Game Mode: Difference between revisions

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* 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, 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.
===[[File:gangicon.png|link=Gang War]] [[Gang War]]===
The station has been plunged into a violent turf war between two rival factions! Similar to Revolution, there are '''Gang Bosses''' who can "persuade" other crew members to join their ranks with flashes. Their goal will be to '''remove the other gang's bosses from the station''', whether by execution or exile.
Unlike Revolution, rank-and-file gangsters will not be able to identify who their fellow gangsters are. They will only be able to recognize their bosses. Only bosses know who is in their gang, and it is up to them to coordinate their lackeys effectively in order to defeat their rivals.
'''Game Ending Conditions:'''
* If one gang has been left leaderless, the opposing gang wins.
* If the station is destroyed or evacuated, the round is considered a draw.




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===[[File:Monkey.png]] Monkey===  
===[[File:Nt display.png]] Extended===
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.
Would be equally apt if it was named "nothing". Seriously. Nothing extraordinary happens, that's the point of this game mode.
 
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.
 
Sometimes, if you're lucky enough, an admin will write a little "storyline" down and have that story interact with the crew. This will prevent griefing until the event goes past 5 minutes. Below are some commonly applied gimmicks to make the game more interesting for players.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
* When the Emergency Shuttle leaves.
* If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.




==Other Game Modes==
==Other Game Modes==
Game modes which are no longer in the Secret rotation, but may show up if an admin sets it or it wins a game mode vote.
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.
 
===[[File:gangicon.png|link=Gang War]] [[Gang War]]===
The station has been plunged into a violent turf war between two rival factions! Similar to Revolution, there are '''Gang Bosses''' who can "persuade" other crew members to join their ranks with flashes. Their goal will be to '''remove the other gang's bosses from the station''', whether by execution or exile.


===[[File:Nt display.png]] Extended===
Unlike Revolution, rank-and-file gangsters will not be able to identify who their fellow gangsters are. They will only be able to recognize their bosses. Only bosses know who is in their gang, and it is up to them to coordinate their lackeys effectively in order to defeat their rivals.
Would be equally apt if it was named "nothing". Seriously. Nothing extraordinary happens, that's the point of this game mode.


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.
'''Game Ending Conditions:'''
* If one gang has been left leaderless, the opposing gang wins.
* If the station is destroyed or evacuated, the round is considered a draw.


''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.


Sometimes, if you're lucky enough, an admin will write a little "storyline" down and have that story interact with the crew. This will prevent griefing until the event goes past 5 minutes. Below are some commonly applied gimmicks to make the game more interesting for players.
===[[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:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle leaves.
* 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.
 


===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
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