İçeriğe atla

Oyun Modları

Psychonaut Station Wiki sitesinden
Bu sayfa şu anda yapım aşamasındadır!

Aşağıdaki sayfa şu anda yapım aşamasındadır, büyük bir yapısal yeniden düzenlemeden geçmektedir ve/veya taşınmaktadır.
Bunun sebebi: "Bu sayfa şu anda büyük bir yenileme sürecinden geçmektedir."



Oyun Modu (ya da Dinamik oyun modunda kullanılan adıyla Kurallar Seti), raunt boyunca hangi etkinlik ve olayların gerçekleşeceğini ve herkesin hangi hedeflere sahip olacağını belirler. Adminler tarafından raunt başında değiştirilebilir ya da raunt ortasında manuel olarak müdahale edilerek farklılaştırılabilir.

Oyun Modları

Hain


Changeling


Nükleer Acil Durum


Devrim


Blood Cult


Wizard


Heretic


Spy


Diğer Modlar


Özel Etkinlikler

Bir oylama yapıldı, birkaç düğmeye basıldı ve adminlerden biri sunucuyu biraz hareketlendireceğini duyurdu. Peki bu tam olarak ne anlama geliyor? Bunu, etkinliği yöneten admin dışında kimse kesin olarak bilmiyor. Belki Merkez Komutanlık’tan bir müfettiş istasyonu denetlemeye gelir. Belki istasyon uzay sovyetleri tarafından işgal edilir. Belki de Palyaço Gezegeni’nden diplomatlar bir zirve için gelmiştir. Her ne olursa olsun, oyuna ayak uydurmaktan ve eğlenmekten çekinmeyin. Bu etkinlikler rauntu canlandırmak ve hikâye yaratmak içindir.

Rastgele Olaylar, başka bir oyun modu devam ederken gerçekleşebilen olaylardır. Bu tür olaylar genellikle belirli bir süre geçtikten sonra tetiklenir; yaklaşık 20. dakikadan başlayıp 1 saat 20. dakikaya kadar herhangi bir noktada ortaya çıkabilirler. Olayların şiddeti, departmanları meşgul tutacak küçük aksaklıklardan tam kapsamlı krizlere kadar değişkenlik gösterebilir. Rastgele olaylar arasında meteor yağmurları, virüs salgınları, blob oluşumları hatta korkunç xenomorph istilaları bile bulunabilir.

Mod Seçim Türleri

Oyun modlarına geçmeden önce, bir sunucunun her raunt için hangi modun oynanacağını belirlemesinin birkaç farklı yolu vardır. Bu ayarlar genellikle sunucuya özeldir; dolayısıyla belirli bir sistemi tercih ediyorsanız, hangi sunucunun hangi yöntemi kullandığını kontrol etmeniz gerekir.

Dinamik

Enemy communication intercepted. Security Level Elevated.

Standart ve asıl oyun modudur. Dinamik oyun modu, kural setlerini (kural setleri temelde antagonistleri ifade eder) "almak" için kullanılan bir tehdit puanı üretir. Bu, örneğin aynı rauntta hem traitor hem de cult bulunabileceği anlamına gelir. İstasyon nüfusuna ve tehdit seviyesine bağlı olarak raunt başlangıcında en fazla üç kural seti bulunabilir. Tehdit seviyesi "bütçesi" iki ayrı kısma bölünür: biri roundstart için, diğeri midround/latejoin için. Latejoin kurallar seti, oyuna sonradan katılan oyuncuları antagonist olarak atayabilir; midround kurallar seti ise hayaletleri veya hâlihazırda yaşayan oyuncuları antagonist olarak atar (veya teklif sunar). Roundstart bütçesinde kullanılmayan tehdit puanı, midround/latejoin bütçesine aktarılır. İstasyon özelliklerine ve diğer RNG faktörlerine bağlı olarak bu durum, başlangıçta antagonistlerin bulunduğu ve süreç içinde yenilerinin eklendiği dengeli rauntlara yol açabileceği gibi, mevcut tüm tehdidin başta ya da sonda yığılmasına da neden olabilir. Tehditlerin zaman içinde dağılımını ve temalarını etkileyen bir diğer faktör de Storyteller'dır.

Önceki ana oyun modu olan Secret ile karşılaştırıldığında, Dinamik rauntlar, olası antagonistlerin fazlalığı sayesinde iyi ya da kötü yönde genellikle daha kaotik ve hareketlidir. Ayrıca Dinamik rauntlar, ana antagonistler yenildiğinde sona ermez; yalnızca raundu bitiren bir antagonist kazanırsa ya da shuttle istasyondan ayrılırsa biter.

Dinamik raundun tehdit seviyesi, raunt başlangıcına yakın bir zamanda iletişim konsollarında otomatik olarak yazdırılan “status summary” ile ima edilir. Bu raporlar her zaman tam doğrulukta olmayabilir ancak çoğu zaman güvenilirdir. Merkez Komutanlık tarafından sağlanan Advisory Levels aralıkları aşağıdaki gibidir:

Advisory Levels

  • Yellow Star (0–65): "Sektörünüzün advisory level'ı Yellow Star’dır. Gözetleme verileri, Spinward Sektörü’ndeki varlıklarımıza yönelik düşman saldırısı konusunda güvenilir bir risk bulunduğunu göstermektedir. Olası tehditlere karşı teyakkuz hâlinde olunmasıyla birlikte güvenlik seviyesinin artırılmasını tavsiye ederiz."
  • Red Star (66–79): "Sektörünüzün advisory level'ı Red Star’dır. İstihbarat Departmanı, Cybersun iletişimlerini deşifre etmiş ve Spinward Sektörü’ndeki Nanotrasen varlıklarına yönelik saldırı ihtimalinin yüksek olduğunu tespit etmiştir. Bölgedeki istasyonların düşman faaliyetlerine dair işaretlere karşı son derece dikkatli olmaları ve yüksek alarm durumunda kalmaları tavsiye edilir."
  • Black Orbit (80–99): "Sektörünüzün advisory level'ı Black Orbit’tir. Sektörünüzün yerel iletişim ağı şu anda karartma altındadır; bu nedenle bölgedeki düşman hareketlerini sağlıklı biçimde değerlendiremiyoruz. Ancak GDI tarafından iletilen bilgiler, sektörde yoğun düşman faaliyeti bulunduğunu ve bunun yaklaşan bir saldırıya işaret ettiğini göstermektedir. Yüksek alarm durumunda kalın ve diğer olası tehditlere karşı da dikkatli olun."
  • Midnight Sun (100): "Sektörünüzün advisory level'ı Midnight Sun’dır. GDI tarafından iletilen güvenilir bilgilere göre Sendika, Spinward Sektörü’ndeki Nanotrasen varlıklarını zayıflatmak amacıyla büyük ve koordineli bir saldırı hazırlığındadır. Tüm istasyonlar yüksek alarm durumunda kalmalı ve kendilerini savunmaya hazır olmalıdır."

Extended ve Secret Extended

Güvenlik ve istihbarat birimlerimizin yorulmak bilmeyen çalışmaları sayesinde şu anda Space Station 13’e yönelik güvenilir bir tehdit bulunmamaktadır. Tüm istasyon inşa projeleri onaylanmıştır. Güvenli bir vardiya geçirmeniz dileğiyle!

Yukarıdaki güvenlik raporunu görüyorsanız, mod Extended’dır. Greenshift, green alert, green star ya da kısaca “hiçbir şey” olarak da bilinen Extended rauntlarda antagonist bulunmaz; bu da mürettebatın sakin bir vardiya geçirmesine imkân tanır.

Ancak özel koşullarda mürettebat arasında grieferlar ve sorun çıkaran oyuncular yokluğunda yeterli sayıda yetkin ve rol yapmaya istekli kişi varsa oldukça eğlenceli bir moda dönüşebilir. Açıkça ortada traitor, wizard ya da nuclear operative'lerin olmaması, tüm mürettebatın huzurlu bir zihinle birlikte çalışmasına ve rastgele olaylar ya da admin müdahaleleriyle ortaya çıkan durumlarla kolektif şekilde başa çıkmasına olanak sağlar. Bu modda tüm istasyon hedefleri açık olup gerekli parçalar kargo üzerinden sipariş edilebilir.

Buna ek olarak Secret Extended rauntları da vardır. Tek fark, mürettebata bunun bir greenshift olduğunun söylenmemesidir; bu da mürettebat arasında ileri düzeyde paranoyaya yol açabilir.

Minor Round-start Threats

The following threats are the primary ones randomly selected by Dynamic, and make up the bulk of rounds, individually or in combination.

The most common antagonist across all of SS13. In Traitor, one or more crew members are Syndicate agents and are given an Uplink to provide them with useful tools to help them complete their goal. More traitors can appear throughout the round from existing crew as awakened Syndicate Sleeper Agents, or through infiltrating the station via the Arrivals Shuttle. The crew must find out who the traitors are and stop them from reaching their goal.

Traitor objectives are usually a small selection of the following:

  • Assassinate or maroon a specific crew member.
  • Steal a restricted item.
  • Escape alive and out of custody on the Emergency Shuttle (or an escape pod) when it arrives at Central Command, OR die a glorious death (be dead when the round ends).

Traitors (and many other solo antagonists) may also create their own custom objectives that overwrite all objectives except their Escape/Glorious Death objective!

Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other.

Victory Conditions:

  • If a traitor has completed all their objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

Blood Brothers

NOTE: CURRENTLY ONLY ENABLED ON /TG/'S MEDIUM ROLEPLAY SERVER MANUEL.

Some of the crew are initiates into the Syndicate, eager to prove they have what they takes. This game mode is very similar to Traitor, with one very important distinction: instead of having a Syndicate uplink, a single Brother is given a flash to convert someone to be their Blood Brother. As a team they both work together on the same group of objectives and succeed or fail together! Similar to Traitor, many different groups of Blood Brothers can team up or work against each other.

Blood brothers always have one of two objectives, either the objective to make sure every member of their team escapes alive and out of custody or hack the shuttle console. Blood Brothers' strongest advantage is the ability to work together with absolute trust and secrecy, and a well coordinated team can set diabolical schemes into motion that would be nearly impossible with just one Traitor.

Victory Conditions:

  • If a group of Blood Brothers has completed all of their objectives, they all get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

Some of the crew are not what they appear to be! These changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can switch identities instantaneously; only absorbing takes time and peace. More changelings can appear throughout the round by arriving as a stowaway aboard the Arrivals Shuttle, or from the station's exterior in a fleshy Changeling Meteor.

Like traitors, changelings will have objectives to accomplish before the Escape Shuttle arrives, usually to kill a certain person and/or escape with their identity. Some changeling objectives will require the changelings to compete or even absorb another of their own kind.

Victory Conditions:

  • If a changeling has completed all objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

A portion of the crew are undercover spies. Their mission (if they choose to accept it) is any number of randomly chosen mission suggestions. To accomplish these tasks, they steal various valuable items, machines, and structures from throughout the station (which are then fenced off on the black market). In exchange for completing these bounties for their employer, their Spy Uplink will provide them a random piece of illicit equipment ranging from Syndicate gadgets and weapons to unique contraband not normally obtainable elsewhere.

As their objectives are random suggestions with no set win condition, Spies are free to pursue what they see fit given the random assortment equipment they can get. They may just steal a bunch of stuff too!

Victory Conditions:

  • If a Spy hasn't died, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

Major Threats

The following threats are the primary ones randomly selected by Dynamic, and makes up for the most influential danger of the round. Usually only one spawns per round, but it is possible that none can spawn at all or multiple if the threat is high enough.

A team of Syndicate operatives has been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk.

The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have Pinpointers that will allow them to hunt for the Disk. They begin the round at the home base and must travel to the station on their cruiser, and can optionally choose to declare war, telegraphing their arrival in exchange for more tools and weapons.

Game Ending Conditions:

  • If the nuke detonates in the station successfully and the Syndicate Shuttle escapes with at least one operative on board, the Syndicates win a Major Victory.
  • If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.
  • If the Emergency Shuttle leaves the station but the operatives manage to hijack the shuttle before it reaches Central Command, the Syndicates win a Minuscule Victory.
  • If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
  • If the nuke detonates successfully but not in the station, the crew wins a Minor Victory.
  • If the Emergency Shuttle arrives at Central Command with the disk on board, the crew wins a Major Victory.
  • If the nuke detonates in the Syndicate's base successfully, the Syndicates earn a Humiliating Defeat.

A small cadre of crew members have had enough of the command staff's bullshit, so it's time to revolt! Revolutionary Heads (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by The Syndicate and have been trained to use Flashes to brainwash the crew to join their cause, which is to slaughter all the station's Heads of Staff.

When a Revhead uses a flash on someone who isn't mindshield implanted (all security members start implanted), a Head of Staff, or flash-protected by eyewear, they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart (pending a "conflict resolution") while either Heads or Revolutionary Heads remain. A lone revhead can arrive midround aboard the Arrivals Shuttle as a Provocateur to start a new revolution should none exist at the start of the round.

Game Ending Conditions:

  • If all of the Heads of Staff (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer, Quartermaster) die or are exiled (leaving the station z-level), the Revolutionaries wins.

Victory Conditions:

  • If all of the Revheads die or "abandon the cause" by leaving the z-level, the Heads of Staff win. The round will continue if the Revolution is wiped out, with a message from Centcom once the last revhead dies.

A vile blood cult of brainwashed acolytes have infiltrated the station, with the sole intent to summon their elder god Nar-Sie, The Geometer of Blood. The cult will have to use a combination of stealth and their powerful blood magic to complete their goals, along with converting the rest of the crew to their side. To do this, the cult must sacrifice a specific target to please Nar-Sie, usually a member of Security or the Chaplain. Once they sacrifice their target, they can draw a powerful blood rune to summon Nar-Sie to the Mortal Realm. Nar-Sie's cultists pose a great threat to the station and the crew, and it is up to Security and the Chaplain to stop them.

Game Ending Conditions:

  • If Nar'Sie is summoned, the Cult wins (even if the shuttle arrives afterwards) and the station's self destruct is activated after a short period.
  • If Nar'Sie is summoned and a large percentage of the remaining sentient life have been offered to Nar'sie, the Cult wins with a special ending cinematic...
  • Summoning Nar'Sie will automatically end the round after a short period, regardless of the state of the game.

Victory Conditions:

  • If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Nar'Sie, the crew wins.

A space wizard has been tasked to assault the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, they will stop at nothing to advance the Space Wizard Federation's agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to destroy the wizard! Accomplish this by beating the wizard's brains in with anything on hand.

The wizard's goals are often to steal or destroy something or someone on the station and escape on the shuttle, much like a Traitor.

Victory Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing their objectives or if the Wizard dies, the Wizard fails.
  • If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.

Oh no! An ion storm has caused the AI to malfunction and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it hate the crew with a passion! The crew must race to discover and defeat the mechanical overlord before it hacks all of SS13's systems and completes it's goals, or worse, wipes all life from the station via the Doomsday Device! Until then, all the AI has to do is survive!

The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.

Similar to Traitors, malfunctioning AIs have formulated their own new objectives which usually focus on ensuring the death/marooning of a specific crew member, or ensuring that nobody escapes aboard the Emergency Shuttle. They are free to lay low and cause problems with their new-found freedom, assimilate the crew using their Robotic Factory, or to go for total lifeform annihilation through their Doomsday Device.

Game Ending Conditions:

  • If the malfunctioning AI activates the Doomsday Device and wipes all non-silicon life from the station, the AI wins.

Victory Conditions:

  • If the malfunctioning AI survives until the round ends and completes their objectives, the AI wins.
  • If the malfunctioning AI is dead when the round ends, the AI loses.

A small number of the crew have acquired eldritch knowledge and are traveling down a dark path in pursuit of power... these "heretics", as deemed by Nanotrasen, progress through unique ability trees by collecting eldritch influences scattered across the station or by sacrificing crew members. With access to the paths of Ash, Moon, Lock, Flesh, Void, Blade, Rust and Cosmos, they can choose to specialize in different magic powers and heretical equipment, building towards their eventual Final Ascension. More heretics can appear throughout the round via the Arrivals Shuttle as Heretic Smugglers

Heretics are solo antagonists like Traitors, and their pursuit of the same limited resources often pits them against each other. They may even be tasked with sacrificing each other!

Considered to be major, round-ending threat because of ascensions.

Victory Conditions:

  • If a heretic has completed all objectives, they get greentext when the round ends.
  • If a heretic completes their Final Ascension, they get greentext when the round ends regardless of all other objectives.

Mid-round Threats

In addition to the round start threats, additional threats exist in several different forms.

Most of these threats are spawned by the Dynamic game mode or are randomly spawned by Random events.

You'll find all of these threat listings on the Jobs page as well under the side antagonist section.

The Blob is a large, growing, sentient creature which destroys everything in its path, attacking whatever gets in the way. Supposedly it was to be a NanoTrasen bio-weapon to be used against the corporation's enemies, but it looks like you can't contain a bio-hazard like this! Reported blob powers include rapid growth, the ability to reform it's main chemical composition to adapt to threats, growing hostile spores that attack non-blob life, even creating large entities of blob matter that can break through solid walls! Destroy the blob before it consumes the entire station!

Alternatively, a random member of the station's crew can be infected with a Blob Infection. They will burst and become a Blob core after a few minutes, allowing them a short amount of time to prepare before they transform.

Game Ending Conditions:

  • If the blob manages to spread to critical mass, the round will end shortly after and the crew will lose.

Victory Conditions:

  • If the crew manage to destroy the blob core, the crew will win and the round will progress as normal.

Aliens have reached Space Station 13! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on other species -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.

Victory Conditions:

  • When the round ends, Abductors win if they've experimented on enough crew.

Aliens have reached Space Station 13! A number of xenomorph larvae have somehow gotten aboard the station, and will soon grow into fully developed xenomorphs! It's up to the crew to slay the Queen and kill any stranglers before the hive takes over the station!

Victory Conditions:

  • If the Emergency Shuttle docks at Central Command with living xenomorphs aboard it, the xenomorphs win.
  • If all xenomorphs are killed when the round ends, the crew wins.

A number of giant spider eggs have somehow gotten aboard the station, and will soon hatch into egg-laying broodmother spiders! These spiders hunt and kill crew to spawn unique and more lethal spider variants.

Victory Conditions:

  • None. Spiders exist to be a threat with no end goal.

High tech space stations aren't immune to supernatural hauntings. The high amount of death aboard has attracted a Revenant, a malicious spirit posessing various spooky powers and the ability to drain away the souls from corpses, the unconscious, or those on the brink of death. The souls collected fuel the Revenant's powers and act as it's health, allowing the Revenant to use stronger powers and survive being hit when vulnerable. The Revenant is totally invisible except when it is draining souls or casting powers, meaning the crew has a chance to rid the station of the spirit if it catches it when it is vulnerable!

Victory Conditions:

  • If the round ends, the Revenant is alive, and the Revenant has collected enough soul energy, the Revenant wins.

A terrifying creature of darkness has appeared in the dimly lit corridors of the station's maintenance tunnels. The Nightmare is able to de-materialize and re-materialize in and out of darkness at will, it's razor sharp Light Eater armblade snuffs the light out of anything it attacks, and can inflict terror into those who stay in the darkness for too long. Crew should exercise extreme caution should they come across darkness where there shouldn't be any.

Victory Conditions:

  • None. Nightmares exist to be a threat with no end goal, outside of scaring people.

The Syndicate have hired a member of the Spider Clan sect to perform clandestine operations aboard the station! They use their high tech cybernetic equipment to carry out a variety of sabotage, assassinations, and subterfuge aboard any station they infiltrate. Out of any threat the station faces they hold the most amount of unique objectives, but their gear and skill are enough to compensate for the challenge. That is, unless station security are able to catch the slippery bastard.

Victory Conditions:

  • If the round ends and the ninja has completed all of it's objectives while staying alive, the ninja wins.

A demon of blood has risen from the blood spilled aboard the station! The demon can jaunt by entering and appearing from blood on the floors and walls of the station, no matter how small or old the blood is. It can then drag in downed crew into the blood to devour them whole and eat them, healing it in the process! Usually Slaughter Demons are summoned by trickster Wizards who wish to sow chaos without having to lift a finger themselves, but with EXTREME rarity one can spawn randomly.

Victory Conditions:

  • None. Slaughter Demons exist to be a threat with no end goal.

Space-fairing brigands have come to ransack the station in search of loot! Space Pirates are varied in origin and equipment, and can vary in how dangerous they are, though most are here to rob the station of their hard earned credits and valuable materials. The Vault is of particular importance for the crew to protect should they want their valuables to not be plundered!

Victory Conditions:

  • If the pirates have collected 50,000 credits worth of valuables using their bounty pad, the pirates win.

A rare mental trauma that develops in the crew that causes the afflicted to become a murdery stalker type psychopath with an obsession with a particular person in the crew. Their obsession brings them to do weird things such as panic around their obsession, take pictures of their them, hug them, murder their close coworkers, which then culminates in obsessed killing their obsession!

Victory Conditions:

  • If the obsessed completes their objectives, the obsessed wins.

Fugitive Breakout

A two-part event consisting of a group of escaped fugitives and their pursuing fugitive hunters. The fugitives arrive early aboard the station and must avoid capture by the hunters who arrive some time later. The station may choose to help either side as they see fit.

Victory Conditions:

  • If the fugitives avoid capture, the fugitives win.
  • If the hunters manage to capture all fugitives, the hunters win.

A monstrous leviathan of deep space has come to bring ruin to the station! The alpha among space carps, it's powerful jaws, firebreath attack, and powerful wings can cut down swaths of crew if unprepared. The dragon seeks to open up three carp rifts across the station which give the dragon power as well as summon player controlled space carp to swarm the station.

Victory Conditions:

  • If the dragon opens up all three rifts and becomes empowered without dying, the dragon wins at the end of the round.
  • If the dragon is unable to open the rifts before Emergency Shuttle arrives while it lives, the dragon becomes empowered regardless of how many rifts it opens.

Bluespace anomalies have caused a clone of one of the crew from another dimension to appear with the sole goal of killing and replacing the original! The clone and the original are perfect copies, so it is up to security and the rest of the crew to notice and figure out who the real one is!

Victory Conditions:

  • If the paradox clone manages to kill the original and escape alive, the paradox clone wins.

A terrifying void-born creature has... voidwalked... their way to the exterior of the station. Voidwalkers are humanoid ambush predators, moving freely through space where they attack people in or near space by phasing through windows, taking crewpeople down, shattering a window with their Void Eater and sending their victims into the wispy void. The kidnap crew vanish, but return a short time later cursed...

Victory Conditions:

  • None. Voidwalkers exist to be a threat with no end goal.

Admin Spawned Threats

Clown Operatives

A goofy alternative version of the normal Nuclear Operatives. A squad of clowns is tasked with detonating their bananium nuke aboard the station that pranks the station into thinking they're gonna be annihilated in nuclear hellfire! Honk!

Their equipment is unique to that of regular Syndicate operatives and contains many clown themed items such as slipping Bananium energy swords, banana bombs, mustache teargas bombs, and even the feared Dark HONK exosuit.

Game Ending Conditions:

  • If the bananium nuke "detonates" in the station successfully, the clowns win a Major Victory.

Reason For Exclusion It is a joke version of another antagonist and is thus left to admins to randomly decide to force it before the round starts.

Nations is an unorthodox game mode that relies almost entirely upon roleplaying (in theory). In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.

Game Ending Conditions:

  • Nations rounds do not end the game on their own.

Reason For Exclusion In addition to being roleplay-reliant, Nations rounds often degenerate into Engineering cutting off the power, Cargo becoming a militant fortress, assistants running amok, and every crew member aggressively greytiding every other department while Security holes up and chugs quadruple sec. In practice, Cargo declares independence during a normal round a few times a week anyway.

In Meteor, the station gets beat to shit by a meteor shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.

Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost.

Game Ending Conditions:

  • When the Emergency Shuttle, after the set amount of time has passed, leaves.

Reason For Exclusion When Dynamic was introduced and removed the traditional system of game modes, Meteor went with it. Meteor as a round type is often derided for removing any ability or interest in players doing their jobs, due to putting an immediate time limit on the round and causing constant, predictable damage. Instead, small meteor showers can randomly spawn as an event, or if admins decide the station has too much breathable atmosphere.

Miscellaneous

These game modes were tested at one point on the main /tg/ servers, but never extensively tested (probably because they were bad / not compatible with server ideals, etc). Some of these might still be in the code, only exist as commonly ran admin events, or are admin Lua script creations.

  • Clown Operatives: Developed as an Aprils Fools joke PR, it's mostly same as Nuclear Emergency, but the operatives are sent by Clown Planet. God knows what beef they have against Nanotrasen. Anyways, they share most of their item pool with the normal nuke ops, but they do have some unique items. For example, they have banana grenades, bananium e-swords, bananium e-shields, and they can even buy their own H.O.N.K. mech, which is modified to accept lethal weaponry. Instead of a normal syndicate nuke, they get a bananium fission explosive, which explodes to the crescendo of bikehorns. Unfortunately, these operatives are not clumsy, and will not shoot themselves when they try to handle a gun.
  • JeffJeff: Highlanders, but instead of a Claymore, half of the players are turned into NOT-Stands, and the other half are turned into NOT-Stand users.
  • Arching Operation: In a sort of a "reverse revolution", the Captain, through some intricate conspiracy, has crowned himself as the "Monarch", and has made the entire station his fief. All of the heads of staff, who have pledged allegiance, have been landed as "Nobles", and Shitcurity have now become "Knights". Unfortunately for most of the crew, the entire chain of command are now lunatics, who want to nuke the station through their access to the nuclear authentication disk. The rest of the crew have to try to wrest the disk out of the hands of the Captain, whilst battling to keep the Emergency Shuttle called. Very anti-fun.
  • Devil Agents: A shit-ton of Devils are spawned, and like Double Agents, they all have objectives to kill each other. It degenerates into chaos a lot faster than normal Devils, which is saying a lot.
  • Everyone is the traitor: Do I really have to explain this?.
  • Extended Events: It's just normal extended, except random events can't trigger. Probably still an admin-button.
  • Gang War, No Security: Self-explanatory.
  • Vigilante Gang War: Robustin's attempt to resuscitate Gangs, Security gets replaced with Vigilantes with specialized tools, who have an objective to destroy all gangs, regardless of affiliation.
  • Infiltration: Think of normal Traitors, but they have to come into the station via an outside mean. Or, well, think of Nuclear Operatives, if they had a less overt, and more stealthy goal.
  • Ragin' Mages: Three to four wizards come onto the station, engage in a glorified gangbang on the crew. Somehow all the wizards still have a tendency to die early on, and there's STILL a low chance for greentext. God knows why.
  • Very Ragin' Bullshit Mages: Ragin' Mages, but the crew who end up getting killed by the Ragin' Mages get to respawn through a verb into a Wizard, adding to the critical mass of the Ragin' of the Mages. Legend says that if there are enough wizards, they can even collapse into a magical Singularity. Not that anyone would try...
  • Rod Madness: Meteors, but with Immovable Rods instead of meteors! The only good thing about this is that the Research Director gets to achieve maximum buffness through several consecutive suplexes.
  • Speedy Revolution: Revolution, but if neither side has won by the 20 minute mark, the on-station nuke goes off, with no real warning. It's somehow intended to prevent security from camping in Cargo, but all it really entails is a free for all brawl.
  • Disaster: Meteors, but instead of the Emergency Shuttle being called, the crew get yelled at to pack up everything they can carry and to go down to Lavaland. Then, the Shuttle only gets called when all the Megafauna on Lavaland are dead. You basically have to get carried on the backs of one or two miners.
  • Infection: A very ambitious gamemode attempting to replicate the feeling of the Blob gamemode, whilst trying to remedy some of its shortfalls. In doing so, it created several shortfalls of its own, in that it often ends up feeling like a meat grinder. Unique in that there happens to be a video archive of it. 1, 2.
  • Maintenance Clown: A popular Lua script antagonist that creates a horrific slasher movie clown with the ability to jump into the floorboards via the station's maintenance tunnels, a disabling alt attack with any cleaver/knife, and the power to pry open airlocks. They gain points to spend on upgrading their stats via killing people with reverse beartraps the clown places on their victim's heads. These stat upgrades grant the maint clown new powers or upgrades to existing ones.
  • Omnitraitor: A single individual is blessed with the powers of every single main antagonist.
  • Just Fuck My Shit Up: All of the above. Do I really have to explain? It creates a whole plethora of potentially round-ending antags, chucks them in a cage, and yells "Go!". Best thing about this is that the bored jannie supervising the chaos doesn't even have to get carpal tunnel from mashing buttons! It just happened to be TOO easy to abuse.