Game Modes: Difference between revisions
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[[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 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 == | ||
The default game | During the pre-round state, a game preset will be selected. The default is [[Game Modes#Secret|Secret]], but may be changed at an [[Administrators|administrator's]] discretion. | ||
=== Secret === | |||
Secret runs one of the following game presets, with differing chances: | |||
{| class="wikitable" | |||
|+ | |||
!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 === | |||
{| class="wikitable" | |||
|+ <code>Traitor</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Traitors''' || <code>Traitor</code> | |||
|- | |||
| Thieves || <code>SubGamemodeRule</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
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 === | |||
{| class="wikitable" | |||
|+ <code>Nukeops</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Nuclear Operatives''' || <code>Nukeops</code> | |||
|- | |||
| Thieves || <code>SubGamemodeRule</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
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 === | |||
{| class="wikitable" | |||
|+ <code>Survival</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Ramping Station Events''' || <code>RampingStationEventScheduler</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Friendly Space Traffic || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Can you survive the constant and ever-rising onslaught of new and exciting problems to deal with? | |||
=== Revolutionaries === | |||
{| class="wikitable" | |||
|+ <code>Revolutionary</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Revolutionaries''' || <code>Revolutionary</code> | |||
|- | |||
| Thieves || <code>SubGamemodeRule</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
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 === | |||
{| class="wikitable" | |||
|+ <code>Zombie</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Zombies''' || <code>Zombie</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Some cultists are due to turn into zombies any moment now, you must stop them at any cost! | |||
=== Kessler Syndrome === | |||
{| class="wikitable" | |||
|+ <code>KesslerSyndrome</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Kessler Syndrome''' || <code>KesslerSyndrome</code> | |||
|- | |||
| '''Ramping Station Events''' || <code>RampingStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Meteors, it's all just meteors. | |||
=== Zombieteors === | |||
{| class="wikitable" | |||
|+ <code>Zombieteors</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Zombies''' || <code>Zombie</code> | |||
|- | |||
| '''Kessler Syndrome''' || <code>KesslerSyndrome</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Well the meteors were carrying {{cl|Romerol}}, we're fucked. | |||
=== Admin-Only Presets === | |||
==== All At Once ==== | |||
{| class="wikitable" | |||
|+ <code>AllAtOnce</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Traitors''' || <code>Traitor</code> | |||
|- | |||
| '''Nuclear Operatives''' || <code>Nukeops</code> | |||
|- | |||
| '''Revolutionaries''' || <code>Revolutionary</code> | |||
|- | |||
| '''Zombies''' || <code>Zombie</code> | |||
|- | |||
| '''Kessler Syndrome''' || <code>KesslerSyndrome</code> | |||
|- | |||
| '''Ramping Station Events''' || <code>RampingStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Someone wants you dead, and they're calling in everything to do it. | |||
==== Aller At Once ==== | |||
{| class="wikitable" | |||
|+ <code>AllerAtOnce</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| '''Traitors''' || <code>Traitor</code> | |||
|- | |||
| '''Nuclear Operatives''' || <code>Nukeops</code> | |||
|- | |||
| '''Revolutionaries''' || <code>Revolutionary</code> | |||
|- | |||
| '''Zombies''' || <code>Zombie</code> | |||
|- | |||
| '''Kessler Syndrome''' || <code>KesslerSyndrome</code> | |||
|- | |||
| '''Ramping Station Events''' || <code>RampingStationEventScheduler</code> | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Mild Meteors || <code>MeteorSwarmMildScheduler</code> | |||
|- | |||
| Friendly Space Traffic || <code>SpaceTrafficControlFriendlyEventScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Effectively just someone setting all the levers to on, even if they don't work properly. | |||
==== Extended ==== | |||
{| class="wikitable" | |||
|+ <code>Extended</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| Meteors || <code>MeteorSwarmScheduler</code> | |||
|- | |||
| Basic Station Events || <code>BasicStationEventScheduler</code> | |||
|- | |||
| ''Space Traffic'' || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
Not intended to be a completely calm shift, but will start off slower and is intended to be run for multiple hours. | |||
==== Greenshift ==== | |||
{| class="wikitable" | |||
|+ <code>Greenshift</code> | |||
|- | |||
! Game Rule !! Coded Name | |||
|- | |||
| Friendly Space Traffic || <code>SpaceTrafficControlEventScheduler</code> | |||
|- | |||
| ''Basic Variation'' || <code>BasicRoundstartVariation</code> | |||
|} | |||
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: <code>SecretExtended</code> | |||
This runs the [[#Extended|Extended]] game preset, but named as "Secret" so as not to let the players know. | |||
==== Secret Greenshift ==== | |||
In code: <code>SecretGreenshift</code> | |||
This runs the [[#Greenshift|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''' <code>Traitor</code> 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 [[traitor]]s. 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''' <code>Nukeops</code> game rule requires at least 20 players at roundstart to function. At roundstart, it will spawn 3-5 [[Nuclear Operative]]s 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''' <code>Revolutionary</code> 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 Revolutionary|Head Revolutionaries]] and give them a flash and a pair of sunglasses. | |||
=== Zombies === | |||
The '''Zombies''' <code>Zombie</code> 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''' <code>KesslerSyndrome</code> will spawn a large number of meteors, increasing throughout the round. The meteors will occur with the same calculations as [[#Ramping Station Events|Ramping Station Events]], but it will instead pick from the random meteor table shown in [[#Meteors|Meteors]]. | |||
=== Ramping Station Events === | |||
The '''Ramping Station Events''' <code>RampingStationEventScheduler</code> will spawn [[#Events|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|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 <code>SubGamemodeRule</code> game rule, there is a 1 in 20 chance of spawning a [[Thief]] at roundstart. | |||
== | === Meteors === | ||
In the Meteors <code>MeteorSwarmScheduler</code> 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. | |||
{| class="wikitable" | |||
|+ Meteor Table | |||
|- | |||
! 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 <code>BasicStationEventScheduler</code> game rule, random [[#Events|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. | |||
In | |||
== | === Friendly Space Traffic === | ||
In | In the Friendly Space Traffic <code>SpaceTrafficControlFriendlyEventScheduler</code> 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|Space Traffic]] table under the "Friendly" section. | ||
== | == Minor Game Rules == | ||
=== Space Traffic === | |||
== | In the Space Traffic <code>SpaceTrafficControlEventScheduler</code> 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. | ||
== | {| class="wikitable" | ||
|+ Caption text | |||
|- | |||
! Shuttle Name !! Weight !! Description | |||
|- | |||
! colspan=3 | Friendly Shuttles | |||
|- | |||
| Lost Cargo Shuttle || 10 || ??? | |||
|- | |||
| Travelling Chefs || 10 || ??? | |||
|- | |||
| Disaster Evac Pod || 10 || ??? | |||
|- | |||
| The Honki || 10 || ??? | |||
|- | |||
| The NT Quark || .5 || ??? | |||
|- | |||
| The Cruiser || 2 || ??? | |||
|- | |||
| The Cryptid || 10 || ??? | |||
|- | |||
| The Eternal || 10 || ??? | |||
|- | |||
| The Flatline || 10 || ??? | |||
|- | |||
| The Gym || 5 || ??? | |||
|- | |||
| The NT Incorporation || 2 || ??? | |||
|- | |||
| Joe || 10 || ??? | |||
|- | |||
| The Lambordeere || 10 || ??? | |||
|- | |||
| The Meatzone || 10 || ??? | |||
|- | |||
| Microshuttle || 11 || ??? | |||
|- | |||
| The Spacebus || 10 || ??? | |||
|- | |||
! colspan=3 | Freelance Shuttles | |||
|- | |||
| Syndie Evac Pod || 5 || ??? | |||
|- | |||
! colspan=3 | Hostile Shuttles | |||
|- | |||
| The Instigator || 1 || ??? | |||
|} | |||
= | = To be finished... = | ||
<!-- todo: basic variation, EVERY event --> |
Latest revision as of 22:44, 9 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 | ??? |
Travelling Chefs | 10 | ??? |
Disaster Evac Pod | 10 | ??? |
The Honki | 10 | ??? |
The NT Quark | .5 | ??? |
The Cruiser | 2 | ??? |
The Cryptid | 10 | ??? |
The Eternal | 10 | ??? |
The Flatline | 10 | ??? |
The Gym | 5 | ??? |
The NT Incorporation | 2 | ??? |
Joe | 10 | ??? |
The Lambordeere | 10 | ??? |
The Meatzone | 10 | ??? |
Microshuttle | 11 | ??? |
The Spacebus | 10 | ??? |
Freelance Shuttles | ||
Syndie Evac Pod | 5 | ??? |
Hostile Shuttles | ||
The Instigator | 1 | ??? |