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.


== Secret ==  
== Game Presets ==
The default game mode is ''Secret'', which randomly picks one of the following game modes:
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 ===


* [[Traitor]]
In the Thief <code>SubGamemodeRule</code> game rule, there is a 1 in 20 chance of spawning a [[Thief]] at roundstart.
* [[Nuclear Operative|Nuke Ops]]
* [[Zombie|Zombies]]
* [[Revolutionaries]]


== Traitor ==
=== Meteors ===
''Traitor'' selects anywhere from one to seven of your fellow crewmates to be [[Traitor|syndicate agents]], colloquially known as "Syndies", with the goal of completing two to four objectives. Be vigilant and report suspicious activities to Security, such as, but not limited to:
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.


* Breaking into secure areas on the station
{| class="wikitable"
* Cutting wires and destroying substations
|+ Meteor Table
* Stealing items from department heads
|-
* Murdering your fellow coworkers
! Name !! Number of Waves !! Meteors per Wave !! Weight, Chance !! Minimum Players !! Meteor Type
* Bombing departments
|-
| 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...
|}


== Nuke Ops ==
=== Basic Station Events ===
Your station has been targeted by [[Nuclear Operative|Elite Syndicate Nuclear Operatives]] (''Nuke Ops''), colloquially known as "nukies", who want to detonate a nuclear fission warhead located in the station!


== Zombies ==
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 Zombies, some members of the crew become Initial Infected, colloquially known as "II". The Initial Infected have the option to turn into full-on zombies at any time, and the goal is to infect as many people as possible, overrunning the station with zombies by the end.


== Revolutionaries ==
=== Friendly Space Traffic ===
In Revolutionaries, some crew members become head Revolutionaries. Head Revolutionaries are equipped with a flash and sun glasses, they try to flash people with the flash to convert them into a revolutionary. Their goal is to kill all heads of Personnel and take over the station.
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.


== Extended ==
== Minor Game Rules ==
In Extended, there are no antagonists beyond the usual random events. This means that ghost role antagonists can also spawn, such as Space Ninjas or Dragons. There is also secret extended which means that it looks just like a normal Secret round while having the same traits as extended.


Extended is only rolled when admins select it manually or the player count is too low to roll Traitors, Nukeops or Zombies.
=== Space Traffic ===
== Greenshift ==
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.
Similar to extended, but there are no random events. This is only selectable by admins, so you are unlikely to see it. There is also secret greenshift which means that it looks just like a normal Secret round while having the same traits as greenshift.


== Sandbox ==
{| class="wikitable"
Sandbox gives players the ability to use some of the game's debug tools, namely the spawn entities and spawn tiles panels, allowing you to build whatever you want using the large number of objects the game contains. However, this does not mean you can use admin tools.
|+ 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 || ???
|}


== Survival ==
= To be finished... =
Survival is a currently unused gamemode that used to be in rotation but can still be selected by admins. In Survival, the number of antagonists and rolled events scale exponentially as time goes on until evacuation is called.
<!-- 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

Traitor
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

Nukeops
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

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

Revolutionary
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

Zombie
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

KesslerSyndrome
Game Rule Coded Name
Kessler Syndrome KesslerSyndrome
Ramping Station Events RampingStationEventScheduler
Space Traffic SpaceTrafficControlEventScheduler
Basic Variation BasicRoundstartVariation

Meteors, it's all just meteors.

Zombieteors

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

AllAtOnce
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

AllerAtOnce
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

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

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.

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 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.

Caption text
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 ???

To be finished...