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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]].
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]].


==[[Special Events]]==
{{Template:Game modes}}
 
==Special Events==
A vote was taken, buttons were pushed and one of the [[admin|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!
A vote was taken, buttons were pushed and one of the [[admin|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!


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==Secret==
==Secret==
''<code>'''Enemy communication intercept.''' Security Level Elevated.</code>''
''<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 YogStation. 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.  


Secret currently has the following game modes in rotation:
Secret currently has the following game modes in rotation:
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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.
* Make a secret exchange of documents.
* 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 4 objectives to complete, but can use both a Syndicate uplink and their changeling abilities to accomplish them.
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:Doubleagent.gif|link=Traitor]] [[Traitor|Double Agents]]===
===[[File:Doubleagent.gif|link=Traitor]] [[Traitor|Blood Brothers]]===
A group of Double Agents are implanted on the station. Each Agent has an objective to kill another Agent, then escape the station. As in Traitor, each one also has access to a Traitor Uplink, from which multiple items can be ordered to help them kill their target. No one can be trusted, not even other Agents!
In Blood Brothers, two or more crew members are '''blood brothers'''. They function similar to traitors, except they are not given a PDA Uplink. Instead, they must team up with their other blood brother(s) to '''complete their goal'''.
 
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.
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.
 
===[[File:Vampire.png|link=Vampire]] [[Vampire|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 neverending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of Vampire, and are given a set of objectives fit for a vampire.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
* If a Double Agent kills his target and escapes alive and out of custody, he/she gets greentext.
* If a Vampire has completed all objectives, they get greentext.
 


===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
A team of five '''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 most of the same items Traitors get in order to complete their mission, as well as [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.
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) or a Head of Staff, 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 arrive during this game mode.
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, both gangs lose.
* If the station is destroyed or evacuated, all gangs lose.
 
===[[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.


===[[File:Cult.png|link=Cult magic]] [[Cult magic|Cult]]===  
'''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.
 
===[[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; but each original cultist starts knowing the meaning of two rune words and a special 5-use talisman.
* 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.
*Since cultists don't know all words required for creation of runes, they need to find these words out through experimentation or get from their horrible deity by sacrificing people. As such, the crew has some time before the cult starts spreading.
* 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.
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[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. Am amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation.
'''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 Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
* 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.
* If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
===[[File:Blob.png|link=Blob]] [[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.


===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===
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* If the AI dies, the crew win.
* If the AI dies, the crew win.


 
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===
Ragin' Mages is a rare spinoff gamemode of the [[Wizard]] that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the [[Backstory#Space Wizard Federation|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.
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 the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
* If all Shadowlings are killed the crew wins.
* If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
* If the station is evacuated the crew wins.


==Other Game Modes==
Game modes which are not in the Secret rotation, but may show up if an admin sets it or it wins a game mode vote. These game modes do not appear in the normal rotation either due to them still being in development, being too powerful to normally use or they simply are unfun and/or boring.


===[[File:Nt display.png]] Extended===
===[[File:Nt display.png]] Extended===
Would be equally apt if it was named "nothing". Seriously. Nothing extraordinary happens, that's the point of this game mode.
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These include a bluespace artillery position, a station shield or a DNA vault.
 
However, in special circumstances, when the crew is [[beyond the impossible|void of griefers]] (and people who need non-stop stimulation and entertainment so they won't get bored) and the majority is competent and roleplays, it can be a very entertaining mode. The absence of blatant traitors, wizards or agents means that the whole crew can work with a peaceful mind and tackle together anything thrown at them by the game or the admins.
 
''Note: Extended rounds will still show the "Enemy Communication Intercept" -message at the beginning of the round, even if there are no antag jobs due to it being extended.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.


 
'''Reason For Exclusion'''
==Other Game Modes==
The crew objectives are bugged and can't be finished.
Game modes which are not in the Secret rotation, but may show up if an admin sets it or it wins a game mode vote. These game modes do not appear in the normal rotation either due to them still being in development, being too powerful to normally use or they simply are unfun and/or boring.




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'''Reason For Exclusion'''
'''Reason For Exclusion'''
While Abductors are a enjoyable antag, they do not present enough of a threat to advance the round.
While Abductors are an enjoyable antag, they do not present enough of a threat to advance the round.
 
 
===[[Hand of God]]===
Two rival cults have taken root on the station!
 
'''Game Ending Conditions:'''
*???
*???
'''Reason For Exclusion''' This game mode is currently under development.
 
 
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[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. Am amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation.
 
'''Game Ending Comditions:'''
*???
*???
 
 
===[[File:revenant.png|link=Revenant]] [[Revenant]]===
Someone has angered the dead! Revenants are [[ghost]]s that have been infused with strange magical (read: alien) energies and brought partially back into the mortal plane. They are invisible to the naked eye but can still be influenced by mortal means (i.e. lockers). In addition, simple machinery or animals will recognize a revenant's presence and be alerted to their existence. Revenants are typically immortal while invisible, but some of their spooky abilities will reveal them to the crew for brief amounts of time.
 
'''Game Ending Conditions:'''
*???
*???
 
 
===[[File:Devil.gif|25px|link=Devil]] [[Devil]]===
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.
 
'''Game Ending Conditions'''
*???
*???
 


===[[File:Monkey.png]] Monkey===  
===[[File:Monkey.png]] Monkey===  
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Monkey mode has undergone many iterations, the game mode is no longer available in game due to a combination of it being highly unbalanced and that no one wants to fix it.
Monkey mode has undergone many iterations, the game mode is no longer available in game due to a combination of it being highly unbalanced and that no one wants to fix it.


===[[File:Clownops.png]] Clown Operatives===
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]] that is currently only able to be activated by admin spawn. 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 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.
* 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.


===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
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'''Reason For Exclusion'''
'''Reason For Exclusion'''
Meteor's can be a random event occuring in game, but otherwise are admin only due to the predictability of most meteor rounds and that meteor rounds are very short.
Meteor's can be a random event occuring 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.
 


===[[Nations]]===
===[[Nations]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle leaves.
* When the Emergency Shuttle leaves.


===Sandbox===
===Sandbox===
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Like secret but it tells you the game mode at the beginning and can pick the shit modes also. There's no reason to vote for it.
Like secret but it tells you the game mode at the beginning and can pick the shit modes also. There's no reason to vote for it.


==Excluded game modes==
===[[File:Blob.png|link=Blob]] [[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.
===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[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!
'''Game Ending Conditions:'''
*???
*???


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




[[category:meta]] [[Category:Game Modes]]
[[category:meta]] [[Category:Game Modes]]
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