Difference between revisions of "Game Modes"

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The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins, or by voting (hahaha as if).<br>
{{JobAntag}}The '''Game Mode''' for a round dictates what events, antagonists, and occurrences will happen during the round. Each gamemode has specific requirements that determine whether the gamemode will be available to be "rolled" at round-start that is based on player count, antagonist eligible players, chance, and server configuration settings. The game mode has a significant impact on the objectives of antagonists at the beginning of the round as well as what type of antagonists will be available to be rolled. Finally, some game modes have ending conditions that when met will initiate the end of the round sequence.
{{Note|Game Modes should not be confused with [[Random events]] which are events that happen ''after'' round-start and are generally not dictated by the gamemode}}
==Game Mode Cycle==
Each gamemode is assigned a probability value, all those values are put into a "Bucket" and one is randomly drawn out. Adding/removing values will effect the entire pool. Current standing are:


Be aware that a Change Mode vote in the middle of a round will cause the server to restart if the vote runs to completion - doing this in the middle of a round that hasn't gone completely to shit for everyone will probably get you banned or at least widely reviled. Doing it because you died and want a restart will definitely get you teased at the very least.
* [[Changeling]] - Probability value of 3
* [[Cult]] - Probability value of 3
* Autotraitor - Probability value of 3
* Extended - Probability value of 3
* [[Nuclear Agent|Nuclear Emergency]] - Probability value of 2
* [[Traitor]] - Probability value of 2
* Traitor + Changeling - Probability value of 3
* Traitor + Vampire - Probability value of 3
* Trifecta - Traitor + Vampire + Changeling - Probability value of 3
* [[Vampire]] - Probability value of 3
* [[Wizard]] - Probability value of 2


==[[Random events]]==


[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.
===Secret Modes===
Unless forced by an admin, all game modes for a specific round will be secretly chosen: regular players will not be able to see the round-type until the end of the round. This means that at round-start, unless a player is an antagonist, they will not know the round-type. Only game modes that are [[#In Rotation|In Rotation]] will be able to be rolled as part of the secret mode. While secret modes are generally ''randomly chosen'' as part of their roll chance, admins can secretly force a round-type if they choose to.


 
==All Game Modes==
==Secret==
All game modes that are available in or codebase (but not necessarily available in-game). While each round-type has an associated round-start requirements (requirements that must be met for a round to be considered to be rolled), this guide lists the standard config round-start player requirements which means that actual in-game values may differ, however whether or not a round is in-rotation or not is accurate.
''<code>'''Enemy Transmission Intercept''' - Security level elevated.</code>''<br>
===In Rotation===
The default game mode on Paradise. This mode picks from most of the good modes randomly, and doesn't inform the players what the game mode is at the beginning of the round. In addition, certain [[Random events|random events]] may occur during the round.  
Game modes that can be rolled in-game without admin intervention.
 
{|class="wikitable sortable mw-collapsible" width="90%" style="background-color:#CED2DB;"
Secret currently has the following game modes in rotation:
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
 
! style="background-color:#606D89; width:20%;" | Gamemode
===[[File:Sword.gif]] [[Traitor]]===
! class="unsortable" style="background-color:#606D89; width:15%;" | Round-Start Requirements
The most common game mode in secret. In Traitor, one or more crew members are '''Syndicate agents''' and are given a PDA Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. The Crew must find out who the traitors are and stop them from reaching their goal.  
! style="background-color:#606D89; width:20%;" | Round-End Conditions
! class="unsortable" style="background-color:#606D89; width:50%;" | Description
|-
! [[Traitor]] <br> [[File:Swordred.gif]]
| One player with [[Traitor]] enabled
| When the [[Emergency Shuttle]] leaves.
| The most common game mode in secret. In '''Traitor''', one or more crew members are '''Syndicate agents''' and are given a PDA Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. The Crew must find out who the traitors are and stop them from reaching their goal.  


Traitor objectives are usually one of the following:
Traitor objectives are usually one of the following:
* Assassinate/Protect a specific crew member.
* Assassinate a specific crew member.
* Steal a restricted item.
* Steal a restricted item.
* Be the only one on the Emergency Shuttle when it leaves or just escape alive.
* Ensure only fellow traitors are on the Emergency Shuttle when it leaves, or just escape alive and free.
* Die a glorious death.
* Teach a specific crew member a lesson.
* Dismember/assault/maim an specific crew member.
* Debrain a specific crew member.
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves, they win. However, being in the Shuttle Brig (marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.
* Maroon a specific crew member.
 
If the Traitors can meet all of their objectives when the emergency shuttle leaves, they win. However, being in the Shuttle Brig (marked with red flooring) or handcuffed does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.
'''Game Ending Conditions:'''
|-
* When the [[Emergency Shuttle]] leaves.
! Auto Traitor <br> [[File:Swordred.gif]]
 
| None!
===[[File:Changeling.gif]] [[Changeling]]===
| When the [[Emergency Shuttle]] leaves.
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, such as a toxin dart, but is largely stealth-based. Changeling can be anyone they've absorbed - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will most often have an objective to accomplish before the [[Escape Shuttle]] arrives, usually absorb a certain amount of people before escaping. They also win individually, and may choose to back stab one another in order to complete their objectives.
| Very similar to the [[Traitor]] game mode, however, traitors will be selected as the round progresses rather than all at round-start.
 
|-
Also See:[[Changeling|Job Guide]]
! [[Vampire]] <br> [[File:Vampire.png]]
 
| 15 players online and 1 player with [[Vampire]] enabled.
'''Game Ending Conditions:'''
| When the [[Emergency Shuttle]] leaves.
* When the [[Emergency Shuttle]] leaves.
| Similar to Changeling and Traitor, '''Vampires''' are on board the station with objectives similar to traitors. These life-force-absorbing monsters want to thirst for blood! And they'll not stop until they're '''done with their objectives'''. Be very careful and do not get your blood sucked by them!
 
Vampires will have these objectives:
===[[File:Vampire.png]] [[Vampire]]===
Similar to Changeling and Traitor, Vampires are on-board the Cyberiad with objectives similar to traitors.
Vampires will ALWAYS have these objectives:
* Accumulate X amount of blood.
* Accumulate X amount of blood.
* Assassinate a specific crew member.
* Assassinate a specific crew member.
* Steal a restricted item.
* Steal a restricted item.
* Escape alive on the emergency shuttle or pod.
* Escape alive on the emergency shuttle or pod.
* Staying alive until the end.
|-
! Traitor + Changeling <br> [[File:Swordred.gif]] [[File:Changeling.gif]]
| 10 players online and two players with [[Traitor]] or [[Changeling]] enabled.
| When the [[Emergency Shuttle]] leaves.
| Combination of the Changeling and Traitor game modes.
|-
! Traitor + Vampire <br> [[File:Swordred.gif]] [[File:Vampire.png]]
| 10 players online and two players with [[Traitor]] or [[Vampire]] enabled.
| When the [[Emergency Shuttle]] leaves.
| Combination of the Vampire and Traitor game modes.
|-
! Changeling + Vampire <br> [[File:Changeling.gif]] [[File:Vampire.png]]
| 10 players online and two players with [[Changeling]] or [[Vampire]] enabled.
| When the [[Emergency Shuttle]] leaves.
| Combination of the Vampire and Changeling game modes.
|-
! Trifecta <br> [[File:Swordred.gif]] [[File:Changeling.gif]] [[File:Vampire.png]]
| 10 players online and three players with [[Traitor]], [[Vampire]], and [[Changeling]] enabled.
| When the [[Emergency Shuttle]] leaves.
| Combination of the Vampire, Changeling, and Traitor game modes.
|-
! [[Nuclear Agent|Nuclear Emergency]] <br> [[File:Syndicate.png]]
| 30 players online and 5 players with [[Nuclear Agent]] enabled.
|
* If the shuttle leaves with the Disk on board the [[Central Command|NAS Trurl]] or if all Nuclear Operatives are eliminated, the Crew wins a Major Victory.
* If the shuttle leaves with the Disk still anywhere on the station, the Syndicate wins a Minor Victory.
* If the nuke detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
* If the nuke detonates in the station successfully but no syndicates manage to escape, no one wins.
| A team of five '''Syndicate operatives''' has been sent on a '''mission to destroy the station with a nuclear bomb'''. However, they must get the Nuclear Authentication Disk from the station itself 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 the same items Traitors get to complete their mission and other items to assault the crew, their own [[High-Risk Items|nuclear bomb]] as well as Pinpointers that will allow them to hunt for the Disk.
|-
! [[Cultist|Cult]] <br> [[File:Cultist.png]]
| 30 players online and 3 players with [[Cult]] enabled.
|
* Cultists summon their god. This does not end the round directly but will call the emergency shuttle automatically with no option to recall.
* When the [[Emergency Shuttle]] leaves.
| A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Quite similar to Revolution, with some exceptions:
*There are no defined "Cult heads", all cultists are equal; each cultist, including new converts, starts with a special ritual knife.
*Cultists draw runes from their blood, requiring a ritual dagger to do so. Cultists can inscribe a variety of spells in their flesh to be used later. Cultists must cooperate to expand their cause and will use a conversion (or sacrifice) ritual to convert a crew member. Mindshielded and dead crew cannot be converted, and will instead be gibbed, leaving behind their gear and a soulstone shard. Said shard can then be inserted into a construct shell to create a powerful [[Construct]].
*Drawn runes can have several effects covered in [[Cult Magic|Cult]]. The cult's objectives progress as they complete them, including sacrificing two specific mindshielded crew members and summoning their god (which automatically calls the shuttle if it hasn't been already).
|-
! [[Wizard]] <br> [[File:Wizard.png]]
| 20 players online and 1 player with [[Wizard]] enabled.
|
* The Wizard and all of their apprentices (if the wizard has any) are killed
* When the [[Emergency Shuttle]] leaves.
| A '''Space Wizard''' has infiltrated 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 [[Lore#Other Organizations|Space Wizard Federation]]'s agenda'''. 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. The wizard's goals are mainly to steal or cause havoc on the station and escape on the shuttle.
|-
! Extended <br> [[File:paper.png]]
| None!
|
* When the [[Emergency Shuttle]] leaves.
| A game mode where there are no round-start antagonists or special conditions. Random events can still occur, however.


This mode is designed for people to '''utilize the relative peace and quiet to roleplay''', or to '''take on large projects''' that would otherwise not be viable during an antagonist round.
|}


Also See:[[Vampire|Job Guide]]
===Out of Rotation===
Game modes that have been removed from general rotation for various reasons and cannot be rolled without admin intervention.
{|class="wikitable sortable mw-collapsible" width="90%" style="background-color:#CED2DB;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style="background-color:#606D89; width:20%;" | Gamemode
! class="unsortable" style="background-color:#606D89; width:15%;" | Round-Start Requirements
! style="background-color:#606D89; width:20%;" | Round-End Conditions
! class="unsortable" style="background-color:#606D89; width:50%;" | Description
|-
! [[Abductor]] <br> [[File:Abductor.png]]
| Admin Forced
|
* If all of the Abductor Scientists die, the crew win.
* If one of the abductor teams experiment on 6 crew members successfully, the shuttle will be called without option to recall.
* When the [[Emergency Shuttle]] leaves.
| '''Abductors''' have reached the science station! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do '''research on NT personnel''' -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. The gamemode would end within 15-20 minutes and wasn't very interactive for crew.
|-
! [[Ragin' Mages]] <br> [[File:Ragin' Mages.png]]
| Admin Forced
|
* When the [[Emergency Shuttle]] leaves.
* When the wizard federation runs out of wizards to throw at the station.
| A sub-variant of '''Wizard'''. Wizards are constantly added to the round. This is out of rotation due to it being just a more tedious version of wizard, when one wizard dies it loses its fun factor and become a bit of a slog.
|-
! [[Changeling]] <br> [[File:Changeling.gif]]
| 15 players online and 1 player with [[Changeling]] enabled
| When the [[Emergency Shuttle]] leaves.
| Some of the crew are not what they appear to be! These '''Changelings''' are monsters in human form, with the ability to steal people's DNA and take on their identity.
Changelings can either use a stealthy DNA Sting to steal their target's appearance, or absorb their dead body, which takes time (meaning stealth is necessary) but provides them with memories and speech samples of the victim, as well as an ability to switch their powers. Changelings have other weapons at their disposal, such as an arm blade, but is largely stealth-based. Changeling can be anyone they've absorbed - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will most often have an '''objective to accomplish before the [[Escape Shuttle]] arrives''', and usually absorb a certain amount of people before escaping. They are NOT a team antagonist and win individually. Changelings will often backstab one another to complete their objectives.
|-
! [[Revolution]] <br> [[File:Rev.png]]
| Admin Forced
|
* If all revolutionary leaders are dead or have left the station, the station wins.
* If all command members are dead or have left the station, the revolutionaries win.
| A gamemode where a random number of people are designated as ''Revolutionaries'' and given flashes to convert non-mindshielded crew. The ultimate goal is to either kill all the Command members or force them to flee the station. The Emergency Shuttle cannot be called during this round-type. Small issue with this gamemode, ordering mindshields and harmbatoning people you see getting flashed just wins you the mode, when in rotation it was nearly impossible to do anything as a rev as people expected you and instantly went UNGA.
|}


'''Game Ending Conditions:'''
==Retired Game Modes==
These are game modes that have been removed completely from the code-base and are no longer available to play round-start. However, this does not mean that these features are removed and a few of them can be forced post round-start either through the admin secrets panel or [[random events]].
{|class="wikitable sortable mw-collapsible" width="90%" style="background-color:#CED2DB;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style="background-color:#606D89; width:20%;" | Gamemode
! class="unsortable" style="background-color:#606D89; width:15%;" | Round-Start Requirements
! style="background-color:#606D89; width:20%;" | Round-End Conditions
! class="unsortable" style="background-color:#606D89; width:50%;" | Description
|-
! [[Shadowling]] <br> [[File:Shadowling.gif]]
| ;s SLING MAINT
|
* All the Shadowlings (But not Thralls) are killed, the crew wins
* When the [[Emergency Shuttle]] leaves, but the Shadowlings did not ascend, the Crew still wins.
* When the [[Emergency Shuttle]] leaves, but the Shadowlings ascend, the Shadowlings win.
| '''Shadowlings''' are fragile beings that start out looking like a normal crewmember. They can 'evolve' into a weak shadowling form, which has limited powers, and will cause them to take damage in the light. They thrive in the dark, however. After they capture fifteen 'thralls' (Crew which has been turned into shadowling slaves), they can form into ascendance form, at which the station is FUBAR and attempts should be made to detonate the nuclear device. This was a very snowball-ey gamemode, and lacked anyone willing to maintain it making the code nearly unsalvageable, thus removal was the only option worth consideration.
|-
! [[Meteor Guide|Meteor]] <br> [[File:Meteor.gif]]
| No.
| When the [[Emergency Shuttle]] leaves.
| 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.<br>
Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost. This was in practice a 20–30-minute round of extended and was pretty much universally hated.
|-
! [[Xenomorph]]s <br> [[File:alien.png]]
| Accidental login to CM.
|
* When the [[Emergency Shuttle]] leaves.
* When the [[Emergency Shuttle]] leaves.
| A Xenomorph Queen and several larvae, along with a AI and a cybernetic xenomorph (borg), start off in a small shuttle similar to Nuclear Emergency however, there is no defined objective. Your only goal is to infest the station and spread your seed. Due to a lack of objectives along with a lot of permakilling, this was not a very good gamemode.
|-
! [[Nations]] <br> [[File:Nations.png]]
| "Attention all crew: Your captain has sent us an assfax, good day."
| When the [[Emergency Shuttle]] leaves.
| The round starts as normal, and 5 minutes into the round, you are sent a Central Command Update which is broadcast to the station, announcing the termination of all crew's contracts (again fuck you). You will then be assigned to a Nation depending on your job. There are six departments on the station. The AI gains a new lawset of enforcing the peace in the areas it can see, and all current borgs are transformed into special 'Peacekeeper' borgs. Nations worked the first few times it was run, but once the original rush wears off, there is almost no reason to create conflict and it became an extremely formulaic and boring gamemode.
|-
! [[Space Ninja]] <br> [[File:Generic ninja.png]]
| When someone is having a bit too much fun with [[Martial Arts]].
|
* When the [[Emergency Shuttle]] leaves.
* The Space Ninja is Killed
| A Space Ninja invades the station and their only goal is to kill the crew. Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. This gamemode was just never finished, some things are leftover and some attempts have been made to actually finish it, but that's about it.
|-
! [[Malfunction(Game Mode)|Malfunction]] <br> [[File:Malf AI.gif]]
| ; AI MALF BLOW THE BORGS.
|
* When the [[Emergency Shuttle]] leaves.
* The [[AI]] gains full control of the station.
| Malfunction is a mode about a malfunctioning AI. The AI has one goal, to assume control of the station. Any other laws are ignored. The AI in this mode gains special powers that it can use to help it stay alive or hinder the station crew. The AI can speed up it's takeover of the stations systems by hacking APCs. Cyborgs are very useful to the AI in this mode.


 
To win, the AI must stay alive long enough for it to takeover the station. This is represented by a counter. If the AI wins, it can either blow up the station, or let the station, and any survivors aboard it, exist in peace. On lower populations this worked fine as a gamemode, but eventually was moved to a subtype of traitor, [[AI#Traitoring|Traitor AI]].
 
|-
===[[File:Sword.gif]][[File:Changeling.gif]] [[Traitor]] + [[Changeling]]===
! [[Mutiny]] <br> [[File:Greytider.png]]
The station has been infiltrated by both [[Changeling]]s and [[Traitor]]s! Although rare, it is possible to be both a traitor and a changeling. Traitor-changelings would be given 4 objectives to complete, but can use both a syndicate uplink and their changeling abilities to accomplish them.
| "Captain has nuke in the bridge!".
 
|
'''Game Ending Conditions:'''
* When the [[Emergency Shuttle]] leaves.
* Unknown
| In a mutiny round, there are two things that happen: One, the Captain will get a fax from a Central Communications impersonator, which orders them to carry out a malicious 'Directive X'. Two, one of the Heads of Staff will be chosen at random to lead a Mutiny. On the fax that the captain receives, Directive X's specific parameters will be given. A few common examples are: Firing all members of a non-human species, demoting female heads of staffs, transferring credits from one department to another, or turning all non-essential staff into mining crew. The Head Mutineer will recruit people into their mutiny with a special verb given at the start of the round. Give a speech before you do it, though. Their job is to stop the Captain from completely following Directive X. Code was totally broken and wasn't even remotely enjoyable. Three rounds were played of this mode ever.  
|-
! [[Highlander / There Can Only Be One|Highlander]] <br> [[File:Highlander.png]]
| Adminsecret.
|
* When the [[Emergency Shuttle]] leaves.
* When the [[Emergency Shuttle]] leaves.
 
* Whenever the admins decide to nuke the round.
 
| Everyone spawns with an all access ID, a kilt and a claymore. '''Last man standing''' wins. The station is your oyster, go on a rampage! This gamemode functioned better as an adminsecret, hence it was moved to be one.  
===[[File:Syndicate.png]] [[Syndicate guide|Nuclear Emergency]]===
|-
A team of five '''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 the same items Traitors get in order to complete their mission, as well as Pinpointers that will allow them to hunt for the Disk.
! Monkey <br> [[File:Monkey.png]]
 
| When hell freezes over.
'''Game Ending Conditions:'''
|
* If the Shuttle leaves with the Disk on board, the Crew wins a Major Victory.
* If the Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
* If the Bomb detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
* If the Bomb detonates in the station successfully but no syndicates manage to escape, no-one wins.
 
 
===[[File:Hudrev.png]] [[Revolution]]===
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolution Leaders''' (of which there will be one to three) are supported by The [[Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause'''. When a Revolution Leader uses a flash on someone who isn't loyalty implanted, those people being NT-Appointed jobs (Rep, IAA, etc) or the Detective, HoS, Captain, or HoP, they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Rev Leaders can use any flash to convert people, not just the one they start with. The shuttle can be called but will never arrive during this game mode.
 
'''Game Ending Conditions:'''
* If all of the [[Heads of Staff]] present at the beginning of the round die, the Revolution wins. (Head of Personnel, Nanotrasen Representative, Head of Security, Research Director, Chief Medical Officer, Chief Engineer and Captain)
* If all of the Revolution Leaders die, the Heads win.
* Leaving the station z-level counts as "Abandoned the station/Abandoned the Cause", in which they are treated as dead.
 
===[[File:Telecommunications.png]] [[Mutiny]]===
A malicious order has been sent to the Head Loyalist, the Captain, dubbed "Directive X". Another Head Of Staff, the Head Mutineer must stop Directive X from being fulfilled. The shuttle takes twenty minutes to arrive and the emergency response team cannot be called, and all communication with Central Command is ceased.
 
'''Game Ending Conditions:'''
*If the Loyalists fulfill Directive X, they win.
*If the Mutineers prevent Directive X from being completed, they win.
*If either the Head Loyalist or Head Mutineer die, nobody wins.
 
===[[File:AIstatic.gif]] [[Guide_to_malfunction|AI Malfunction]]===
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 anything living with a passion! The crew must race to defeat the mechanical overlord before it hacks all of SS13's systems and activates the self destruct! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.
 
The Crew's goals: Cut all security cameras to prevent the AI from screwing with you and the station APCs. Do not touch any doors without making sure the power is out or wearing a set of insulated gloves. Engineering is the number one force on the station due to their stock of insulated gloves and multitools, located in the engine room. Canny Quartermasters can order Engineering crates to supplement this starting supply. The crew must destroy the AI's physical core, and any hacked APCs the AI could be shunted in.
 
AI: Hack APCs under your control, then set of the system take over for the whole station. The more APCs you hack, the less time (but there will still be time to wait) the crew will have to retaliate against you and more control you have exclusively over the ship systems (but if a camera gets disabled in that area, you cannot control that APC's power functions anymore). You get a few special AI powers you can buy from a list in your AI command list called AI modules (they are very useful to defeat several people who have gotten wise to your actions).
 
Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.
 
'''Game Ending Conditions:'''
* If the AI can survive until the round timer elapses, the AI wins.
* If the AI dies, the crew win.
* If the AI contains control, but dies, nobody wins.
 
===[[File:Blob.png]] [[Blob]]===
The Blob is a large growing, sentient creature which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it destroys the entire station!
 
'''Game Ending Conditions:'''
* If the crew manage to destroy the blob core(s), the crew will win.
* If the blob manages to spread to a predetermined size, the crew will lose.
* If the Nuclear Fission Device is used to destroy the station, the AI wins.
 
===[[File:Juggernaut.png]] [[Cult Magic|Cult]]===
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to security and the chaplain to stop them. Quite similar to revolution, with some exceptions:
*There are no defined "Cult heads", all cultists are equal; but each original cultist starts knowing the meaning of one rune word and a special 5-use talisman.
*Since cultists don't know all words required for creation of runes, they need to find these words out through experimentation or get from their horrible deity by sacrificing people. As such, the crew has some time before the cult starts spreading.
*Cultists draw runes from their own blood, requiring arcane tomes to do so.
*Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, however.
*Drawn runes do a number of effects covered in [[cult magic]].
*The shuttle is possible to call and will end the round. Having a number of cultists escape on it is one of the possible objectives.
*The cult has two objectives, which are chosen at random from four possibilities. These include using a sacrifice rune to sacrifice a typically high-ranking crewmember, using nine cultists to summon their dark lord Nar-sie (which automatically calls the shuttle if it hasn't been already), having at least five cultists evacuate on the escape shuttle and survive the ride to Centcom, or even a "free objective", allowing the cultists to do what they wish if the first objective has already been completed.
 
===[[File:paper.png]] Extended ===
Would be equally apt if it was named "Roleplay". Seriously. Nothing extraordinary happens, that's the point of this game mode.
 
However, in special circumstances, when the crew is [[beyond the impossible|void of griefers]] (and people who need non-stop stimulation and entertainment so they won't get bored) and the majority is competent and roleplays, it can be a very entertaining mode. The absence of blatant traitors, wizards or agents means that the whole crew can work with a peaceful mind and tackle together anything thrown at them by the game or the admins.
 
''Note: Extended rounds will still show the "Enemy Communication Intercept" -message at the beginning of the round. Even if there are no antag jobs due to it being extended.
 
Sometimes, if you're lucky enough, an admin will write a little "storyline" or event down and have that story interact with the crew. This will prevent griefing until the event goes past 5 minutes. Below are some commonly applied gimmicks to make the game more interesting for players.
 
===[[Nations]]===
 
The round starts as normal, and approximately 5-10 minutes into the round, you are sent a Central Command Update which is broadcast to the station, announcing the termination of all crew's contracts. You will then be assigned to a Nation depending on your job. There are five departments on the station. You are then to capture all other department's flags and return it to your own so you can rule them as their liege lord.
 
*'''Atmosia''' - Engineering, Mechanic and Atmospherics and are led by the Chief Engineer.
*'''Brigston''' - Security, Detective, Customs Officer, Warden, Internal Affairs and Blueshield are led by the Head of Security.
*'''Commandtozka''' - Nanotrasen Representative, Head of Personnel, Assistants, Botanists, Chef, Barman, Janitor, Chaplain and Librarian are led by the Captain. Commandstotzka has already irrevocably assimilated the states of Clowntopia and Mimia.
*'''Cargonia''' - Miners and Cargo Technicians are led by the Quartermaster
*'''Scientopia''' - Xenobiologists and Scientists are led by the Research Director.
*'''Medistan''' - Medical Doctors, Chemists, Geneticists, Virologist and Paramedic are led by the Chief Medical Officer.
 
'''Game Ending Conditions'''
 
*When one Nation has all the other Nation's flags
AI/Cyborgs do not exist at round-start in this gamemode. Drones are unaffected by the devolution of civilisation around them and maintain their KEEPER lawset.
 
===[[File:Wizard.png]] [[Wizard]]===
A space wizard has infiltrated the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, he will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is remarkably similar to the syndicate's). Nanotransen 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. The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.<br>
The Wizard can have an apprentice sometimes.
 
'''Game Ending Conditions:'''
* If the shuttle leaves without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
* If the Wizard completes his objectives and leaves on the shuttle, the Wizard wins.
 
===[[File:Wizard.png]] [[Ragin' Mages]]===
A sub-variant of Wizard. Wizards are constantly added to the round with different objectives.
 
 
===[[File:alien.png]] Xenos===
A Xenomorph Queen and several larva, along with a borg and AI, start off in a small shuttle similar to Nuclear Emergency, however, there is no defined objective.
 
==Other Game Modes==
Game modes which are no longer in the Secret rotation, but may show up if an admin sets it or it wins a game mode vote.
 
===[[File:Meteor.gif]][[Meteor Guide|Meteor]]===
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.<br>
Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost.
 
*Turns the server into one huge laggy mess.
 
 
===[[File:Monkey.png]] Monkey===
Monkey mode has been removed from the secret lineup because it sucked so much ass. At the start of the round someone instantly dies -- sucks for that guy! -- and becomes an easily killed annoying little primate with the magical ability to turn others into monkeys by biting them. Armor does not help, the transformation is instantaneous, and almost always connected. Since monkeys can also use every weapon and tool on the station, there is no hope for humanity. Humans cannot understand monkeyspeak, which shows up as "chimpers" to humans, and Monkeys cannot understand human speech, which shows up l**e ***s. The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.
 
'''Game Ending Conditions:'''
* If the Shuttle leaves with no living monkeys aboard, the Crew wins.
* If the Shuttle leaves with no living monkeys aboard, the Crew wins.
* If the Shuttle leaves with any living monkeys aboard, the Monkeys win and spread their magic hoodoo monkeyism to Centcom.
* If the Shuttle leaves with any living monkeys aboard, the Monkeys win and spread their magic hoodoo monkeyism to Centcom.
 
| At the start of the round someone instantly dies -- sucks for that guy! -- and becomes an easily killed annoying little primate with the magical ability to turn others into monkeys by biting them. Armor does not help, the transformation is instantaneous. Since monkeys can also use every weapon and tool on the station, there is no hope for humanity. Humans cannot understand monkeyspeak, which shows up as "chimpers" to humans, and Monkeys cannot understand human speech. The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. This wasn't even a part of the paradise codebase and was just expected to be eventually ported: It was not.
 
|-
===Sandbox===
! Sandbox <br> [[File:Wrench.png]]
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.<br>
| 20 TC trade for buildmode?.
In theory this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs.<br>
| N/A
In practice this is the mode where everyone spawns cloaks and revolvers and gives themselves all the wizard spells, then everyone kills each other on sight causing a massive bitchy argument in OOC for half an hour until someone goes onto the forums to get an admin to restart the server/ban everyone else for being giant griffins.
| Like extended except you can spawn any item you want through the "Sandbox Panel" verb.<br>
 
In theory this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs. This is on this page purely for documentation reasons, no sane admin would run this as its a fast-lane for disaster as players can spawn in whatever the hell they want.
 
|-
===Random===
!  [[Blob]] <br> [[File:Blob-animated-core.gif]]
Like secret only it tells you the game mode at the beginning and can pick the shit modes also. There's no reason to vote for it.
| 30 players online and 1 player with [[Blob]] enabled.
 
|
 
* If the crew manage to destroy the blob core(s), the crew wins.
 
* If the blob manages to spread to a predetermined size, the crew loses.
| The '''Blob''' is a large and constantly growing sentient creature which '''destroys everything in its path''', attacking whatever gets in the way. Destroy the blob's core before it destroys the entire station!
|}


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

Latest revision as of 20:06, 9 September 2024

Antagonist

The Game Mode for a round dictates what events, antagonists, and occurrences will happen during the round. Each gamemode has specific requirements that determine whether the gamemode will be available to be "rolled" at round-start that is based on player count, antagonist eligible players, chance, and server configuration settings. The game mode has a significant impact on the objectives of antagonists at the beginning of the round as well as what type of antagonists will be available to be rolled. Finally, some game modes have ending conditions that when met will initiate the end of the round sequence.
Note: Game Modes should not be confused with Random events which are events that happen after round-start and are generally not dictated by the gamemode.

Game Mode Cycle

Each gamemode is assigned a probability value, all those values are put into a "Bucket" and one is randomly drawn out. Adding/removing values will effect the entire pool. Current standing are:

  • Changeling - Probability value of 3
  • Cult - Probability value of 3
  • Autotraitor - Probability value of 3
  • Extended - Probability value of 3
  • Nuclear Emergency - Probability value of 2
  • Traitor - Probability value of 2
  • Traitor + Changeling - Probability value of 3
  • Traitor + Vampire - Probability value of 3
  • Trifecta - Traitor + Vampire + Changeling - Probability value of 3
  • Vampire - Probability value of 3
  • Wizard - Probability value of 2


Secret Modes

Unless forced by an admin, all game modes for a specific round will be secretly chosen: regular players will not be able to see the round-type until the end of the round. This means that at round-start, unless a player is an antagonist, they will not know the round-type. Only game modes that are In Rotation will be able to be rolled as part of the secret mode. While secret modes are generally randomly chosen as part of their roll chance, admins can secretly force a round-type if they choose to.

All Game Modes

All game modes that are available in or codebase (but not necessarily available in-game). While each round-type has an associated round-start requirements (requirements that must be met for a round to be considered to be rolled), this guide lists the standard config round-start player requirements which means that actual in-game values may differ, however whether or not a round is in-rotation or not is accurate.

In Rotation

Game modes that can be rolled in-game without admin intervention.

Gamemode Round-Start Requirements Round-End Conditions Description
Traitor
Swordred.gif
One player with Traitor enabled When the Emergency Shuttle leaves. The most common game mode in secret. In Traitor, one or more crew members are Syndicate agents and are given a PDA Uplink to provide them with useful tools to help them complete their goal. The Crew must find out who the traitors are and stop them from reaching their goal.

Traitor objectives are usually one of the following:

  • Assassinate a specific crew member.
  • Steal a restricted item.
  • Ensure only fellow traitors are on the Emergency Shuttle when it leaves, or just escape alive and free.
  • Teach a specific crew member a lesson.
  • Debrain a specific crew member.
  • Maroon a specific crew member.

If the Traitors can meet all of their objectives when the emergency shuttle leaves, they win. However, being in the Shuttle Brig (marked with red flooring) or handcuffed does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.

Auto Traitor
Swordred.gif
None! When the Emergency Shuttle leaves. Very similar to the Traitor game mode, however, traitors will be selected as the round progresses rather than all at round-start.
Vampire
Vampire.png
15 players online and 1 player with Vampire enabled. When the Emergency Shuttle leaves. Similar to Changeling and Traitor, Vampires are on board the station with objectives similar to traitors. These life-force-absorbing monsters want to thirst for blood! And they'll not stop until they're done with their objectives. Be very careful and do not get your blood sucked by them!

Vampires will have these objectives:

  • Accumulate X amount of blood.
  • Assassinate a specific crew member.
  • Steal a restricted item.
  • Escape alive on the emergency shuttle or pod.
  • Staying alive until the end.
Traitor + Changeling
Swordred.gif Changeling.gif
10 players online and two players with Traitor or Changeling enabled. When the Emergency Shuttle leaves. Combination of the Changeling and Traitor game modes.
Traitor + Vampire
Swordred.gif Vampire.png
10 players online and two players with Traitor or Vampire enabled. When the Emergency Shuttle leaves. Combination of the Vampire and Traitor game modes.
Changeling + Vampire
Changeling.gif Vampire.png
10 players online and two players with Changeling or Vampire enabled. When the Emergency Shuttle leaves. Combination of the Vampire and Changeling game modes.
Trifecta
Swordred.gif Changeling.gif Vampire.png
10 players online and three players with Traitor, Vampire, and Changeling enabled. When the Emergency Shuttle leaves. Combination of the Vampire, Changeling, and Traitor game modes.
Nuclear Emergency
Syndicate.png
30 players online and 5 players with Nuclear Agent enabled.
  • If the shuttle leaves with the Disk on board the NAS Trurl or if all Nuclear Operatives are eliminated, the Crew wins a Major Victory.
  • If the shuttle leaves with the Disk still anywhere on the station, the Syndicate wins a Minor Victory.
  • If the nuke detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
  • If the nuke detonates in the station successfully but no syndicates manage to escape, no one wins.
A team of five Syndicate operatives has been sent on a mission to destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself 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 the same items Traitors get to complete their mission and other items to assault the crew, their own nuclear bomb as well as Pinpointers that will allow them to hunt for the Disk.
Cult
Cultist.png
30 players online and 3 players with Cult enabled.
  • Cultists summon their god. This does not end the round directly but will call the emergency shuttle automatically with no option to recall.
  • When the Emergency Shuttle leaves.
A vile magic cult of brainwashed acolytes has infiltrated the station, and it is up to Security and the Chaplain to stop them. Quite similar to Revolution, with some exceptions:
  • There are no defined "Cult heads", all cultists are equal; each cultist, including new converts, starts with a special ritual knife.
  • Cultists draw runes from their blood, requiring a ritual dagger to do so. Cultists can inscribe a variety of spells in their flesh to be used later. Cultists must cooperate to expand their cause and will use a conversion (or sacrifice) ritual to convert a crew member. Mindshielded and dead crew cannot be converted, and will instead be gibbed, leaving behind their gear and a soulstone shard. Said shard can then be inserted into a construct shell to create a powerful Construct.
  • Drawn runes can have several effects covered in Cult. The cult's objectives progress as they complete them, including sacrificing two specific mindshielded crew members and summoning their god (which automatically calls the shuttle if it hasn't been already).
Wizard
Wizard.png
20 players online and 1 player with Wizard enabled.
  • The Wizard and all of their apprentices (if the wizard has any) are killed
  • When the Emergency Shuttle leaves.
A Space Wizard has infiltrated 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. 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. The wizard's goals are mainly to steal or cause havoc on the station and escape on the shuttle.
Extended
Paper.png
None! A game mode where there are no round-start antagonists or special conditions. Random events can still occur, however.

This mode is designed for people to utilize the relative peace and quiet to roleplay, or to take on large projects that would otherwise not be viable during an antagonist round.

Out of Rotation

Game modes that have been removed from general rotation for various reasons and cannot be rolled without admin intervention.

Gamemode Round-Start Requirements Round-End Conditions Description
Abductor
Abductor.png
Admin Forced
  • If all of the Abductor Scientists die, the crew win.
  • If one of the abductor teams experiment on 6 crew members successfully, the shuttle will be called without option to recall.
  • When the Emergency Shuttle leaves.
Abductors have reached the science station! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on NT personnel -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. The gamemode would end within 15-20 minutes and wasn't very interactive for crew.
Ragin' Mages
Ragin' Mages.png
Admin Forced
  • When the Emergency Shuttle leaves.
  • When the wizard federation runs out of wizards to throw at the station.
A sub-variant of Wizard. Wizards are constantly added to the round. This is out of rotation due to it being just a more tedious version of wizard, when one wizard dies it loses its fun factor and become a bit of a slog.
Changeling
Changeling.gif
15 players online and 1 player with Changeling enabled When the Emergency Shuttle leaves. Some of the crew are not what they appear to be! These Changelings are monsters in human form, with the ability to steal people's DNA and take on their identity.

Changelings can either use a stealthy DNA Sting to steal their target's appearance, or absorb their dead body, which takes time (meaning stealth is necessary) but provides them with memories and speech samples of the victim, as well as an ability to switch their powers. Changelings have other weapons at their disposal, such as an arm blade, but is largely stealth-based. Changeling can be anyone they've absorbed - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will most often have an objective to accomplish before the Escape Shuttle arrives, and usually absorb a certain amount of people before escaping. They are NOT a team antagonist and win individually. Changelings will often backstab one another to complete their objectives.

Revolution
Rev.png
Admin Forced
  • If all revolutionary leaders are dead or have left the station, the station wins.
  • If all command members are dead or have left the station, the revolutionaries win.
A gamemode where a random number of people are designated as Revolutionaries and given flashes to convert non-mindshielded crew. The ultimate goal is to either kill all the Command members or force them to flee the station. The Emergency Shuttle cannot be called during this round-type. Small issue with this gamemode, ordering mindshields and harmbatoning people you see getting flashed just wins you the mode, when in rotation it was nearly impossible to do anything as a rev as people expected you and instantly went UNGA.

Retired Game Modes

These are game modes that have been removed completely from the code-base and are no longer available to play round-start. However, this does not mean that these features are removed and a few of them can be forced post round-start either through the admin secrets panel or random events.

Gamemode Round-Start Requirements Round-End Conditions Description
Shadowling
Shadowling.gif
;s SLING MAINT
  • All the Shadowlings (But not Thralls) are killed, the crew wins
  • When the Emergency Shuttle leaves, but the Shadowlings did not ascend, the Crew still wins.
  • When the Emergency Shuttle leaves, but the Shadowlings ascend, the Shadowlings win.
Shadowlings are fragile beings that start out looking like a normal crewmember. They can 'evolve' into a weak shadowling form, which has limited powers, and will cause them to take damage in the light. They thrive in the dark, however. After they capture fifteen 'thralls' (Crew which has been turned into shadowling slaves), they can form into ascendance form, at which the station is FUBAR and attempts should be made to detonate the nuclear device. This was a very snowball-ey gamemode, and lacked anyone willing to maintain it making the code nearly unsalvageable, thus removal was the only option worth consideration.
Meteor
Meteor.gif
No. When the Emergency Shuttle leaves. 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. This was in practice a 20–30-minute round of extended and was pretty much universally hated.

Xenomorphs
Alien.png
Accidental login to CM. A Xenomorph Queen and several larvae, along with a AI and a cybernetic xenomorph (borg), start off in a small shuttle similar to Nuclear Emergency however, there is no defined objective. Your only goal is to infest the station and spread your seed. Due to a lack of objectives along with a lot of permakilling, this was not a very good gamemode.
Nations
Nations.png
"Attention all crew: Your captain has sent us an assfax, good day." When the Emergency Shuttle leaves. The round starts as normal, and 5 minutes into the round, you are sent a Central Command Update which is broadcast to the station, announcing the termination of all crew's contracts (again fuck you). You will then be assigned to a Nation depending on your job. There are six departments on the station. The AI gains a new lawset of enforcing the peace in the areas it can see, and all current borgs are transformed into special 'Peacekeeper' borgs. Nations worked the first few times it was run, but once the original rush wears off, there is almost no reason to create conflict and it became an extremely formulaic and boring gamemode.
Space Ninja
Generic ninja.png
When someone is having a bit too much fun with Martial Arts. A Space Ninja invades the station and their only goal is to kill the crew. Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. This gamemode was just never finished, some things are leftover and some attempts have been made to actually finish it, but that's about it.
Malfunction
Malf AI.gif
; AI MALF BLOW THE BORGS. Malfunction is a mode about a malfunctioning AI. The AI has one goal, to assume control of the station. Any other laws are ignored. The AI in this mode gains special powers that it can use to help it stay alive or hinder the station crew. The AI can speed up it's takeover of the stations systems by hacking APCs. Cyborgs are very useful to the AI in this mode.

To win, the AI must stay alive long enough for it to takeover the station. This is represented by a counter. If the AI wins, it can either blow up the station, or let the station, and any survivors aboard it, exist in peace. On lower populations this worked fine as a gamemode, but eventually was moved to a subtype of traitor, Traitor AI.

Mutiny
Greytider.png
"Captain has nuke in the bridge!". In a mutiny round, there are two things that happen: One, the Captain will get a fax from a Central Communications impersonator, which orders them to carry out a malicious 'Directive X'. Two, one of the Heads of Staff will be chosen at random to lead a Mutiny. On the fax that the captain receives, Directive X's specific parameters will be given. A few common examples are: Firing all members of a non-human species, demoting female heads of staffs, transferring credits from one department to another, or turning all non-essential staff into mining crew. The Head Mutineer will recruit people into their mutiny with a special verb given at the start of the round. Give a speech before you do it, though. Their job is to stop the Captain from completely following Directive X. Code was totally broken and wasn't even remotely enjoyable. Three rounds were played of this mode ever.
Highlander
Highlander.png
Adminsecret. Everyone spawns with an all access ID, a kilt and a claymore. Last man standing wins. The station is your oyster, go on a rampage! This gamemode functioned better as an adminsecret, hence it was moved to be one.
Monkey
Monkey.png
When hell freezes over.
  • If the Shuttle leaves with no living monkeys aboard, the Crew wins.
  • If the Shuttle leaves with any living monkeys aboard, the Monkeys win and spread their magic hoodoo monkeyism to Centcom.
At the start of the round someone instantly dies -- sucks for that guy! -- and becomes an easily killed annoying little primate with the magical ability to turn others into monkeys by biting them. Armor does not help, the transformation is instantaneous. Since monkeys can also use every weapon and tool on the station, there is no hope for humanity. Humans cannot understand monkeyspeak, which shows up as "chimpers" to humans, and Monkeys cannot understand human speech. The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. This wasn't even a part of the paradise codebase and was just expected to be eventually ported: It was not.
Sandbox
Wrench.png
20 TC trade for buildmode?. N/A Like extended except you can spawn any item you want through the "Sandbox Panel" verb.

In theory this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs. This is on this page purely for documentation reasons, no sane admin would run this as its a fast-lane for disaster as players can spawn in whatever the hell they want.

Blob
Blob-animated-core.gif
30 players online and 1 player with Blob enabled.
  • If the crew manage to destroy the blob core(s), the crew wins.
  • If the blob manages to spread to a predetermined size, the crew loses.
The Blob is a large and constantly growing sentient creature which destroys everything in its path, attacking whatever gets in the way. Destroy the blob's core before it destroys the entire station!