Game Mode: Difference between revisions

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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
* If a traitor has completed all objectives, they get [[greentext]].
* If a traitor has completed all objectives, they get greentext.


===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
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===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===
It gets worse! The station has been infiltrated by a [[traitor|traitor]] [[changeling|changeling]] hybrid! 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 an [[Syndicate_Items#Uplink|uplink]] and their changeling abilities to accomplish them.
It gets worse! The station has been infiltrated by a [[traitor|traitor]] [[changeling|changeling]] hybrid! 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 an [[Syndicate_Items#Uplink|uplink]] and their changeling abilities to accomplish them.
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* If a traitorling has completed all objectives, they get greentext.
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|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 [[Syndicate_Items#Uplink|uplink]] and their vampire abilities.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
* If an internal affairs agent has completed all objectives, they get [[greentext]].
* If an internal affairs agent has completed all objectives, they get greentext.


===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===  
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===  
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* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
* If a Vampire has completed all objectives, they get greentext.
* If a Vampire has completed all objectives, they get greentext.
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[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.


===[[File:Nt display.png]] Extended===
===[[File:Nt display.png]] Extended===
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. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|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:'''
'''Game Ending Conditions:'''
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==Other Game Modes==
==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.
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.
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Vampire.png|link=Vampire]] Traitor and Vampire===
This gamemode will feature both [[Game_Mode#Traitor|traitors]] and [[Game_Mode#Vampires|vampires]]. It functions the same as the individual gamemodes, except with two antagonists types instead of one.
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* If a Traitor or Vampire has completed all objectives, they get greentext.
'''Reason For Exclusion:'''
Having both modes in one causes too much chaos, making the round unfun for anyone who is not an antagonist.


===[[File:Clownops.png|32px]] Clown Operatives===
===[[File:Clownops.png|32px]] Clown Operatives===
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* If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
* 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 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 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.
* If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.


'''Reason For Exclusion:'''
'''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.
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:Monkey.png|32px]] 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, and is now run as a rare admin-forced gamemode rather than in rotation.


===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===
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'''Reason for exclusion:'''
'''Reason for exclusion:'''
Too reliant upon roleplay and rounds tend to devolve into too much chaos.
Too reliant upon roleplay and rounds tend to devolve into too much chaos.
===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.


===[[File:Assimilate.png|32px]] [[Assimilation]]===
===[[File:Assimilate.png|32px]] [[Assimilation]]===
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===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===
===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate.
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
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Mass-chaos. More an event than a gamemode.
Mass-chaos. More an event than a gamemode.


===Darkspawn===
===[[Darkspawn]]===
Still under development, you can check on the status of the mode [https://github.com/yogstation13/Yogstation/pulls?utf8=%E2%9C%93&q=is%3Apr+Darkspawn+is%3Aclosed+ here]. Occasional tests are currently ran to see what needs improving.
Still under development, you can check on the status of the mode [https://github.com/yogstation13/Yogstation/pulls?utf8=%E2%9C%93&q=is%3Apr+Darkspawn+is%3Aclosed+ here]. Occasional tests are currently ran to see what needs improving.
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| 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==
==Removed game modes==
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This gamemode is no longer included in the gamemode rotation or admin force menu.
This gamemode is no longer included in the gamemode rotation or admin force menu.


===[[Hand of God]]===
===Hand of God===
Two rival cults have taken root on the station!
Two rival cults have taken root on the station!


'''Reason For Exclusion:'''  
'''Reason For Exclusion:'''  
This game mode is no longer being maintained.
This game mode is no longer being maintained.
===[[File:Monkey.png]] 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, 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.


===[[Nations]]===
===[[Nations]]===
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