Game Mode: Difference between revisions
Some updating
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==Secret== | ==Secret== | ||
''<code>'''Enemy communication | ''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>'' | ||
The default game mode on /tg/Station. It randomly selects from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds. In addition, certain [[Random events|random events]] may occur during the round. | The default game mode on /tg/Station. It randomly selects from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds. In addition, certain [[Random events|random events]] may occur during the round. | ||
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* Assassinate or maroon a specific crew member. | * Assassinate or maroon a specific crew member. | ||
* Steal a restricted item. | * Steal a restricted item. | ||
* Be the only one on the Emergency Shuttle when it leaves or just escape alive. | * Be the only one on the Emergency Shuttle when it leaves or just escape alive. | ||
If the Traitors can meet their objectives and are 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 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. | If the Traitors can meet their objectives and are 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 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. | ||
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===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Changeling]]=== | ===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Changeling]]=== | ||
It gets worse! The station has been infiltrated by [[changeling|changelings]] ''and'' [[traitor|traitors]]! Although rare, it is possible to be '''both a traitor and a changeling'''. Traitorlings would be given | It gets worse! The station has been infiltrated by [[changeling|changelings]] ''and'' [[traitor|traitors]]! Although rare, it is possible to be '''both a traitor and a changeling'''. Traitorlings would be given more objectives to complete, but can use both a Syndicate uplink and their changeling abilities to accomplish them. | ||
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===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]=== | ===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]=== | ||
A team of | 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 have [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
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===[[File:rev.png|link=Revolution]] [[Revolution]]=== | ===[[File:rev.png|link=Revolution]] [[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) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es 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 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 [[Flash]]es 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:''' | '''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, the Revolutionaries wins. | * 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/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. | * If all of the Revheads die/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. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* The first gang to activate and successfully defend a dominator machine wins. | * The first gang to activate and successfully defend a dominator machine wins. | ||
* If the station is destroyed or evacuated, | * If the station is destroyed or evacuated, all gangs lose. | ||
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Cult]]=== | ===[[File:Cult.png|link=Cult magic]] [[Cult magic|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: | 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", all cultists are equal; | * There are no defined "Cult heads", all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome. | ||
* Cultists draw runes from their own blood, requiring arcane tomes to do so. | * Cultists draw runes from their own blood, requiring arcane tomes to do so. | ||
* Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though. | * Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though. | ||
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* If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. | * If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. | ||
* If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. | * If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. | ||
* Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time. | |||
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'''Game Ending Comditions:''' | '''Game Ending Comditions:''' | ||
* | * If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. | ||
* | * If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. | ||
* Summoning Ratvar will automatically call the shuttle with a 3 minute arrival time. | |||
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* If the crew manage to destroy the blob core, the crew will win. | * 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. | * If the blob manages to spread to a predetermined size, the crew will lose. | ||
===[[File:Nt display.png]] Extended=== | ===[[File:Nt display.png]] Extended=== | ||
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While Abductors are a enjoyable antag, they do not present enough of a threat to advance the round. | While Abductors are a enjoyable antag, they do not present enough of a threat to advance the round. | ||
===[[File:Shadowbeing.png|link=Shadowling]] [[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:''' | '''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. | |||
'''Reason For Exclusion''' | '''Reason For Exclusion''' | ||
Currently being reworked. | |||
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|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:''' | '''Game Ending Conditions:''' | ||
* | * If the AI can survive until the round timer elapses, the AI wins. | ||
* | * If the AI dies, the crew win. | ||
'''Reason For Exclusion''' | |||
This game mode has been rolled into [[Traitor]]. | |||
===[[ | ===[[Hand of God]]=== | ||
Two rival cults have taken root on the station! | |||
'''Game Ending Conditions''' | '''Game Ending Conditions:''' | ||
*??? | *??? | ||
*??? | *??? | ||
'''Reason For Exclusion''' | |||
This game mode is currently under development. | |||