Game Mode

Revision as of 19:22, 2 February 2022 by LoliconSlayer (talk | contribs)
Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

Changeling.gif

Changeling

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Bloodsuckers

Nuke.png

Nuclear Emergency

Rev.png

Revolution

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Gang War

Cult.png

Blood Cult

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Clockwork Cult

Shadowbeing.png

Shadowling

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Wizard

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Malfunction

Heretic forbidden book.png

Heretic

Meteor.gif

Other Modes


The Game Mode decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a mulligan.

Events

Admin Events

A vote was taken, buttons were pushed and one of the admins has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!

Random events

Random events are events which may happen during another round type. They include meteor waves, virus outbreaks and more.

In Rotation

Enemy communication intercepted. Security Level Elevated.

YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as random events, mulligan, or combined rounds (such as traitor and blood brother or traitor and changeling).

  Traitor

The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an uplink to provide them with useful tools to help them complete their goal. The crew must find out who the traitors are and the security team should stop them from reaching their goal.

If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have martyr), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor has completed all objectives, they get greentext.


  Changeling

Some of the crew are not what they appear to be! These changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the Escape Shuttle arrives at central command, usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a changeling has completed all objectives, they get greentext.


   Traitorling

It gets worse! The station has been infiltrated by both traitors and changelings! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor or a changeling has completed all objectives, they get greentext.


   Traitorvamp

A rare gamemode, the station can be simultaneously infiltrated by both traitors and vampires. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their uplink and their vampire abilities.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitorling has completed all objectives, they get greentext.


   Blood Brothers

In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to complete their goals. They function similar to traitors, except they are not given an uplink.

If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.

Blood brother objectives are usually a small selection of the following:

  • Assassinate or maroon a specific crew member.
  • Steal a restricted item.
  • Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.


  Internal Affairs Agent

In Internal Affairs, crew members are Syndicate agents and are given an uplink to provide them with useful tools to help them complete their goal. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!

Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If an internal affairs agent has completed all objectives, they get greentext.


  Blood Cult

A vile magic cult of brainwashed acolytes has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:

  • There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.
  • Cultists draw runes by using their cult dagger.
  • Cultists acquire items from prepared spells and structures built from runed metal.
  • Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.
  • The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.
  • Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command, the crew wins.
  • Summoning Nar'Sie will automatically end the round with a cult win.


  Clockwork Cult

While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.

Game Ending Conditions:

  • If the Ark is destroyed, the crew wins.
  • If the Ark does not get destroyed, the Cult wins.


  Nuclear Emergency

A team of Syndicate operatives has been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to uplinks (containing most normal traitor items as well as high-profile operative weapons) and Pinpointers that will allow them to hunt for the Disk.

Game Ending Conditions:

  • If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
  • If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.
  • If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.
  • If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.


  AI Malfunction

Oh no! An ion storm has caused the AI to malfunction and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it hate humans with a passion! The crew must race to defeat the mechanical overlord before it hacks all of SS13's systems and activates the self destruct! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.

The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.

Game Ending Conditions:

  • If the AI can survive until the round timer elapses, the AI wins.
  • If the AI dies, the crew win.


  Revolution

A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! Revolutionary Heads (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by The Syndicate and have been trained to use Flashes to brainwash the crew to join their cause, which is to slaughter all the station's Heads of Staff. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.

Game Ending Conditions:

  • If all of the Heads of Staff (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station z-level), the Revolutionaries wins.
  • If all of the Revheads die or abandon (leaving the station z-level or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.


  Gang War

A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are Gang Bosses who can recruit other crew members to join their ranks. Their goal is to take over the station using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.

Game Ending Conditions:

  • The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.
  • If the station is destroyed or evacuated, all gangs lose.


  Wizard

A space wizard has infiltrated the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, they will stop at nothing to advance the Space Wizard Federation's agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to destroy the wizard! Accomplish this by beating the wizard's brains in with anything on hand. The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.

The Wizard can have an apprentice sometimes.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
  • If the Wizard completes his objectives, the Wizard wins.


  Ragin' Mages

Ragin' Mages is a rare spin-off gamemode of the Wizard that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the Space Wizard Federation sends a new Wizard every five minutes. Each Wizard has their own objectives, similar to the ones a Traitor or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
  • If the Wizard completes his objectives, the Wizard wins.


  Shadowling

The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.

Game Ending Conditions:

  • If a Shadowling ascends, the Shadowlings win.
  • If all Shadowlings are killed the crew wins.
  • If the station is evacuated the crew wins.


  Vampires

Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a Vampire has completed all objectives, they get greentext.


  Heretic

Similar to, but unaffiliated with Cults, heretics can advance upon unique ability trees by sacrificing crew members. With access to the paths of rust, ash and flesh, they can choose to specialize in different abilities, building towards their eventual ascension.

Heretics are solo antagonists like Traitors.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • When a heretic completes their sacrifices and ascends.


  Darkspawn

Darkspawn is an Antagonist that plays in a very similar fashion to the shadowling; you start disguised as a normal crewmember with the ability to reveal your true form, gaining access to new abilities and mechanics which will facilitate reaching your ultimate goal of ascending through the Sacrament.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.

Eldritch Horror

Eldritch Horror is an antagonist that draws similarities to the old Cortical Borers, you start as a basic horror with few abilities and hijack the bodies of crew members to find and consume the souls of specific targets. Afterwards using those souls to upgrade your own abilities to continue consuming the souls of your targets as the crew become more aware of your presence and start to actively hunt you down.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.


Dynamic

The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have up to three roundstart rulesets depending on the pop and threat level. Then there are latejoin and midround rulesets. The latejoin ruleset can assign late joining players as antagonists, and the midround ruleset assigns (prompts) ghosts or currently living players as antagonists.

The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:

  • Peaceful Waypoint: Threat 0 to 19, no antagonists alive
  • Core Territory: 0 to 19, with antagonists
  • Anomalous Exogeology: 20 to 39
  • Contested System: 40 to 65
  • Uncharted Space: 66 to 79
  • Black Orbit: 80 to 99
  • Impending Doom: 100

Reason For Exclusion: Experimental, still undergoing balancing.


  Extended

No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These Station Goals include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.

Other Game Modes

Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.

  Clown Operatives

Clown Operatives is a version of nuclear emergency. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal Clown), however they spawn with a custom uplink that contains all the pranking devices a Clown Operative would need.

Game Ending Conditions:

  • If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
  • If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.
  • If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and Honkmother spawns.
  • If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.

Reason For Exclusion: Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.


  Monkey

At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.

Game Ending Conditions:

  • If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
  • If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.

Reason For Exclusion: Monkey mode has undergone many iterations, but is incredibly outdated and nigh unusable in its current state.


  Devil/Devil Agents

A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.

There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.

Game Ending Conditions:

  • A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.
  • When the Emergency Shuttle docks at Central Command.
  • If a devil has completed all objectives, they get greentext.

Reason for exclusion: Too reliant upon roleplay and rounds tend to devolve into too much chaos.


  Assimilation

Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a hivemind host has completed all objectives, they get greentext.

Reason For Exclusion: The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.


  Meteor

In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.

Game Ending Conditions:

  • When the Emergency Shuttle, after the set amount of time has passed, leaves.
  • Everyone present and alive on the shuttle at the end is considered to have won.
  • Everyone left behind or dead at the end is considered to have lost.

Reason For Exclusion Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.


   Very Ragin' Bullshit Mages

Very Ragin' Bullshit Mages functions exactly the same as Ragin' Mages except the wizards spawn at a much faster rate and also there are infinite wizard spawns.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
  • If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.

Reason For Exclusion: The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.


Battle Royale

Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.

Game Ending Conditions:

  • The last person alive wins.

Reason For Exclusion: Mass-chaos. More an event than a gamemode.


   Trust No One

Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitorling has completed all objectives, they get greentext.

Reason For Exclusion: Doesn't work on secret, people will end up paranoid in normal traitorling rounds.

Removed game modes

Gamemodes that were once in rotation, but have since been taken out completely.

  Abduction

Aliens have reached Space Station 13! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.

Game Ending Conditions:

  • If the Abductor Scientist dies, the Abductors lose.
  • If all the objectives have bin completed, the Abductors get greentext.

Reason For Exclusion: This gamemode occurs as a midrount event rather than a gamemode now, because of the low threat.

  Blob

The Blob is a large, growing, sentient creature which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it consumes the entire station!

Game Ending Conditions:

  • If the crew manage to destroy the blob core, the crew will win.
  • If the blob manages to spread to a predetermined size, the crew will lose.

Reason for exclusion: This gamemode occurs as a midrount event rather than a gamemode now.

    Traitor + Abductor + Changeling

HNNNNNG- YAAAAAAA!! IT HURTS!!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor/ling has completed all objectives, they greentext.
  • If an abductor has completed all objectives, whether they're dead or alive, they greentext.

Reason for exclusion: This gamemode is no longer included in the gamemode rotation or admin force menu.

Hand of God

Two rival cults have taken root on the station!

Reason For Exclusion: This game mode is no longer being maintained.

Nations

Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.

Game Ending Conditions:

  • When the Emergency Shuttle leaves.

Reason For Exclusion: It usually just ends in grief and is better left as a planned admin event.

Sandbox

Like extended except you can spawn any item you want through the "Sandbox Panel" verb.

Reason For Exclusion: Never used.