Difference between revisions of "Blob"

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'''Blob''' is a game mode in the Secret rotation where a large biohazardous '''Blob''', '''infests the station and starts destroying everything its path''', including hull, fixtures and creatures. Note that this differs from the blob random event, as a person is chosen to be infected with the blob and burst after a certain time, where the event picks a random location and ghost to play as the blob. The crew must destroy the blob until it destroys a pre-determined amount of the station (350 x Number of Blob Cores).
Blobs are an unknown biological entity which come aboard stations through infected organisms like mice and, occasionally, crew members. Seeking to consume all matter available, blobs will relentlessly expand until everything around them is consumed.
 
If the crew manage to destroy the blob core, the crew will win. But if the blob manages to spread to a predetermined size, the crew will lose.


==It Came from Outer Space!==
==It Came from Outer Space!==


In the Blob game mode, the blob is controlled by a player, called The Overmind. A number of players are selected to play the blob. They are technically infected and have to choose a location for the blob's base in a random time limit. As time passes the player will get messages which will indicate when they are about to burst.
In the Blob game mode, the blob is controlled by a player, called The Overmind, with the objective to expand and take over as much of the station as possible. As a blob, you come onto the station as an infected mouse, having only a limited amount of time before you burst, so you must quickly find a suitable place to settle your core.
 
===Infected? What to do!===
So you're infected with Blobitis. Sucks to be you! Unlike many other modes that revolve around an antagonist from a station where some roles cannot be the antagonist in roundstart (such as Traitor), this mode will infect anyone regardless of role! Nobody is safe from the infection! But you can make it suck less to be you by ensuring the easy survival of your future self.
In the first few minutes, there should be ONE and only ONE thing on your mind. Getting resources. Create a resource blob close to your blob core as soon as possible. Then save up resources for a Power Node to place 6 tiles away from the Resource Blob and then place a Resource Blob next to the node to power it. At this point you can focus on more resources and expanding or start making factory blobs for defense and expand outwards. Splitting is also a good idea, 2 blobs will get the job done faster than 1.
 
===Positioning===
Positioning is extremely key to winning as a Blob. Do you want to get shot at from space by emitters setup 3 screens away from your core? Do you want to be easily spotted and quickly killed by assistants? Then don't setup in a main hallway or infront of departments. Cut cameras with a screwdriver and wirecutter around you as well that way the AI can't spot you or your core for a good while.
 
You should immediately go position yourself at the place you want to be. You will receive warnings when you're close to bursting, but the exact time is random, just be as quick as possible and stay there and wait. The best place for a blob to choose a base is in an inaccessible area, decreasing the chance of being spotted and being contained; but be warned, it has to be on the station Z-level and on a floor, otherwise you will instantly lose. Think along the lines of good [[Xeno]] hiding spots. Public hallways are bad. Out-of-the-way places that require elevated access are good. Chokepoints are good. It can also be strategic to spawn in places that will cripple the crew once you destroy them, like the [[SMES]]es or [[telecoms]] (be sure not to do anything stupid, like releasing the singularity.) Make sure you're somewhere safe before you burst!
 
===Blob Chemicals===
 
Blobs are made of chemicals; these affects their color of the blob bits, all blob tiles, as well as their attacks:
 
* '''Dark Matter''' (Dark Purple): Sucks humans closer into the Blob much like the singularity; great for trapping humans. (High Brute + Vortex)
* '''Burning Oil''' (Orange-Yellow): Jesus christ i'm on fire put it out put it out oh god. (High Burn + Ignites)
* '''Envenomed Filaments''' (Green): Injects harmful toxins when attacking humans. (High Toxins + Hallucinations + Injects Spores)
* '''Ripping Tendrils''' (Red): REND AND TEAR MAIM KILL BURN. PRAISE KHORNE. (High Brute + Stamina)
* '''Lexorin Jelly''' (Teal): Destroys your lungs with toxin and removing oxygen from your system. (Medium Brute + Massive Oxy Damage)
* '''Kinetic Gelatin''' (Yellow): The gambler's gold blob. Deals random damage each attack. (Between 33% to 233% Brute damage)
* '''Sorium''' (Orange-Brown): We're blasting off agaaain! (High Brute + Knockback)
* '''Cryogenic Liquid''' (Light Blue): Cold as ice, every hit freezing the blood in your veins. (Medium Brute + Stamina + Injects Frost Oil)
 
==Split Conciousness Power(100 Resources)==
 
 
'''''Split Conciousness Power'''''
 
 
''''The Overmind also has the ability to make a new Blob Core taking from local  ghosts/observers with the Split Mind Ability placing a blob where there Overminds eye is over. This core can have different chems from its Mother blob.
'''''
 
This power is EXTREMELY useful. This creates an entirely new Blob spawned from a ghost. This Blob can work with you to consume the station which means you can do advanced tactics with your partner such as charging emitters rapidly overpowering the emitters ability to kill your spawned blob tiles. Or just flat out murder tag team humans and Cyborgs. This should be a priority to get when you are established with enough resources and defenses like Factory Blobs.
 
 
==Blobmunition==
 
Blobs can attack players who are directly (not diagonally) adjacent to them by expanding(Ctrl+Clicking the tile they are standing on) onto their space. The blob can also spend resource tiles to place blob pieces. Blob pieces can expand into almost anything, including r-walls and even space, but note that space is much slower than onto a clear floor tile, which can be useful for slowing down the regeneration of the tiles around the blob core. Try hemming in crewmates with blobs and then attacking.
 
 
 
The Overmind can also decide to place special blob pieces which have special functions and abilities. The Overmind must have resource points to replace the normal blob pieces with special versions and to expand where the Overmind desires. The blob core will produce resource points at a normal rate but to get more the Overmind must construct additional resource blobs.
 
===Blob Buildings===
 
This is a list of all the blob types that the overmind can spend resource points on to buy and replace normal blob pieces with. There are limits on how close you can put the same special blob to each other -- for example, the resource blob cannot be near another resource blob.
 
[[File:blob_core.gif]] '''''Core Blob:''''' The most important part of you, it is the brain of the blob and the heart. You cannot have more than one core so you must protect it at all costs, or you will die. It will regenerate health on its own, and you can keep track of its life from your HUD. Also produces one resource point per second all on its own.


[[File:blob_normal.gif]] '''''Normal Blob:''''' Expands your reach and allows you to upgrade into special blobs that perform certain functions.
===Feeling bloated?===
Your chosen spot for your inevitable pop should be a location relatively unexposed, ideally where you can funnel any hostile crew that would attack you, down narrow corridors, as the less surface area crew can attack at one time, the easier it will be to defend yourself.
Space is also a great threat to you, not for lack of atmosphere or increased cost of making tiles there, but for the fact that crew can easily assault you from range, both with pods and emitters, so bear that in mind when choosing your location.
As a blob mouse, you have the additional advantage of being able to crawl under airlocks using the "Hide" verb.


[[File:blob_shield.gif]] '''''Strong Blob:''''' Strong and expensive blob which can take more damage. It is fireproof and can block air, use this to protect yourself from station fires.


[[File:blob_resource.gif]] '''''Resource Blob:''''' Produces one resource point every four seconds, try to build these earlier to get a strong income. Defending your resource nodes is important. Always replace them if they are taken down and invest in shield blobs to protect them. The more resource blobs you have, the harder it will be for the crew to reach your core.
===General Strategy===
Your whole goal is to expand.


[[File:blob_resource.gif]] '''''Storage Blob:''''' Increases max resource point capacity by 50 for as long as it is up. While not useful to a newborn blob, these exponentially increase a large blobs fighting and staying power.
Early on you should avoid attracting attention from the crew and instead focus on building resource nodes. Build them directly next to regular blob nodes so they produce maximum resources.


[[File:blob_node.gif]] '''''Node Blob:''''' A Node will grow normal blobs around it, as well as power factories/resources within a 5(?) tile radius, much like the core. Unlike the core, it won't give you a small income, or reinforce its adjacent blobs. Necessary for expanding your territory, and will rapidly eat through any adjacent walls. Nodes are additionally used for the Split Consciousness and Relocate Core command.
When you're found it's helpful to have a few factories to keep the crew at bay. Consider upgrading these to Blobbernauts, which are a whole lot smarter (usually) than regular blob spores and pack a meaner punch. Remember that producing a blobbernaut destroys the factory it's produced on!


[[File:blob_factory.gif]] '''''Factory Blob:''''' If near a Node or Core, spawns up to three [[File:blob_spore.png]] Blob Spores per factory, which will attack nearby food (read: people.), or even form [[File:blob_zombie.png]] Blob Zombies! (See below). Factories can also be turned into a robust face-punching
Blow up water and welding tanks to slip and seriously injure crewmates. Consider breaching an area if many people are without EVA equipment. However, beware that miners can do serious damage to you with their Kinetic Accelerators in a vacuum.


[[File:Blobbernaut.png]] Blobbernaut! This destroys the factory and spawns a robust juggernaut of a blob. Juggernauts are mindless beasts that hit hard, break walls, are immune to any weapon of force 10 or less.
==Blob Chemicals==


===Blob Zombies===
After popping, blobs start off with a random chemical, which determines their colour, what kind of damage they deal, and any special effect they or their minions possess.


If a blob spore generated by a factory blob comes into contact with a deceased human, it will form a blob zombie! The blob spore will take over the crew member's brain and run around and attack people until it is killed. Blob zombies are hardier than normal spores and do about five times their damage, and they even benefit from armor the crewmate might be wearing! Also they are completely horrifying.
{|class = "wikitable" style="border: 1px solid #29A329; margin: 1em 0em;" cellspacing="0" width="60%"
!style="width: 10%; background-color: #29a329;"|Chemical
!style="width: 1%; background-color: #008000;"|Visual
!style="width: 25%; background-color: #29a329;"|Damage Type
|-
| style="background-color: #7F0000;color:white;"|
'''Ripping Tendrils'''
| style="background-color: #FFFFFF;"|
[[File:Ripping_Tendrils.gif|center]]
| style="background-color: #FFFFFF;"|
''Deals 15 Brute damage and 10 Stamina damage. Spores deal brute damage when killed.''
|-
| style="background-color: #B68D00;"|
'''Boiling Oil'''
| style="background-color: #f7f7f7;"|
[[File:Boiling_Oil.gif|center]]
| style="background-color: #f7f7f7;"|
''Deals 15 Burn damage and sets the victim aflame. Spores deal burn damage when killed''
|-
| style="background-color: #FFA500;"|
'''Kinetic Gelatin'''
| style="background-color: #FFFFFF;"|
[[File:Kinetic_Gelatin.gif|center]]
| style="background-color: #FFFFFF;"|
''A gambler's chemical. Deals between 5 to 35 Brute damage. Spores deal brute damage when killed.''
|-
| style="background-color: #808000;"|
'''Sorium'''
| style="background-color: #f7f7f7;"|
[[File:Sorium.gif|center]]
| style="background-color: #f7f7f7;"|
''Deals 15 Brute damage. Both direct attacks by tiles and death of spores launch entities away.''
|-
| style="background-color: #9ACD32;"|
'''Envenomed Filaments'''
| style="background-color: #FFFFFF;"|
[[File:Blob_normal.gif|center]]
| style="background-color: #FFFFFF;"|
''Deals 15 Toxin damage and causes hallucinations. Spores deal toxin damage when killed.''
|-
| style="background-color: #00FFC5;"|
'''Lexorin Jelly'''
| style="background-color: #f7f7f7;"|
[[File:Lexorin_Jelly.gif|center]]
| style="background-color: #f7f7f7;"|
''Deals 10 Brute damage, 25 Respiration damage, and halts breathing for 8 cycles. Spores deal respiration damage when killed.''
|-
| style="background-color: #8BA6E9;"|
'''Cryogenic Liquid'''
| style="background-color: #FFFFFF;"|
[[File:Cryogenic_Liquid.gif|center]]
| style="background-color: #FFFFFF;"|
''Deals 10 Brute damage, 10 Stamina damage, and injects 10 units of Frost Oil. Spores deal burn damage when killed.''
|-
| style="background-color: #2476f0;"|
'''Radioactive Gel'''
| style="background-color: #f7f7f7;"|
[[File:Radioactive_Gel.gif|center]]
| style="background-color: #f7f7f7;"|
''Deals 5 Brute damage, 7.5 Toxin damage, and injects 7.5 units of Uranium. Spores deal toxin damage when killed.''
|-
| style="background-color: #20324D;color:white;"|
'''Teslium Paste'''
| style="background-color: #FFFFFF;"|
[[File:Teslium_Paste.gif|center]]
| style="background-color: #FFFFFF;"|
''Deals 10 Burn damage and injects 3.125 units of Teslium, with a chance to shock and stun you if you already have some in your body. Spores deal burn damage when killed.''
|-
|}


Blob zombies can happen on their own, but you, the blob overmind, can speed up the process by rallying spores to the location of the corpses you've made.
==Controls==


===Hotkeys===
<u>''''' Left Click''''' </u><br>
Expands Blob tiles to the target tile and attacks a human/cyborg on the targeted tile. Save up resources to quickly and rapidly kill borgs or humans.
{{Note|Clicking an adjacent tile will expand the blob once, clicking a tile diagonal to a blob will expand the blob twice}}
<u>''''' CTRL+Click'''''</u><br>
Create a Strong tile, or click on a Strong Tile to create a Reflective tile.
<br>
<u>'''''Middle Mouse Click'''''</u><br>
Rallies Spores to a target location.
<br>
<u>'''''ALT+Click'''''</u> <br>
Remove tiles, partially refunding some of their cost.
<br>


* CTRL+Click: Expands Blob tiles to the target tile(needs to be adjacent and not diagonal to another blob Tile) and Attacks a human/cyborg on the targeted tile. Save up resources to quickly and rapidly kill borgs or humans.
{|class = "wikitable" style="border: 1px solid #29A329; margin: 1em 0em;" cellspacing="0" width="60%"
* ALT+Click: Create Shield Blob
|style="width: 16%; background-color: #29a329; font-allign:center; font-weight:bold;"|Blob Tile
* Middle Mouse Click: Rally Spores/Blobbernauts use this to send spores to kill people
|style="width: 3%;background-color: #008000;font-allign:center; font-weight:bold;"|Cost
|style="width: 25%; background-color: #008000;"|Uses/Purpose
|-
! Blob Core <br>[[File:blob_core.gif|64px]]
| 100
| The most important part of you, it is the brain of the blob and the heart. You cannot have more than one core(except by "splitting") so you must protect it at all costs, or you will die. It will regenerate health on its own, and you can keep track of its life from your HUD. Also produces one resource point per second all on its own, and allows placement of "building" tiles within 3 tiles of itself.
|-
! Blob Node <br> [[File:blob_node.gif|64px]]
| 60
| A Node will grow normal blob tiles around it, factories and resource nodes can be placed within a 3 tile radius around them. Necessary for expanding your territory, and will rapidly eat through any adjacent walls. Nodes are additionally used for the Split Consciousness and Relocate Core command. Can't be built within 5 tiles of another Node Blob. Ideal for breaching secure areas or defending choke points.
|-
! Blob Tile <br> [[File:blob_normal.gif|64px]]
| 5
| The basic blob tile, which expands your influence and is required to place more advanced tiles.
|-
! Strong Blob <br> [[File:blob_shield.gif|64px]]
|15
| Created by upgrading a Normal blob tile (ctrl+click), they can absorb a great deal more damage than a normal blob tile, are fireproof and can block air, allowing you to protect yourself from station fires.
|-
! Reflective Blob <br> [[File:Blob_reflective.gif|64px]]
| 15
| Created by upgrading a Strong blob tile, they absorb less damage than a strong blob but have the ability to reflect laser shots and negate emitter pulses. Strategic placement of reflective tiles can negate a large amount of the crew's offensive power and may lead to many incidents of friendly fire.
|-
! Resource Blob <br> [[File:blob_resource.gif|64px]]
| 40
| Steadily produces resources, individual production speed increasing with proximity to a node/core. They are essential to resource income; defending your resource nodes is vitally important. The more resource tiles you have, the faster your resource generation and thus expansion. They cannot be built within 4 tiles of another Resource tile, but can always be adjacent to a node with optimal placement.
|-
! Blob Factory <br> [[File:blob_factory.gif|64px]]
| 60
| Creates blob spores [[File:blob_spore.png|32px]] which will attack nearby food (read: people.), and convert the dead into [[File:blob_zombie.png|32px]] Blob Zombies, which are tougher and stronger than spores alone. Can't be built within 7 tiles of another Factory Blob.
|-
! Storage Blob <br> [[File:blob_resource.gif|64px]]
| 40
| Increases max resource point capacity by 50 for as long as it is up. While not useful to a newborn blob, these exponentially increase a large blob's fighting capacity and ability to staying alive.
|-
! Captured Nuke Blob <br> [[File:blob captured nuke.gif]]
| 5
| A blob tile that is slightly more reinforced than your average tile and only spawns when the blob eats a nuclear warhead. The crew is still able to recover the nuke if they are able to kill this tile.
|-
! colspan="3" style="text-align:center;" | '''Abilities'''
|-
! Blobbernaut <br> [[File:Blobbernaut.png|64px]]
| 60
| Sacrifice a factory to spawn a Blobbernaut. Blobbernauts are ghost-controlled creatures that deal moderate damage to the crew and can break down airlocks/machines, but constantly degenerate health if injured and not on a blob tile. They will, however, regenerate health while moving across blob tiles. They are immune to pressure but are vulnerable to loss of gravity.
|-
! Split Conciousness Power <br> [[File:SplitConciousnessBlob.png|64px]]
| 100
| The Overmind has the ability to split themselves once, making a new Blob Core, which will poll the ghosts/observers, allowing you to gain an ally blob, effectively doubling chemical generation. The other core can have a different chemical from the original blob, but you both gain from any linked resource nodes, making it the most potent ability the blob possesses.
|}


==Kill That Blob!==
==Kill That Blob!==


The [[Emergency Shuttle]] usually will not come during blob mode. Nor will the blob spare you or your precious station from a horrible death. Guess you better take it down fast, then.
The blob is a severe biohazard, and as such the [[Emergency Shuttle]] will likely be prevented from coming to the station to save you until crew transfer so your only option is to play the long game or kill it.  
 
===Tools of the Trade===
 
Most of your weapons are useless against blobs. The blob care about brute damage, and as such is it unable to be stunned. Generally speaking, what you will want is to do burn damage. ('''NOTE:''' This does NOT mean setting fire to everything!) Here are some tools at your disposal:
 
* '''Armor''': The blob, in addition to expanding, can attack. Blobs do brute damage, so anything that protects against this, such as riot armor or Riot Shields, are helpful. Make sure to attack on the diagonals as much as possible as the blob can only attack in cardinal directions from its blob squares. Don't let yourself get surrounded!
 
* '''Welding tools:''' Cheap, readily available from YouTool machines (hack them for two more Upgraded Welding Tools) or the autolathe.  Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some fuel tanks to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel, and have the added bonus of not setting plasma on fire in the case that the blob or some moron pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
 
* '''Laser weaponry:''' Available in the Armory, in Head of Personnel, Head of Security, Captain's quarters, and through R&D or Cargo. Resist the temptation to just charge one gun then fire it off. If you're carrying the whole armory you'll be more effective if you have the ability to fire them all in series. Grab the chargers and wrench them a good distance from the blob so you can recharge, but make sure the blob doesn't eat them. If you're in Cargo, take the time to order as many guns as possible before you run off to fight. This is the one round type people will love you for running gun cargo.
 
* '''Emitters:''' Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one sided match.
 
* '''IED's:''' The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
 
*'''Flashbangs:''' Two flashbangs will destroy all weak blobs in a large area, allowing people to rush in and ruin the special blob squares. If you don't warn people you're using these, they might get stunned and eaten by the blob. Give people a chance to clear the area and if your flashbang stuns someone, pull him out of there before the blob sees the opportunity to make a zombie out of him.
 
Once again: '''DO NOT USE FLAMETHROWERS OR PLASMA FIRES''' (see below). They are useless and will only make the rest of the crew die and hate you.
 
===Risky Measures===
 
('''Do not use these unless the situation is totally beyond control, or else you might be banned.''' When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)
 
*'''Large Plasma Fires:''' Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also only destroy normal blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos isn't ruined yet this will make the crew hate you.
 
*'''Bombs:''' Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos is ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
 
*'''Bags of Holding''': If you can get within one or two squares of the blob core, creating a [[singularity]] there will almost certainly eat the blob core and win the game. DON'T DO THIS IF YOU CAN'T GET EXTREMELY CLOSE AS THERE'S NO PREDICTING LORD SINGULOTH. If things are going really bad, though, and you can still get reasonably close there's a chance this may be your only hope. Because there's no assurances here you might end up killing everybody. Ahelp before doing this to get the ok.
 
===DEFCON 1===
 
Should the blob grow too powerful, there is a good chance that Centcomm Administrators will okay the use of nuclear weaponry to destroy the blob if contacted via the Communications Console. You must have captain level access to do so. If they give the okay they will send you the nuke code and you should sit and wait for your death knowing you failed the station.
 
=== A Quick Note On Intent ===
 
[[Guide to Combat|As you know,]] your intent affects what you do when you run into people while moving. If you are on help intent, you walk through that person, and if you're on disarm intent, you'll push them out of the way or into the nearest object, like a wall, or a blob.
 
In other words: '''If you are fighting the blob, use help intent or else everybody will hate you.'''
 
=== Why is it always Zombies?! ===
 
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away '''but don't do that, running around in a panic is the last thing you should do.''' Zombies, like many NPC mobs, have laser-guided autoattacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.
 
If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're totally out of luck unless you have armor, a fire axe, or a buddy or two fighting alongside you.
 
===Non-Action Crewmates===
 
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!
 
====Medbay====
 
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:
 
'''[[Medical Doctor]]:''' You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/bruise packs and probably burn patches/ointment if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor. You can also drag people to cryo and dead people to cloning, but generally you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
 
'''[[Chemist]]''': Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
 
'''[[Geneticist]]''': Clone the people who inevitably die. Always have someone cloning. LOOT THEIR BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is useless (if you haven't found the blob by the time you get it, it's already ogre), cold resistance can be useful if some moron has exposed the blob area to space but otherwise useless, and TK is fun but impractical.
 
'''CMO''': You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.
 
'''[[Virologist]]''':  Some of the advanced good symptoms, such as tox comp/filter or magical breathing, might be useful in blob fighting, but if enough time has passed for you to get them the blob is either dead or too far gone to die, and why is cargo wasting points on a virus crate anyway?
 
====Cargo====
 
'''Order emitters.''' Order emitters. Don't assume the ones in Engineering Secure Storage will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.
 
'''Order guns.''' Energy guns have their place, and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost extremely low, and does big damage. Besides that, you should already have enough laser guns on the station that unless some moron loses them to the blob, you have barely enough chargers to charge them all at once. '''Make sure R&D gets a shotgun crate, see Science for details.'''
 
'''Order lots of metal and glass.''' Don't rely on mining to get back at all or on time. However...
 
'''Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D.''' You're going to mass-drive the miners to the asteroid because to shreds with the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire so you don't lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.
 
You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you better have made.


'''No seriously, make an extra autolathe''' near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
===Weapons===
Blob tiles are highly resistant to brute damage, meaning that you will have to rely on burn damage which the blob has no resistance to. Utilize items such as welders and laser-based weaponry. They will prove very effective in eliminating most blob tiles. But make sure to avoid friendly fire and watch out for reflective blob tiles. Flamethrowers, while flame-based weaponry, are not very effective and usually hurt the crew rather than the blob.


====Science====
Additionally, Two flashbangs will destroy all weak blob tiles in a large area, allowing people to rush in and destroy the special blob squares. If you don't warn people you're using these, they might get stunned and eaten by the blob. Give people a chance to clear the area so you don't mass stun them.


'''[[Guide to Research and Development|R&D]]:''' '''GET TO RESEARCHING QUICK.''' The xray laser gun is your holy grail. If you make even just one, the blob is in serious trouble. '''MORE THAN ONE AND YOU WIN THE BLOB MODE. PERIOD. IT'S DEAD, IT'S OVER, RIP BLOB.''' Completely inept at science? Absolutely no research done when the blob burst? Here's your dummies guide to getting xray lasers ASAP. First, get robotics to make three mech syringe guns. While those are being made, run into the maintenance tunnel just across from science and head to the solar array, deconstruct the SMES (Don't know how? Screwdriver, followed by crowbar.) and swipe its circuit board, leave the other junk behind, nobody's going to care about the solars when there's a blob currently eating the station, anyway. Research those. After that, take the intelicard from the RD's office and put it into the analyzer. If cargo is any good, you'll have a shotgun crate soon, drop all three in the analyzer as well. You now have the research for xray laser guns, rejoice.
===Equipment===
* Make sure to utilize internals and EVA suits because the area inevitably gets spaced by the blob.
* Build rechargers in the nearby area in order to quickly recharge energy weapons
* Keep welding tanks nearby but far away from the blob so people using welders can refill


'''NOW UPGRADE THAT PROTOLATHE.''' Don't know how? Just have it make a couple pico manipulators, then EJECT ALL THE SPARE MATERIAL FROM THE PROTOLATHE OR YOU'LL LOSE IT. Now, deconstruct it like you did the SMES to make it into a pile of parts and a machine frame. Stuff the circuit board back in, followed by the two pico manipulators you made, dump the two micro manipulators the machine had by default into the trash, replace the matter bins and beakers, then screwdriver it. Now you've got a protolathe that prints out everything at one fifth of the material cost. Ignore all this if you upgrade like a proper person, with a RPED


Now if the miners aren't braindead, they should be hauling in some uranium and silver. Stuff those into the protolathe and start printing xray laser guns like crazy and make that blob regret coming to YOUR station. If you've got a little time to spare, steal xenobiology's plasma and research those until you can make plasma cutters, take the gold from the vault if you don't have any, and make those too.
==The Blob is Too Big==
Should the blob grow too powerful, you may just have to nuke the station. You can do this on the way out or to prevent immediate blob critical mass. Ask Central Command for the station nuclear detonation codes. They may or may not grant it to you or it could take some time so keep fighting to the bitter end.


'''Toxins''': Make bombs. Six 3/7/14s. Slap them into package wrappers and LABEL THEM APPROPRIATELY SO THEY DON'T BOOM. Small Package (145.9 -- 30) hits the blob, etc. If things go ass up or you have a lot of weapons and EVA-capable people, a MANLY way to fight the blob is to bomb your way to the core and then just have everyone ready to shoot its core down. Other than that? DON'T USE THEM UNLESS THINGS ARE DESPERATE. Bombs are indiscriminate and breach the hull, so unless cargo ordered an emergency crate you're boned. (Cargo will probably not order an emergency crate.) Also, grab those heat canisters! Get some assholes into firesuits, take all the postburn CO2 you can, and release it behind the blob. As long as you don't breathe it, the suit protects you from arbitrary levels of heat and pressure so you should be just fine.
==General Tips==
* Consider having medical set up a field hospital nearby
* Have [[Roboticist]]s build durands to combat the blob
* Emitters are useful but can easily be countered by reflective blobs
* Have cargo order energy- and laser-based weaponry
* Weapon upgrade kits made in RnD significantly improve effectiveness of ranged weaponry
* Avoid fighting blobbernauts unless you can kill them, they easily regenerate health


'''[[Roboticist]]''': Once the medics empty their medkits onto belts, can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful when some greytider inevitably makes a hull breach. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making. A durand used to be great, but then xray lasers came along and are much better. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.


'''[[Guide to xenobiology|Xenobiologist]]''': Go do a real job. Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful, but it's better to just give your plasma to research.


{{JobsTable}}
{{JobsTable}}


[[Category:Game Modes]][[Category:Jobs]]
[[Category:Game Modes]][[Category:Jobs]]

Latest revision as of 20:43, 26 November 2023

ANTAGONIST

Blob-animated-core.gif
Blob

Superiors: N/A
Difficulty: Very Hard
Guides: No external guides.
Access: Anywhere you can eat your way into.
Duties: Spread onto the whole station

Blobs are an unknown biological entity which come aboard stations through infected organisms like mice and, occasionally, crew members. Seeking to consume all matter available, blobs will relentlessly expand until everything around them is consumed.

It Came from Outer Space!

In the Blob game mode, the blob is controlled by a player, called The Overmind, with the objective to expand and take over as much of the station as possible. As a blob, you come onto the station as an infected mouse, having only a limited amount of time before you burst, so you must quickly find a suitable place to settle your core.

Feeling bloated?

Your chosen spot for your inevitable pop should be a location relatively unexposed, ideally where you can funnel any hostile crew that would attack you, down narrow corridors, as the less surface area crew can attack at one time, the easier it will be to defend yourself. Space is also a great threat to you, not for lack of atmosphere or increased cost of making tiles there, but for the fact that crew can easily assault you from range, both with pods and emitters, so bear that in mind when choosing your location. As a blob mouse, you have the additional advantage of being able to crawl under airlocks using the "Hide" verb.


General Strategy

Your whole goal is to expand.

Early on you should avoid attracting attention from the crew and instead focus on building resource nodes. Build them directly next to regular blob nodes so they produce maximum resources.

When you're found it's helpful to have a few factories to keep the crew at bay. Consider upgrading these to Blobbernauts, which are a whole lot smarter (usually) than regular blob spores and pack a meaner punch. Remember that producing a blobbernaut destroys the factory it's produced on!

Blow up water and welding tanks to slip and seriously injure crewmates. Consider breaching an area if many people are without EVA equipment. However, beware that miners can do serious damage to you with their Kinetic Accelerators in a vacuum.

Blob Chemicals

After popping, blobs start off with a random chemical, which determines their colour, what kind of damage they deal, and any special effect they or their minions possess.

Chemical Visual Damage Type

Ripping Tendrils

Ripping Tendrils.gif

Deals 15 Brute damage and 10 Stamina damage. Spores deal brute damage when killed.

Boiling Oil

Boiling Oil.gif

Deals 15 Burn damage and sets the victim aflame. Spores deal burn damage when killed

Kinetic Gelatin

Kinetic Gelatin.gif

A gambler's chemical. Deals between 5 to 35 Brute damage. Spores deal brute damage when killed.

Sorium

Sorium.gif

Deals 15 Brute damage. Both direct attacks by tiles and death of spores launch entities away.

Envenomed Filaments

Blob normal.gif

Deals 15 Toxin damage and causes hallucinations. Spores deal toxin damage when killed.

Lexorin Jelly

Lexorin Jelly.gif

Deals 10 Brute damage, 25 Respiration damage, and halts breathing for 8 cycles. Spores deal respiration damage when killed.

Cryogenic Liquid

Cryogenic Liquid.gif

Deals 10 Brute damage, 10 Stamina damage, and injects 10 units of Frost Oil. Spores deal burn damage when killed.

Radioactive Gel

Radioactive Gel.gif

Deals 5 Brute damage, 7.5 Toxin damage, and injects 7.5 units of Uranium. Spores deal toxin damage when killed.

Teslium Paste

Teslium Paste.gif

Deals 10 Burn damage and injects 3.125 units of Teslium, with a chance to shock and stun you if you already have some in your body. Spores deal burn damage when killed.

Controls

Left Click
Expands Blob tiles to the target tile and attacks a human/cyborg on the targeted tile. Save up resources to quickly and rapidly kill borgs or humans.
Note: Clicking an adjacent tile will expand the blob once, clicking a tile diagonal to a blob will expand the blob twice.
CTRL+Click
Create a Strong tile, or click on a Strong Tile to create a Reflective tile.
Middle Mouse Click
Rallies Spores to a target location.
ALT+Click
Remove tiles, partially refunding some of their cost.

Blob Tile Cost Uses/Purpose
Blob Core
Blob core.gif
100 The most important part of you, it is the brain of the blob and the heart. You cannot have more than one core(except by "splitting") so you must protect it at all costs, or you will die. It will regenerate health on its own, and you can keep track of its life from your HUD. Also produces one resource point per second all on its own, and allows placement of "building" tiles within 3 tiles of itself.
Blob Node
Blob node.gif
60 A Node will grow normal blob tiles around it, factories and resource nodes can be placed within a 3 tile radius around them. Necessary for expanding your territory, and will rapidly eat through any adjacent walls. Nodes are additionally used for the Split Consciousness and Relocate Core command. Can't be built within 5 tiles of another Node Blob. Ideal for breaching secure areas or defending choke points.
Blob Tile
Blob normal.gif
5 The basic blob tile, which expands your influence and is required to place more advanced tiles.
Strong Blob
Blob shield.gif
15 Created by upgrading a Normal blob tile (ctrl+click), they can absorb a great deal more damage than a normal blob tile, are fireproof and can block air, allowing you to protect yourself from station fires.
Reflective Blob
Blob reflective.gif
15 Created by upgrading a Strong blob tile, they absorb less damage than a strong blob but have the ability to reflect laser shots and negate emitter pulses. Strategic placement of reflective tiles can negate a large amount of the crew's offensive power and may lead to many incidents of friendly fire.
Resource Blob
Blob resource.gif
40 Steadily produces resources, individual production speed increasing with proximity to a node/core. They are essential to resource income; defending your resource nodes is vitally important. The more resource tiles you have, the faster your resource generation and thus expansion. They cannot be built within 4 tiles of another Resource tile, but can always be adjacent to a node with optimal placement.
Blob Factory
Blob factory.gif
60 Creates blob spores Blob spore.png which will attack nearby food (read: people.), and convert the dead into Blob zombie.png Blob Zombies, which are tougher and stronger than spores alone. Can't be built within 7 tiles of another Factory Blob.
Storage Blob
Blob resource.gif
40 Increases max resource point capacity by 50 for as long as it is up. While not useful to a newborn blob, these exponentially increase a large blob's fighting capacity and ability to staying alive.
Captured Nuke Blob
Blob captured nuke.gif
5 A blob tile that is slightly more reinforced than your average tile and only spawns when the blob eats a nuclear warhead. The crew is still able to recover the nuke if they are able to kill this tile.
Abilities
Blobbernaut
Blobbernaut.png
60 Sacrifice a factory to spawn a Blobbernaut. Blobbernauts are ghost-controlled creatures that deal moderate damage to the crew and can break down airlocks/machines, but constantly degenerate health if injured and not on a blob tile. They will, however, regenerate health while moving across blob tiles. They are immune to pressure but are vulnerable to loss of gravity.
Split Conciousness Power
SplitConciousnessBlob.png
100 The Overmind has the ability to split themselves once, making a new Blob Core, which will poll the ghosts/observers, allowing you to gain an ally blob, effectively doubling chemical generation. The other core can have a different chemical from the original blob, but you both gain from any linked resource nodes, making it the most potent ability the blob possesses.

Kill That Blob!

The blob is a severe biohazard, and as such the Emergency Shuttle will likely be prevented from coming to the station to save you until crew transfer so your only option is to play the long game or kill it.

Weapons

Blob tiles are highly resistant to brute damage, meaning that you will have to rely on burn damage which the blob has no resistance to. Utilize items such as welders and laser-based weaponry. They will prove very effective in eliminating most blob tiles. But make sure to avoid friendly fire and watch out for reflective blob tiles. Flamethrowers, while flame-based weaponry, are not very effective and usually hurt the crew rather than the blob.

Additionally, Two flashbangs will destroy all weak blob tiles in a large area, allowing people to rush in and destroy the special blob squares. If you don't warn people you're using these, they might get stunned and eaten by the blob. Give people a chance to clear the area so you don't mass stun them.

Equipment

  • Make sure to utilize internals and EVA suits because the area inevitably gets spaced by the blob.
  • Build rechargers in the nearby area in order to quickly recharge energy weapons
  • Keep welding tanks nearby but far away from the blob so people using welders can refill


The Blob is Too Big

Should the blob grow too powerful, you may just have to nuke the station. You can do this on the way out or to prevent immediate blob critical mass. Ask Central Command for the station nuclear detonation codes. They may or may not grant it to you or it could take some time so keep fighting to the bitter end.

General Tips

  • Consider having medical set up a field hospital nearby
  • Have Roboticists build durands to combat the blob
  • Emitters are useful but can easily be countered by reflective blobs
  • Have cargo order energy- and laser-based weaponry
  • Weapon upgrade kits made in RnD significantly improve effectiveness of ranged weaponry
  • Avoid fighting blobbernauts unless you can kill them, they easily regenerate health


CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne