Difference between revisions of "Random Events"
Studenterhue (talk | contribs) (Random Event Antag now allows dead antags and has a new selection of antags.) |
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A powerful antagonist has infiltrated the station. They appear a good few minutes before the announcement, so you might notice their antag antics before CentComm does...or not. | A powerful antagonist has infiltrated the station. They appear a good few minutes before the announcement, so you might notice their antag antics before CentComm does...or not. | ||
Unless it was admin-triggered, this event can only happen after the | Unless it was admin-triggered, this event can only happen after the 27 minute mark and if all the antags are dead. In addition, it cannot happen in modes that do not have late-join antags, i.e. you won't see this in the [[Game Modes#Blob|Blob]], [[Game Modes#Nuclear Emergency|Nuclear Emergency]], [[Game Modes#Revolution|Revolution]], and [[Game Modes#Gang|Gang]] modes. | ||
When the game initiates this event, it randomly selects one of the following [[antagonists]], each with equal probability: | When the game initiates this event, it randomly selects one of the following [[antagonists]], each with equal probability: |
Revision as of 02:35, 8 June 2020
Random events disrupt and add a bit of chaos to rounds. They tend to be more frequent and destructive the longer a round has been going on. Each event will (normally) be announced with a large Centcom status update.
Default Events
Minor Events
Includes the sudden appearance of alien artifacts, mice/roaches/wasps infestations, or weeds. NPC merchant ships also fall into this category. Minor events usually don't trigger an announcement. They tend to occur somewhat more often and usually happen earlier than other events.
Travelling Trader
- A merchant shuttle has docked with the station.
A NPC trader from CentComm arrives on a certain place on the station, bringing worthless crap curious commodities from another land, usually centered around some sort of theme, like ores or space pod parts. They stay around for 5 to 10 minutes, then announce they're preparing to leave with another status update, before actually departing 30 seconds afterwards. The merchant shuttle can dock at the following locations:
- In the maintenance tunnel above the Kitchen and Hydroponics.
- In the maintenance tunnel below the Research Wing, near the Science Pod Bay.
- The Public Market, in one of the two docking areas.
- Crew Lounge, connected via an airbridge.
None.
- Below the West Crew Lounge.
- Above Mining.
- Below Research Dock.
- Lower Port Maintenance, left of the public Submarine Bay (Port).
- Lower Starboard Maintenance, right of the public Submarine Bay (Starboard).
Meteor Shower
- Significant meteor shower approaching from the east. Impact in 300 seconds.
Giant meteors will begin raining upon the station from a given direction, destroying everything in their path before crumbling into a pile of rock and ore, or exploding into several, smaller meteors. The crew is given a 5 minute heads up indicating the direction and the severity. The crew can set up meteor shield generators which pop up shields to block meteors. After a meteor has hit enough objects, it will break, leaving behind whatever minerals it contained, normally being rocks, or rarely very valuable ores, like syreline or even the elusive starstone. The damage done by meteors is almost always catastrophic enough to merit evacuation. Rarely, admins may cause a meteor shower to hit the station from all sides. In the event of this happening, please follow standard operating procedure, by hiding in the nearest closet.
Solar Flare
- A solar flare has been detected near the station. We estimate a signal interference rate of 91% lasting anywhere between three to five minutes.
Space turns piss-yellow, and only the given percentage of radio and PDA communication goes through, and the shuttle is unable to be called or recalled while the flare is in effect. Machine talk is unaffected. A status update will let the crew know when the flare has passed.
Spatial Anomaly
- A severe spatial anomaly has been detected near the station. Personnel are advised to avoid any unusual phenomenae.
A large red tear in space temporarily divides the station in two, appearing at a random location and spanning the entire z-level horizontally or vertically. The anomaly is completely impassible except by teleportation or riding disposal pipes. More of a nuisance than an actual hazard.
Spatial Distortion
- Multiple localized spatial anomalies detected on the station. Personnel are advised to avoid any spatial distortions.
Swirling wormholes pop up around the station. Jumping into one will teleport you to a random point in the station, including a burning toxins mixing room, inside a window, or exposed to space on the solar arrays.
Ion Storm
- An electromagnetic storm recently passed by the station. Sensitive electrical equipment may require maintenance.
Random doors around the station may be electrified or bolted. The storms also messes with APCs, disabling the lighting, equipment, and/or environmental power until they are fixed.
More importantly, the AI and Cyborgs' either get a new law or have one of their laws replaced by a new one. The new law may be hazardous or just weird nonsense such as "PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC" or "Occasionally repeat what you hear from the crew word-for-word. If challenged on this behavior, claim you said it first." The Centcom notification comes some time after the new law appears, giving the AI time to act bizarrely before the crew rushes to fix it.
Note that if the ion storm replaces Laws 1-3, then it cannot be reset using the Reset board. Try using the Freeform module instead.
Intruder Alert
- Our listening devices indicate the presence of a hostile intruder aboard the station. Security level elevated.
A powerful antagonist has infiltrated the station. They appear a good few minutes before the announcement, so you might notice their antag antics before CentComm does...or not.
Unless it was admin-triggered, this event can only happen after the 27 minute mark and if all the antags are dead. In addition, it cannot happen in modes that do not have late-join antags, i.e. you won't see this in the Blob, Nuclear Emergency, Revolution, and Gang modes.
When the game initiates this event, it randomly selects one of the following antagonists, each with equal probability:
- Werewolf
- Predator/Hunter
- Wizard
- Wraith
- Wrestler (just a regular human one)
- Wrestledoodle
- Blob
- Blob (AI) (NPC Blob)
- Vampire
- Changeling
- Headspider
If the game did not select AI Blob, it'll then select someone to play the antag by notifying all eligible ghosts with a distinct ding and prompt, asking if they're willing to be respawned as an enemy role. This notification goes out to all ghosts who:
- Haven't logged out/aren't braindead.
- Did not join the round as an Observer.
- Are not set to DNR.
- Did not die by the Suicide command.
A lucky player from the pool of those who opted in is then randomly selected after 2 minutes, provided they responded to the offer in time. Selection ignores Antagonist preferences.
Blob
- Aggressive macrocellular organism detected aboard the station. All personnel must contain the outbreak.
If the game chooses blob for the Intruder Alert, there's a unique Centcom announcement. Blobs tend to pop up a bit more often than any of the other mid-round antagonists, and they're usually controlled by a player or, very rarely, an AI that's surprisingly quite capable of multitasking.
As for the blob itself, it is a pulsating mass that spreads around, often breaking walls, windows, and other parts of the station. It can attack every thing adjacent to itself, it posses many types of "cells" that perform different functions, and if it absorbs a human or monkey, it gets stronger and more advanced. The best tools for fighting the blob are generally welders and fire. Contrary to conventional belief, the blob can spread without oxygen.
Black Hole
- A severe gravitational anomaly has been detected on the station in Refinery. It may collapse into a black hole if not stabilized. All personnel should feed mass to the anomaly until it stabilizes.
A dark anomaly appears in the given area, and if the crew does not stabilise it by throwing mass into the anomaly, it will collapse into a black hole, sucking everything towards it, including the floor and otherwise immovable stuff, exactly like the singularity, but you may look at a black hole without mesons and not be harmed. Even though it normally disappears shortly after it spawns, the damage it causes is almost always enough to warrant calling the escape shuttle.
Radstorm
- Radioactive anomalies have been detected on the station. Evacuate any areas containing abnormal green energy fields. Medical personnel are advised to prepare potassium iodide and anti-toxin treatments, and remain on standby to treat cases of irradiation.
Hotspots of radiation randomly appear on the station, subjecting nearby crew members to a bit of radiation. A high enough dose may also result in a beneficial or harmful mutation.
Blowout
- Extreme levels of radiation detected approaching the station. All personnel have 53.3 seconds to enter a maintenance tunnel or radiation safezone. Maintenance doors have temporarily had their access requirements removed. This is not a test.
Space turns red, and large amounts of radiation buffet the station. Crew members must seek protection in maintenance tunnels during the storm, and to this end all maintenance doors are all-access for the duration of the blowout. Exposed crew members will take heavy radiation and may suffer horrible mutations. After a blow-out, alien artifacts may appear on the station.
Bio-Magnetic field
- Strong bio-magnetic fields have been detected manifesting on the station. Personnel are advised to avoid anybody charged with the opposite magnetic charge. The fields should dissipate within a few minutes.
A red or blue bio-magnetic field envelops everyone. If two people with the same charge come in contact, their bio-magnetic fields will repel each other, throwing them across potentially huge distances, stunning them and causing brute damage when they land. If two people with opposite charges come in contact, they will cause a minor magnetic blowout, shooting arcs nearby and throwing any unanchored objects towards them. The sheer number of objects thrown about can actually seriously hurt people caught by in blowout, even bystanders, especially if there are many of them.
Lottery Round
- Lottery round [number]. I wish you all the best of luck. For an amazing prize of [jackpot] credits the lottery numbers are: [four numbers]. If you have these numbers get to an ATM to claim your prize now!
As you might have guessed, Central Command holds a lottery for the station. The jackpot starts at 50 000 credits, and you try to win it by buying a ticket at an ATM. The tickets you buy go towards the subsequent lottery round. If the lottery hasn't occurred yet, the tickets will be for Round 1 (and only Round 1), and if Lottery Round 1 is in progress, you'll get tickets for Round 2, and so forth. You can claim your prize or simply check if your ticket has the winning numbers by clicking on the ATM with the ticket in-hand.
Lottery Rounds occur roughly 5-10 minutes after each other. If no one has a winning ticket or doesn't claim it, four new winning numbers are drawn, and the jackpot increases by 50 000. Jackpots don't holdover between rounds. Interestingly, though four numbers are drawn, the numbers only go from 1 to 3. Also, it's a lottery, not a raffle, so being the only person who bought a ticket won't guarantee you the prize, and you can get tickets with the same numbers on them, so buying lots of tickets won't guarantee you the prize either.
Junction Box Malfunction
- Electrical Malfunction
- Certain junction boxes are malfunctioning around NSS Manta. Please seek out and repair the malfunctioning junction boxes before they lead to power outages.
Some of the junction boxes scattered through Manta are broken and will keep draining power until repaired. Power drain is low enough that a standard singulo engine setup can offset all of the junction boxes malfunctioning at the same time.
Appendicitis Contraction
- Medical Data Inbound
- The NanoTrasen Personnel Records Department has informed us that some crew members have the genetic indicators that they will very likely contract Appendicitis, they should report to medbay before their condition worsens.
One to three crew members have suddenly developed appendicitis, a potentially deadly disease where the afflicted's appendix has become tired of being called useless and decides to inflict some nasty pains before eventually exploding, leaving behind some pathogens in the process.
Closet Skeletons
- Our sensors detected a rattling of bones rapidly approaching the station. Be wary of closets.
A couple of random lockers and similar will shake and rattle eerily. If one of them is opened, a thankfully inanimate skeleton (i.e. not the kind that kill you physically) will pop out of it! Specific event text varies, but the warning about closets stays the same. Occurs exclusively in October, when Spooktober mode is activated.
Sleeper Agents Signal
- Enemy Signal Detected
- A Syndicate radio station temporarily hijacked our communications. Be wary of individuals acting strangely.
Everyone tuned to the Common frequency, 149.5, hears a peculiar noise consisting of a series of chimes, then numbers pronounced by a robotic voice, and then another series of chimes. Depending on the chances, a small number of crew may awaken as Syndicate sleeper agents, which are essentially Traitors with random objectives and no uplink!
Unless it was admin-triggered, this event can only happen after the 30 minute mark. In addition, it cannot happen in modes that do not allow late-join traitors, i.e. it can occur in the Traitor, Mixed (Action), Mixed (Mild), Wizard and Conspiracy modes.
Though the Cyborgs and AI can hear the signal, it can't actually convert them over to the Syndicate; in other words, only humans can be awakened. Moreover, if said human has a radio without access to the 149.5 frequency or doesn't have a radio at all, they won't hear the signal. This event respects antag preferences; if someone has Traitor set to off in their character preferences, they can't be converted. Finally, there is a 50% chance for one person to be awakened, 25% for two people, and 25% for no one at all--the paranoia!
Admin-triggered Events
Kudzu
- Rapidly expanding plant organism detected aboard the station. All personnel must contain the outbreak.
Thick green kudzu will spawn at a random point on the station and begin growing quickly. The kudzu itself is harmless but it will greatly lower your line of sight, normally so much so that you can only see one tile next to you, and dense areas block movement. You also cannot pull anything over kudzu tiles. Kudzu does not spread through space or pass through walls, windows, and grilles. It can also spread through doors, but not as easily as regular floor tiles.
The kudzu can be removed with most objects save fists, but it receives extra damage from sharp instruments and certain heat sources, such as welders, flamethrowers, wirecutters, chainsaws, and phasers. Welding doors shut, bolting them down, or electrifying them reduces the chance kudzu spreading through them, and kudzu is completely unable to spread through doors that are all three. Note that dense kudzu ceases to spread, so containing the plant is as simple as pruning off the less tangled bits.
There is a rare pink version of kudzu that grows extra fast, and will take over the station in no time.
Spectral Anomaly
- Our monitors have detected a spectral emission rapidly approaching the station. Duck and cover immediately.
Everyone who failed to adhere to the last four words of the alert farts and their ass flies off, stunning them momentarily. If your ass has already been removed you will spray a load of gibs behind you.
Locker Entanglement
- Quantum Anomaly
- A quantum anomaly has been detected on station. Locker dimensional subspaces might have become unstable. Enter lockers at your own risk.
Certain lockers behave like two-day teleporters. You enter one locker, and you exit out another. Take the locker you just exited, and you'll end up back at the locker you originally exited. It works only with , i.e. lockers you don't need certain access levels to open, and it can't takeyou to lockers in places like Virtual Reality.
Chaos Dunk
- A massive influx of negative b-ball protons has been detected. A Chaos Dunk is imminent. All personnel currently on the station have 15 seconds to reach minimum safe distance. This is not a test.
Even though its not "random", it is still very much an "event". Someone got their hands on one of Charles Barkley's missing basketballs and combined it with a secret ingredient, and are about to slam a jam so powerful that its existence threatens the balance of chaos and order. Oh yeah, and it'll probably blow half the station to smithereens, which is also bad. This usually happens when a bored admin decides to make things more interesting. A Chaos Dunk is heralded by the blowout siren and visual effects without the radiation, followed by an enormous explosion centered on the b-baller who initiated it.
Supplementary Video
Game Mechanics | |
---|---|
The Basics | Getting Started · Super Quick Tutorial · Rules · Game FAQ · Quick guide to station systems · Mentorhelp · SpicyChickenGod Tutorials |
Critters | Critters · Cyborgs · Robots · Viruses |
Game Abstractions | Access Levels · Adventure Zone · Fishing · Game Modes · Health Indicators · Holiday Cheer · Inventory · Medals · Random Events · Station Grade · Traitor Objectives · XP · Z-level |
Miscellaneous | Being A Better Traitor · Books · Calling the Escape Shuttle · Fixing the Paint Machine · Guide to Being Robust · Guide to Murder · Kendo · NT Reputation · Roleplay Tips and Tricks · Safe-Cracking · Spacebux · Spacemen: The Grifening · Space Travel · Traits · Zoldorf |