out of the way. They are required to comply; if multiple players are responsible, they are required to comply in an order determined by the host's discretion.
  • A player involved in a stalemate is not permitted to use their AP for any purpose other than to “move out of the way”, until the stalemate has been resolved to the host's satisfaction.

For the purposes of resolving stalemates, actions which can be repeated indefinitely, such as toggling doors, or dropping and picking up items, are not considered “effectual”.

Other forbidden actions

Unless otherwise specified, each player may only perform actions using the agent they are assigned to control in that mission. It is strictly forbidden for a player to:

  • Perform any actions using other agents, except as described for Detention Center missions.
  • Take any item from another agent's inventory without that player's permission. (Giving items is allowed.) Note that this applies even when the other agent is knocked out or lethally wounded.
  • End the agency's turn without unanimous approval.
  • Use shared resources without approval by vote (see below).

Detention Center missions

When the rescuee in a Detention Center mission is either a Prisoner or an agent not belonging to any player, the rescuee is controlled by the leader as described above. However, if the rescuee is an agent belonging to a player, who has previously been “lost in the field”, then that player may choose:

  • If the agent's player gives permission, then the leader is permitted to control the rescued agent as with any other rescuee, except that the leader is not permitted to take items from the rescued agent's inventory or drop them on the floor. If the agent subsequently escapes the mission, then the agent is no longer “lost in the field”; the player becomes eligible again to join missions with their own agent.
  • If the agent's player does not give permission, then the rescued agent is controlled by nobody.

The choice of whether to give permission must be made before the end of the turn on which the agent is rescued by accessing the Cell Door Console. After choosing, they cannot later change their decision to grant or revoke permission.

If a player anticipates not being available to make this decision in real-time, they are encouraged to register their decision in advance with the host. In this case, they should privately communicate the names of other players whom they would not permit to control their rescued agent, should they be approved as team leader. If a player who has not registered their decision in advance is not contactable, it will be assumed by default that they would give permission to any other player.

Score

Throughout the campaign, victories and penalties are counted. These have consequences for the pre-mission phase of the OMNI Mainframe, but are not considered when determining the campaign result.

Victories

A victory is counted for each successful mission. This means the main mission objective is completed, and the mission goal is met. The main mission objective depends on the mission type:

  • Chief Financial Suite: acquire and exfiltrate (or sell) the Vault Card.
  • Cybernetics Lab: use both Augment Grafters.
  • Detention Center: rescue the detained agent or Prisoner, via the exit teleporter.
  • Executive Terminals: exfiltrate the Site List.
  • Nanofab Vestibule: access the Nanofabricator in the objective room.
  • Security Dispatch: exfiltrate the item from the Secure Locker, or sell it during the mission.
  • Server Farm: access the Primary Server Terminal.
  • Vault: loot the Deposit Boxes and exfiltrate the Research Experiments, at least those which are not behind the Vault door.

It is not required to access devices behind a Vault door, even if you have a Vault Card. The completion of side-missions is also not required for a mission to be successful.

Victories for side-missions

An additional victory is counted for each side-mission which is completed:

  • Courier Rescue: rescue the Courier, via the exit teleporter.
  • Data Banks: exfiltrate (or sell) the Data Card.
  • Drone Rescue: exfiltrate the Refit Drone.
  • Power Relay Station: sell PWR for credits at the Relay Transformer.
  • Program Compile: install the compiled program. (This counts even if the program is later sold during the mission.)

If two side-missions (e.g. Courier Rescue and Data Banks) are completed in the same mission, the additional victories are counted for both.

Penalties

A penalty is counted for each mission which is not a victory, and for each rejected proposal after two other proposals have already been rejected in the same round.

Penalties are not counted for uncompleted side-missions.

After the mission

The role of “leader” passes to the next player in order, and they are the first to make a proposal for the next round.

OMNI Mainframe

There are several distinct rules for the OMNI Mainframe mission.

  • There is no upper limit on the number of players who can be nominated.
  • Any proposal must nominate at least four players, two of whom must be nominated to control Central and Monst3r respectively, instead of their own agents.
  • A player may be nominated to control Central or Monst3r even if their own agent is “lost in the field”.
  • Sabotage daemons cannot be deployed.
  • There is no mission goal.
  • No victory or penalty is counted for the mission result.

Before the mission, the team's score is calculated as the number of victories minus the number of penalties, which may be negative.

  • If the score is greater than or equal to 4, then the identity of one saboteur (chosen at random) is announced by the host before proposals are made.
  • If the score is greater than or equal to 8, then the identities of both saboteurs are announced by the host before proposals are made.
  • If the score is negative, then every proposal must nominate all players except at most two.
  • If the score is less than or equal to −4, then every proposal must nominate all players except at most one.
  • If the score is less than or equal to −8, then every proposal must nominate all players. Additionally, if two proposals are rejected, then the next proposal succeeds without a vote.

As before, if fewer than the minimum required number of players are eligible to be nominated, then all eligible players must be nominated.

Campaign result

The campaign is won by the faithful agents if Central uploads Incognita to the mainframe. The campaign is won by the saboteurs if the OMNI Mainframe mission ends in defeat, or if all faithful agents are “lost in the field” before the OMNI Mainframe is reached.

Players on the winning team who participate in the OMNI Mainframe mission receive a special commendation for their win, even if the agent they controlled in the OMNI Mainframe mission becomes “lost in the field” during that mission.

Other rules

Discussions and meta-discussions

A dedicated text chat room is used for the campaign, which is visible to all players and may be relayed on the host's livestream. (A voice channel may be used instead, particularly during livestreams.) A separate text chat room is visible only to the saboteurs. All discussion about the campaign must take place in these venues; in particular, faithful agents should not discuss suspicions or coordinate strategy in private, but saboteurs may.

As an exception to the above rule, all players are permitted to communicate about the campaign privately with the host, and are encouraged to do so to request clarification of the rules or if there is a technical issue.

community/sabotage/rules.1746479074.txt.gz · Last modified: by andrew