Game Modes

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Revision as of 15:14, 10 November 2024 by UpAndLeaves (talk | contribs) (More Stuff)

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 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.

Variation Passes
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:
  • With a weight of 5, Vomit, Mould, Insect blood, and Welding fuel.
  • With a weight of 4, Plant B Gone, Potassium, Vent crud, Carbon, Hydrogen, Fat, Space lube, Space glue, Sulfur, Acetone, and Bleach.
  • With a weight of 3, Blood, Copper blood, and Slime.
  • With a weight of 1, Omnizine, Desoxyephedrine, Napalm, Radium, Gold, Silver, Sodium, and Juice that makes you Weh.
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

Caption text
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." ???

To be finished...