Difference between revisions of "Game Modes"
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===Action=== | ===Action=== | ||
Cross your fingers, hold your toes, and say your /prayers, because a mad [[Admin|god]] (most likely shotgunbill) is taking the helm and is craving some ACTION!. | Cross your fingers, hold your toes, and say your /prayers, because a mad [[Admin|god]] (most likely shotgunbill) is taking the helm and is craving some ACTION!. Much like Intrigue, this mode is a hand-picked selection of a number of other game modes, themed around "louder" antagonists like [[Wizard]] and [[Blob]], all with music and occasionally direction from the [[Admin]] in the background. | ||
===Disaster=== | ===Disaster=== |
Revision as of 06:07, 23 March 2018
Current Game Modes
Secret
Generally the default mode. The game will randomly choose from the available game modes to keep you on your toes!
Intrigue
A special version of Secret exclusive to the RP server, LLJK1, tailored to facilitate roleplaying opportunities. Includes the Traitor, Changeling, Mixed, and Conspiracy game modes.
Nuclear Emergency
Generally known as nuke. A team of operatives, whose number is based on the server population, are spawned on a small shuttle with a nuclear bomb inside of it. Their objective is to get the bomb onto the station and activate it in a specific area, then defend it until the countdown reaches zero.
Default antagonists: Nuclear Operative
Game-ending conditions:
- All operatives are dead (and the nuclear bomb isn't armed).
- The bomb is destroyed.
- The bomb obliterates the station.
Traitor
A number of random crew members, based on current server population, will defect from Nanotrasen and become traitors with varying objectives! They each get access to a bunch of cool and deadly gear.
Default antagonists:
- Starting: Traitor, occasionally Wraiths
- Late-joining: Traitor
- Random event: See Random Events
Changeling
A horrible organism (that is most certainly not a copy of The Thing) has escaped from some private research facility and is preying on the crew members! Prepare for acid-spitting, DNA-sucking creatures who can disguise themselves as any crew member they have stolen the DNA from! Trust no one!
Default antagonists:
- Starting: Changeling
- Late-joining: Changeling
- Random event: See Random Events
Wizard
Hark! A technophobe wizard with a mighty beard hath appeared on the station, and he's out for blood! Beware his fireballs, golems, missiles and horrible cluwne curses!
Default antagonists:
- Starting: Wizard
- Late-joining: Changeling, Vampire
- Random event: See Random Events
Blob
The blob is a jelly-like organism that rapidly spreads across the station, destroying obstacles such as walls, windows, and crew members. At the start of the round, one or several player-controlled blobs will deploy somewhere on the station and immediately begin spreading outwards from that point. It has a strong vulnerability to fire - welders, flamethrowers and actual fire will damage and destroy the blob, a tile at a time. The AI must help the crew in fighting the blob.
Default antagonists: Blob
Game-ending conditions:
- All blobs complete their objectives.
- All blobs are destroyed.
Mixed
In this mode, instead of there being one or two fixed antagonist types, there is a mix of various types all at once.
Default antagonists:
- Starting: Traitor, Changeling, Wizard, Vampire, Wraith, Blob, Grinch, Spy Thief
- Late-joining: Traitor, Changeling, Vampire
- Random event: See Random Events
Conspiracy
A handful of crew members are randomly chosen to be collaborators in a shadowy, conspiracy-exclusive plot. Each conspirator is given the names of their conspirators and a designated meeting locations and must work together to complete their objective. A largely LLJK1-exclusive mode.
Default antagonists:
- Starting: Conspirator, essentially a traitor without the Syndicate Uplink
- Late-joining: Traitor
Gang
The station is caught in the middle of a war between groups of people with silly names! Will TUNNEL SNAKES be victorious over BADMIN BUSTAS? Play as a gang leader, a gang member, or some random guy who is not in a gang! Formerly an admin-intervention-only mode, now in regular game mode rotation by popular demand!
Default antagonists: Gang
Revolution
3 revolutionaries are given the power to recruit any non-security member to their cause, with their objective being to kill all the heads of staff. The shuttle can be called but won't arrive in this game mode, meaning it can only end if one side or the other is successful. Formerly removed due to being prone to massive, bloody stalemates, brought back by popular demand in 2017!
Default Antagonist: Revolutionary
Game-ending conditions:
- If all of the command staff die, the revolution wins.
- If all the leaders of the revolution die, the crew wins.
- If the round reaches 55 minutes without meeting either of the above outcomes, CentComm wins.
- Leaving the station z-level, not being logged in and brigged all count as "abandoned the station / abandoned the cause", in which they are treated as dead.
Spy Theft
Spies among our midst, men! A number of crew members are secret agents, who compete to complete bounties to obtain/steal deliver to a marked location for random Syndicate gear. Once a spy completes a certain number of bounties, they must eliminate the other operatives and emerge as the sole spy standing.
Default antagonists: Spy Thief
Other Game Modes
Extended
Extended is a round where there are no antagonists selected, giving players the ability to experiment with station systems for as long as they want. On the standard servers, extended is occasionally used for gimmick rounds where the admins intend to manually create traitors or organize an event. It was also the primary gamemode on LLJK1; Goonstation's roleplay server until it was changed to intrigue.
Default antagonists: None
Action
Cross your fingers, hold your toes, and say your /prayers, because a mad god (most likely shotgunbill) is taking the helm and is craving some ACTION!. Much like Intrigue, this mode is a hand-picked selection of a number of other game modes, themed around "louder" antagonists like Wizard and Blob, all with music and occasionally direction from the Admin in the background.
Disaster
Someone made a terrible mistake and now everything is pretty much destroyed. Good job! Now you only have one thing to do: survive! After a while, the power goes out completely and portals begin to open, as evidenced by an automatic alert announcement. The portals can sit around and do nothing, explode in a flash, or summon all sorts of nasty critters that you may have seen elsewhere! Eventually, the shuttle is called and it is your top priority to escape on it alive.
This gamemode is player-triggered, but it might be a good idea to ask the crew before committing to this!
Default antagonists: None
Revolution Extended
Exactly like standard Revolution, but without the 60-minute time limit and CentComm meddling. This isn't in rotation, but you may see it in the off-chance you get to vote on for the next round's game mode.
Default antagonists: Revolutionaries
Discontinued Gamemodes
Most of these game modes are broken or have been removed from the code entirely.
Sandbox
Sandbox is a mode where all players can spawn more or less anything in the game through the sandbox panel. In theory, this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs. In practice, this is the mode where everyone spawns cloaks and revolvers and gives themselves all the wizard spells.
Construction
Let you build your very own space station from scratch. Except for the survey shuttle and a couple of asteroids, the main z-level started out completely empty. Basic supplies and a couple of pods for exploration were provided, and everyone also spawned (among other starting gear) with a space suit, jetpack, full tool belt, special blueprint markers for designing and building new rooms, and a large-capacity RCD. The idea was for the crew to cooperate, mine ore and grow their own produce once hydroponics was operational, and trade those goods for whatever was required to expand the station at the time. The dedicated server attracted a somewhat stable population at the beginning, but couldn't keep them interested in the long term and was subsequently shut down.
Meteor
In this mode, the station was bombarded by wave upon wave of meteors. After about 30 mins or so, the shuttle would be auto called. It was quite a fun mode, but due to the awfulness of BYOND, it became horribly laggy and basically unplayable past the 20-minute mark. The goals of this gamemode are quite simple, escape on the shuttle, and you win the round.
Meteors now appear as a random event.
Legacy Disaster
Basically admin-shenanigans: the gamemode. It is also known as meteor's big brother. the objective for everyone in this mode is simply to survive. This is complicated by the fact that minutes into the round quantum portals will begin to open at random and shit will get unbelievably chaotic. The portals can explode with electrical energy, a burst of stunning light, or just plain explode.
Portals may also summon a variety of unhelpful robots that can stun or injure you. This inevitably leads to the AI being destroyed or corrupted, pretty much every area of the ship being exposed to vacuum and everyone on the station going deaf. After a set amount of time, the shuttle can be called. If you escape on it, congratulations, you survived! This game mode is not in the regular list but admins occasionally bring it up.
Spy
This game mode was designed to overcome the shortcomings of revolution. The game randomly assigned several players as spy masters with the objective to kill all the other spymasters and be the only one to escape. Unlike traitors, spies didn't know the identity of their targets and had to do some sleuthing - that was the intent anyway. In practice, it was little more than team deathmatch, as every spy ring would scramble to load up on laser guns and then order their mindslaves to gun down everything that moves.
Deathmatch
Space Station 13: Black Ops 2. One of the few gamemodes that included every person on the server. Everyone would spawn as a death-commando. Last man standing wins. Removed due to how horrible robust SS13's combat system is.
Monkey
Came in two flavours: Monkey, and Monkey Survival:
- In monkey mode, random player(s) were chosen to carry a virus that turned other players into a monkey when bitten.
- In monkey survival, the crew were pitched against super fast, super robust NPC monkeys.
AI Malfunction
Basically, the AI is messed up and the crew has to fix whatever's ailing it. In theory, this is a game mode, but in actuality, this happens every round, so it's more or less redundant.
Restructuring
A horribly drawn-out team deathmatch mode. A player would be randomly chosen every 5 mins. All other players were tasked with killing this player. If he died or survived for 5 mins, another player was chosen. This continued till 1 player was left.
Alien
Aliens was a game mode where player-controlled aliens attempted to turn the station into a hive while infecting or killing the crew. The crew would need to work together to slay the aliens and stop them from breeding. Aliens were split into four different job classes: Queen, engineer, soldier, and larvae with each having their own unique strengths and weaknesses. This was discontinued because the aliens would get themselves killed within seconds, while the crew would know exactly how to fight them. This game mode has since been removed from the goon-station code.
Waldo
Wally Waldo, who may or may not be a little bit magical, has a very clearly defined objective to hide while everyone else must find him. Another person plays Odlaw and must assist Waldo in achieving his lifelong dream of not being found.