Game Modes: Difference between revisions
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This event requires at least 25 players to function | This event requires at least 25 players to function | ||
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| <code>ClericalError</code> || 5 || 1 second || "A minor clerical error in the Organic Resources Department has resulted in the permanent destruction of some of the station records." || | | <code>ClericalError</code> || 5 || 1 second || "A minor clerical error in the Organic Resources Department has resulted in the permanent destruction of some of the station records." || Destroys a random number of records equal to .25% to 10% of the current records, but not less than one. | ||
This event requires at least 15 players. | |||
|- | |||
| <code>CockroachMigration</code> || 6 || 50 seconds || "Attention. A large influx of unknown life forms have been detected residing within the station's ventilation systems. Please be rid of these creatures before it begins to affect productivity." || Spawns random cockroaches and mothroaches on valid tile. On each valid tile, there is a 3% chance of spawning a cockroach and a 0.8% chance of spawning a mothroach. | |||
|- | |||
| <code>GasLeak</code> || 8 || Instant || "Attention crew, there is a gas leak on the station. We advise you to avoid the area and wear suit internals in the meantime." | |||
"The source of the gas leak has been fixed. Please be cautious around areas with gas remaining." || This event will try to find a valid tile. If it does, it will pick a gas: Ammonia, Plasma, Tritium, Frezon, or Water Vapour. It will leak 1000-4000 moles of that gas on to the tile at a rate of 80-200 moles per second, all determined randomly. Additionally, when finished it will have a one-in-twenty chance to create a spark at the tile. | |||
|- | |||
| <code>IonStorm</code> || 8 || 1 second || None || This event will scramble borgs' laws and make it difficult for them to operate. A borg has an 80% chance of being affected by this event. If they are, the following effects will be applied in order, not exclusively: | |||
* a 25% chance to replace the lawset with a different default one. | |||
* a 20% chance to shuffle all laws | |||
* a 20% chance to remove a random law | |||
* Adds a new law, with a 20% chance of it overwriting a previous one. | |||
|- | |||
| <code>KudzuGrowth</code> || 7 || 4 minutes || None || Places kudzu on a random tile, requires 15 players to function. | |||
|- | |||
| <code>MassHallucinations</code> || 7 || 2.5 minutes || None || Makes all players experience random sounds every 0.1 to 300 seconds for 150 to 300 seconds. | |||
|- | |||
| <code>MimicVendorRule</code> || 5 || Instant || None || Replaces a random vending machine with a mimic, requires 20 players to function and can only happen once. | |||
|- | |||
| <code>MouseMigration</code> || 6 || 50 seconds || "Attention. A large influx of unknown life forms have been detected residing within the station's ventilation systems. Please be rid of these creatures before it begins to affect productivity." || On each valid tile, it has a 2% chance each of spawning a white, brown, or grey mouse, and a 0.1% chance of spawning a cancer mouse. | |||
|- | |||
| <code>PowerGridCheck</code> || 5 || 1 minute || "Abnormal activity detected in the station's powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration."<br>"Power has been restored to the station. We apologize for the inconvenience." || All APCs will shut off in a random order over the following 30 seconds. They will automatically be re-enabled after one to two minutes. | |||
|} | |} | ||
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Latest revision as of 22:07, 12 November 2024
Game Modes control exactly how a round will play, and decide whether it'll be a peaceful shift or an instant disaster with little to no survivors.
Game Presets
During the pre-round state, a game preset will be selected. The default is Secret, but may be changed at an administrator's discretion.
Secret
Secret runs one of the following game presets, with differing chances:
Game preset | Chance of Occurence |
---|---|
Traitors | 60% or 3/5 |
Nuclear Operatives | 20% or 1/5 |
Survival | 9% |
Revolutionaries | 5% or 1/20 |
Zombies | 4% or 1/25 |
Kessler Syndrome | 1% |
Zombieteors | 1% |
Traitors
Game Rule | Coded Name |
---|---|
Traitors | Traitor
|
Thieves | SubGamemodeRule
|
Meteors | MeteorSwarmScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Some people have been hired by The Syndicate to steal, murder and destroy on this station, better find out who and keep your guard up
Nuclear Operatives
Game Rule | Coded Name |
---|---|
Nuclear Operatives | Nukeops
|
Thieves | SubGamemodeRule
|
Meteors | MeteorSwarmScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Ahhh, yes, the taste of imminent destruction. Maybe you'll get lucky and wipe them out, but they're here to blow up the station and kill everyone in the process.
Survival
Game Rule | Coded Name |
---|---|
Ramping Station Events | RampingStationEventScheduler
|
Meteors | MeteorSwarmScheduler
|
Friendly Space Traffic | SpaceTrafficControlEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Can you survive the constant and ever-rising onslaught of new and exciting problems to deal with?
Revolutionaries
Game Rule | Coded Name |
---|---|
Revolutionaries | Revolutionary
|
Thieves | SubGamemodeRule
|
Meteors | MeteorSwarmScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Some people among the crew don't like how the station is being run, and they've decided to put a stop to it.
Zombies
Game Rule | Coded Name |
---|---|
Zombies | Zombie
|
Meteors | MeteorSwarmScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Some cultists are due to turn into zombies any moment now, you must stop them at any cost!
Kessler Syndrome
Game Rule | Coded Name |
---|---|
Kessler Syndrome | KesslerSyndrome
|
Ramping Station Events | RampingStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Meteors, it's all just meteors.
Zombieteors
Game Rule | Coded Name |
---|---|
Zombies | Zombie
|
Kessler Syndrome | KesslerSyndrome
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Well the meteors were carrying Romerol, we're fucked.
Admin-Only Presets
All At Once
Game Rule | Coded Name |
---|---|
Traitors | Traitor
|
Nuclear Operatives | Nukeops
|
Revolutionaries | Revolutionary
|
Zombies | Zombie
|
Kessler Syndrome | KesslerSyndrome
|
Ramping Station Events | RampingStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Someone wants you dead, and they're calling in everything to do it.
Aller At Once
Game Rule | Coded Name |
---|---|
Traitors | Traitor
|
Nuclear Operatives | Nukeops
|
Revolutionaries | Revolutionary
|
Zombies | Zombie
|
Kessler Syndrome | KesslerSyndrome
|
Ramping Station Events | RampingStationEventScheduler
|
Meteors | MeteorSwarmScheduler
|
Mild Meteors | MeteorSwarmMildScheduler
|
Friendly Space Traffic | SpaceTrafficControlFriendlyEventScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Effectively just someone setting all the levers to on, even if they don't work properly.
Extended
Game Rule | Coded Name |
---|---|
Meteors | MeteorSwarmScheduler
|
Basic Station Events | BasicStationEventScheduler
|
Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
Not intended to be a completely calm shift, but will start off slower and is intended to be run for multiple hours.
Greenshift
Game Rule | Coded Name |
---|---|
Friendly Space Traffic | SpaceTrafficControlEventScheduler
|
Basic Variation | BasicRoundstartVariation
|
With nothing but a few friends popping by from neighbouring sectors, this preset is intended to require admin intervention to function properly.
Secret Extended
In code: SecretExtended
This runs the Extended game preset, but named as "Secret" so as not to let the players know.
Secret Greenshift
In code: SecretGreenshift
This runs the Greenshift game preset, but named as "Secret" so as not to let the players know.
Sandbox
Literally NOTHING happens, only suitable for development.
Major Game Rules
Traitors
The Traitors Traitor
game rule will wait between four to eight minutes. It will then select one in ten players (up to a maximum of 8) to become traitors. Additionally, late-joining players may also be designated as traitors to make up the one-in-ten ratio.
Their goals are defined by their objectives and may range from petty theft to mass murder.
Nuclear Operatives
The Nuclear Operatives Nukeops
game rule requires at least 20 players at roundstart to function. At roundstart, it will spawn 3-5 Nuclear Operatives at the Syndicate Outpost with a one-in-ten ratio prioritising first the Commander, then the Agent, then the other operatives.
Their goal is to obtain the Nuclear Authentication Disk and detonate the Nuclear Fission Explosive aboard the station.
Revolutionaries
The Revolutionaries Revolutionary
game rule requires at least 15 players at roundstart to function. At roundstart, it will designate 1-3 players in a one-in-fifteen as Head Revolutionaries and give them a flash and a pair of sunglasses.
Zombies
The Zombies Zombie
game rule requires at least 20 players at roundstart to function. Between 10 and 15 minutes into the round, it will designate up to six players as Initial Infected in a one-in-ten ratio.
Their goal is to convert to a Zombie when the time is right to take over the station and its crew.
Kessler Syndrome
The Kessler Syndrome KesslerSyndrome
will spawn a large number of meteors, increasing throughout the round. The meteors will occur with the same calculations as Ramping Station Events, but it will instead pick from the random meteor table shown in Meteors.
Ramping Station Events
The Ramping Station Events RampingStationEventScheduler
will spawn Events at an increasing rate throughout the round. At roundstart, it will select a Maximum Chaos value between 9 and 15 and a End Time value between 67.5 and 112.5 minutes. It will start with a Chaos value equal to one-tenth of the Maximum Chaos value and will increase linearly until it reaches Maximum Chaos at the End Time.
The scheduler will start with a cooldown between 4 minutes and 12 minutes divided by the current Chaos value. It will then pick a random event to start. After the event is finished, it will pick a new, probably shorter, cooldown to schedule for the next event.
Once it reaches the End Time, events will be occuring every 16 to 80 seconds.
Moderate Game Rules
Thieves
In the Thief SubGamemodeRule
game rule, there is a 1 in 20 chance of spawning a Thief at roundstart.
Meteors
In the Meteors MeteorSwarmScheduler
game rule, waves of meteors are triggered to appear few minutes. The scheduler starts on a cooldown of between 10 to 12 minutes, after which it will spawn waves of meteors based on the table below. Once the meteors have finished, it will schedule another set due in the next 12.5 to 17.5 minutes.
Name | Number of Waves | Meteors per Wave | Weight, Chance | Minimum Players | Meteor Type |
---|---|---|---|---|---|
Minor Space Dust | 2-3 | 3-5 | 44, 47.5% | 0 | Space Dust |
Major Space Dust | 2-3 | 8-12 | 22, 23.8% | 0 | Space Dust |
Small Swarm | 1 | 8 | 8, 8.6% | 15 | 7 small, 3 medium |
Medium Swarm | 1 | 9 | 10, 10.8% | 25 | 3 small, 6 medium, 1 large |
Large Swarm | 1 | 10 | 5, 5.4% | 25 | 2 small, 4 medium, 4 large |
Urist Swarm | 3 | 10 | 0.05 , 0.054% | 25 | Urist Meteor |
Immovable Rod | 1 | 1 | 3.5, 3.8% | 25 | An immovable rod, unless... |
Basic Station Events
In the Basic Station Events BasicStationEventScheduler
game rule, random events will spawn throughout the round. The first event will start after 3.33 to 5.33 minutes. After that event is finished, a new event will be scheduled after another 3 to 10 minutes.
Friendly Space Traffic
In the Friendly Space Traffic SpaceTrafficControlFriendlyEventScheduler
game rule, random friendly shuttles will spawn into the sector with ghost roles. The first shuttle will appear between 20 to 22 minutes into the round. After that, the next one will be set to appear in 10 to 30 minutes. The possible shuttle spawns are shown in the Space Traffic table under the "Friendly" section.
Minor Game Rules
Space Traffic
In the Space Traffic SpaceTrafficControlEventScheduler
game rule, random shuttles will spawn into the sector with ghost roles. These shuttles may be friendly, hostile, or anything in between. The first shuttle will appear between 45 to 47 minutes into the round. After that, the next one will appear at any point in the next 20 minutes to 2 hours. This means it is possible to get two or three shuttles in one round, but fairly unlikely.
Shuttle Name | Weight | Description |
---|---|---|
Friendly Shuttles | ||
Lost Cargo Shuttle | 10 | A standard cargo shuttle piloted by two Cargo Technicians with 3 cargo crates, 3 salvage crates, and a nice weapon. |
Travelling Chefs | 10 | A small bar with two chefs that can serve up every type of meat dish under the sun and more. |
Disaster Evac Pod | 10 | As a single person that escaped, you have a generator, a single thruster, and a gyroscope. Good luck! |
The Honki | 10 | Three clowns, three honkbots, three times the fun! (Comes with yellow walls) |
The NT Quark | .5 | Nuclear containment breach detected ... ... ... Seek immediate shelter ... ... ... ... ... ... ... ... ... Do not panic. 500 seconds until detonation. |
The Cruiser | 2 | Modelled off the FTL Cruiser, it's got a big fuck-off laser strapped to the front of the bridge. It's manned by a Captain, a Station Engineer, a Security Officer, a Medical Doctor, and one random Civilian crew member. Additionally, there's Freelance encryption keys for the whole crew to communicate. |
The Cryptid | 10 | It's a large library manned by a librarian that has plenty of space to play Carps and Crypts. |
The Eternal | 10 | A mobile graveyard curated by a Chaplain with three corpses to work with. |
The Flatline | 10 | A fully-stocked ambulance piloted by a Paramedic with space for two patients. |
The Gym | 5 | A large basketball arena, suitable for a game of five-a-side with kit to match! The referee Mime manages the ship as well as the games. |
The NT Incorporation | 2 | A large diplomatic envoy carrying dangerous artifacts. It's manned by a Captain, a Cargo Technician, a Security Officer, and a Scientist. There are Freelance encryption keys for all crew, and the ship has two Xenoarcheology wings. |
The Joe | 10 | A small café run by a Chef that serves non-alcoholic drinks and some light snacks. |
The Lambordeere | 10 | A small animal transport ship manned by a Botanist that is currently transporting two cows and four chickens. |
The Meatzone | 10 | A large diner manned by a single Chef containing a large dining hall and many meat-based products. |
Microshuttle | 11 | A barebones shuttle designed to get people places and then run out of fuel. Comes with a random ghost role and a P.A.C.M.A.N generator. |
The Spacebus | 10 | We like to party!: One miserable Service Worker carrying seven other random ghost roles to the station. |
Freelance Shuttles | ||
Syndie Evac Pod | 5 | Three Syndicate crew members have been abandoned in Nanotrasen space. They can barter for asylum or wreak havoc, they're choice. The shuttle comes with emergency EVA gear and a suspicious toolbox |
Hostile Shuttles | ||
The Instigator | 1 | Your mission is to blow the station to shit. The shuttle has one Syndicate Commander and two Syndicate Soldiers. You get 2 surplus crates, 25 TC, 2 "Friendship" cannons with 8 total rounds, an Energy Sword, and a few explosives to get that fukken disk |
Basic Variation
With the Basic Variation BasicRoundstartVariation
game rule, various passes are done over the station to make it just a little more varied.
Pass Name | Description |
---|---|
BasicPoweredLightVariationPass |
Breaks some lights. |
BasicTrashVariationPass |
Litters trash throughout the station, 1 every 35 tiles on average. |
SolidWallRustingVariationPass |
Adds rust to some standard walls, 1 in 50 on average. |
ReinforcedWallRustingVariationPass |
Adds rust to some reinforced walls, 1 in 50 on average. |
BasicPuddleMessVariationPass |
Places puddles of random liquids throughout the station, one every 600 tiles on average. The possible liquids are as follows:
|
BloodbathPuddleMessVariationPass |
There is a 1% chance that instead of standard puddles, there will just be blood. This pass places puddles of blood every 150 tiles on average. |
Events
Every time an event is called by a game rule, it picks a random one out of all of the following tables. Note that duration does NOT necessarily refer to how long the event may exist for, only how long until the game begins to schedule new ones.
Calm Events
Name | Weight | Duration | Announcement | Description |
---|---|---|---|---|
AnomalySpawn |
8 | 35 seconds | "Our readings have detected a dangerous interspacial anomaly. Please inform the research team about [Random Descriptor]" | Spawns a random anomaly on the station after 10-20 seconds. |
BluespaceArtifact |
8 | 35 seconds | "Our readings have detected an incoming object of alien origin. Please inform the research team of [Random Descriptor" | Spawns a random artifact on the station after 30 seconds. |
BluespaceLocker |
2 | 1 second | None | Connects two lockers/crates together as a portal. |
BreakerFlip |
7 | 1 second | "Based on [Random Data], we have opted to disable specific APCs to avoid damage to equipment. Please contact the engineering department to re-enable them." | Toggles off between 3 and 7 APCs on the station. Requires at least 15 players. |
BureaucraticError |
3 | 1 second | "A recent bureaucratic error in the Organic Resources Department may result in personnel shortages in some departments and redundant staffing in others." | In 25% of cases, it will close all latejoin job slots, except for one which it will make unlimited.
In the other 75% of cases, it will pick between 20% and 30% of jobs to adjust. It will then adjust each one's slots by a value between -3 and 6, random for each one. This event requires at least 25 players to function |
ClericalError |
5 | 1 second | "A minor clerical error in the Organic Resources Department has resulted in the permanent destruction of some of the station records." | Destroys a random number of records equal to .25% to 10% of the current records, but not less than one.
This event requires at least 15 players. |
CockroachMigration |
6 | 50 seconds | "Attention. A large influx of unknown life forms have been detected residing within the station's ventilation systems. Please be rid of these creatures before it begins to affect productivity." | Spawns random cockroaches and mothroaches on valid tile. On each valid tile, there is a 3% chance of spawning a cockroach and a 0.8% chance of spawning a mothroach. |
GasLeak |
8 | Instant | "Attention crew, there is a gas leak on the station. We advise you to avoid the area and wear suit internals in the meantime."
"The source of the gas leak has been fixed. Please be cautious around areas with gas remaining." || This event will try to find a valid tile. If it does, it will pick a gas: Ammonia, Plasma, Tritium, Frezon, or Water Vapour. It will leak 1000-4000 moles of that gas on to the tile at a rate of 80-200 moles per second, all determined randomly. Additionally, when finished it will have a one-in-twenty chance to create a spark at the tile. | |
IonStorm |
8 | 1 second | None | This event will scramble borgs' laws and make it difficult for them to operate. A borg has an 80% chance of being affected by this event. If they are, the following effects will be applied in order, not exclusively:
|
KudzuGrowth |
7 | 4 minutes | None | Places kudzu on a random tile, requires 15 players to function. |
MassHallucinations |
7 | 2.5 minutes | None | Makes all players experience random sounds every 0.1 to 300 seconds for 150 to 300 seconds. |
MimicVendorRule |
5 | Instant | None | Replaces a random vending machine with a mimic, requires 20 players to function and can only happen once. |
MouseMigration |
6 | 50 seconds | "Attention. A large influx of unknown life forms have been detected residing within the station's ventilation systems. Please be rid of these creatures before it begins to affect productivity." | On each valid tile, it has a 2% chance each of spawning a white, brown, or grey mouse, and a 0.1% chance of spawning a cancer mouse. |
PowerGridCheck |
5 | 1 minute | "Abnormal activity detected in the station's powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration." "Power has been restored to the station. We apologize for the inconvenience." |
All APCs will shut off in a random order over the following 30 seconds. They will automatically be re-enabled after one to two minutes. |