Game Mode: Difference between revisions

Jump to navigation Jump to search
164 bytes added ,  16:46, 12 May 2023
updates the gamemode page to include active gamemodes and move those that are disabled to the inactive/out of rotation ones
(moves gang war the excluded game modes list //Fixed spacing also use fucking headers man -Morder)
(updates the gamemode page to include active gamemodes and move those that are disabled to the inactive/out of rotation ones)
Line 33: Line 33:
*If a traitor or a changeling has completed all objectives, they get greentext.
*If a traitor or a changeling has completed all objectives, they get greentext.


[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire|32x32px]] <big>'''[[Traitor]][[Vampire|vamp]]'''</big>
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:'''
*When the Emergency Shuttle docks at Central Command.
*If a traitorling has completed all objectives, they get greentext.


===[[File:Bloodsucker.png]] [[Bloodsuckers]]===
===[[File:Bloodsucker.png]] [[Bloodsuckers]]===
Line 96: Line 103:
*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 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.
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
<br />
===[[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:'''
*If the AI can survive until the round timer elapses, the AI wins.
*If the AI dies, the crew win.
<br />
<br />
===[[File:rev.png|link=Revolution]] [[Revolution]]===
===[[File:rev.png|link=Revolution]] [[Revolution]]===
Line 128: Line 126:
*If the Wizard completes his objectives, the Wizard wins.
*If the Wizard completes his objectives, the Wizard wins.
<br />
<br />
===[[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:'''
* If a Shadowling ascends, the Shadowlings win.
*If all Shadowlings are killed the crew wins.
*If the station is evacuated the crew wins.<br />
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===
===[[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'''.
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'''.
Line 144: Line 135:
*When a heretic completes their sacrifices and ascends.
*When a heretic completes their sacrifices and ascends.


===[[File:Darkspawn.png]] [[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.
<br />
===[[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 [[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.
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.
Line 173: Line 157:
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.
<br />
<br />
[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|'''<big>AI Malfunction</big>''']]
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.
'''Reason for Exclusion:''' Either roundstart plasmaflood or a greenshift until the AI goes nuclear.
[[File:Shadowbeing.png|link=Shadowling]] <big>'''[[Shadowling]]'''</big>
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.
'''Reason for Exclusion:''' Light based antag with a broken lighting engine.
[[File:Darkspawn.png]] <big>'''[[Darkspawn]]'''</big>
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.
'''Reason for Exclusion:''' Light based antag with a broken lighting engine.
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===
===[[File:Gscans.png|link=Gang War]] [[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.
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.
Line 181: Line 197:
'''Reason For Exclusion:'''
'''Reason For Exclusion:'''
Gang War is typically a complete disaster, usually leading to mass murderboning due to the confusion of who is an enemy and who is not.
Gang War is typically a complete disaster, usually leading to mass murderboning due to the confusion of who is an enemy and who is not.
===[[File:Clownops.png|32px]] Clown Operatives===
===[[File:Clownops.png|32px]] Clown Operatives===
Clown Operatives is a version of [[Nuclear Operative|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 [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.
Clown Operatives is a version of [[Nuclear Operative|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 [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.
Line 197: Line 215:
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 impunity.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  
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 impunity.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  


'''Game Ending Conditions:'''  
'''Game Ending Conditions:'''
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
*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.
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.
Line 230: Line 248:
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.
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:'''  
'''Game Ending Conditions:'''
*When the Emergency Shuttle, after the set amount of time has passed, leaves.
*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 present and alive on the shuttle at the end is considered to have won.
Line 241: Line 259:
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.
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:'''
*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.
Line 278: Line 296:
This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.
This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.


[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire|32x32px]] [[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:'''
*When the Emergency Shuttle docks at Central Command.
*If a traitorling has completed all objectives, they get greentext.
'''Reason For Exclusion:'''
This gamemode is entirely removed, as both traitors and vampires occur as separate midround events




Wiki Team
104

edits

Navigation menu