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= Major Round-start Threats = The following threats are the primary ones randomly selected by Secret and Dynamic, and makes up for the most influential danger of the round, usually only one spawns per shift but none can spawn. ===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]=== A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk. They begin the round at the home base and must travel to the station on their cruiser, and can optionally choose to '''declare war''', telegraphing their arrival in exchange for more tools and weapons. '''Game Ending Conditions:''' * If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. * If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. * If the nuke detonates in the station successfully and the Syndicate Shuttle escapes with at least one operative on board, the Syndicates win a Major Victory. * If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. ===[[File:rev.png|link=Revolution]] [[Revolution]]=== A small cadre of crew members have had enough of the command staff's bullshit, so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't [[Security_items#Mindshield_Implant|mindshield]] implanted (all security members are implanted), a Head of Staff, or flash-protected by eyewear, they will be '''converted''' to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but '''will never depart''' while either Heads or Revolutionary Heads remain. '''Game Ending Conditions:''' * If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins. *If all of the Revheads die or "abandon the cause" by leaving the z-level (traveling to Lavaland), the Heads of Staff win. *In Dynamic, the round will continue if the Revolution is wiped out, with a message from Centcom once the last revhead dies. ===[[File:Cult.png|link=Cult magic]] [[Cult magic|Кровавый Культ]]=== На станцию проник мерзкий «культ крови прислужников с промытыми мозгами» с единственной целью — вызвать своего старшего бога «Нар-Си, Геометра Крови». Культу придется использовать комбинацию скрытности и мощной магии крови для достижения своих целей, а также обращения остальной команды на свою сторону. Для этого культ должен пожертвовать определенной целью, чтобы доставить удовольствие Нар-Си, обычно это член [[Офицер СБ|Службы Безопасности]] или [[Chaplain|Капеллан]]. Пожертвовав своей целью, они смогут нарисовать мощную кровавую руну, чтобы «призвать Нар-Си в Царство Смертных». Культисты Нар-Си представляют огромную угрозу для станции и экипажа, и это зависит от [[Офицер СБ|Службы Безопасности]] и [[Chaplain|Капеллан]] чтобы остановить их. '''Условия окончания игры:''' *Если аварийный шаттл покинет станцию и пристыкуется к Центральному Командованию до того, как Культ сможет вызвать Нар'Си, члены экипажа побеждают. *Если Нар'Си вызван, Культ побеждает, даже если после этого прибудет шаттл. *Призыв Нар'Си автоматически завершит раунд через короткое время, независимо от состояния игры. ===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== A '''space wizard''' has been tasked to assault the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are often to '''steal or destroy something or someone''' on the station and escape on the shuttle, much like a Traitor. '''Game Ending Conditions:''' *If the Emergency Shuttle docks at Central Command without the Wizard completing their objectives or if the Wizard dies, the Wizard fails. *If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. *In Secret, the Wizard's death will immediately end the round. === [[File:Not_Malf.gif|link=Malfunctioning AI]] [[Malfunctioning AI|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 humans 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 AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with. '''Game Ending Conditions:''' * If the AI goes delta and explodes the station, the AI wins. *If the AI can survive until the round timer elapses, the AI wins. *If the AI dies, the crew win. ===[[File:Nt display.png]] Extended and Secret Extended=== "''Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to Space Station 13. All station construction projects have been authorized. Have a secure shift!''"- Central Command <br> <br> If you see the above security report, it means the mode is '''Extended'''. Also known as '''greenshift''', '''green alert''' and '''nothing''', Extended rounds have no antagonists, allowing the crew to enjoy a quiet shift. However, in special circumstances, when the crew is [[beyond the impossible|void of griefers]] and other problematic people, and enough crew members are competent and roleplay, it can be a very entertaining mode. The absence of blatant [[Traitor|traitors]], [[Wizard|wizards]] or [[Nuke_ops|operatives]] means that the whole crew can work together with a peaceful mind and tackle anything thrown at them from [[random events]] or the admins. On this mode all [[Station_Goals|station goals]] are unlocked so their parts can be ordered from [[Supply_crate#Engineering|cargo]]. In addition, '''Secret Extended''' rounds exist. The only difference is that the crew isn't told that it's a greenshift, leading to advanced paranoia amongst the crew. <br> '''Game Ending Conditions:''' *When the Emergency Shuttle docks at Central Command. ==Mid-round Threats== In addition to the round start threats, additional threats exist in several different forms. Most of these threats have been rolled into the [[Random events]] system. ===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]=== Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on other species -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. '''Game Ending Conditions:''' *When the round ends, Abductors win if they've completed their objectives. Abductors cannot end the round on their own. ===[[File:Blob.png|link=Blob]] [[Blob]]=== The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Supposedly it was to be a NanoTrasen bio-weapon to be used against the corporation's enemies, but it looks like you '''can't contain''' a bio-hazard like this! Reported blob powers include '''rapid growth''', the ability to '''reform it's main chemical composition''' to adapt to threats, growing '''hostile spores''' that attack non-blob life, even creating '''large entities of blob matter''' that can '''break through solid walls!''' Destroy the blob before it '''consumes the entire station'''! '''Game Ending Conditions:''' *If the crew manage to destroy the blob core and the roundtype is Blob, the crew will win. *If the blob manages to spread to critical mass, the round will end and the crew will lose. ===[[File:Meteor.gif|link=Meteor_Guide]] [[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. Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost. '''Game Ending Conditions:''' *When the Emergency Shuttle, after the set amount of time has passed, leaves. '''Reason For Exclusion''' Meteor as a round type is often derided for removing any ability or interest in players doing their jobs, due to putting an immediate time limit on the round and causing constant, predictable damage. Instead, small meteor showers can randomly spawn as an event, or if admins decide the station has too much breathable atmosphere.
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