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=Admin Spawned Threats= ===[[Nations]]=== Nations is an unorthodox game mode that relies almost entirely upon roleplaying. In Nations, departments become '''independent states''' and it is their goal to survive through control of station resources, diplomacy, and battle. '''Game Ending Conditions:''' *Nations rounds do not end the game on their own. '''Reason For Exclusion''' In addition to being roleplay-reliant, Nations rounds often degenerate into Engineering cutting off the power, Cargo becoming a militant fortress, assistants running amok, and every crew member aggressively greytiding every other department while Security holes up and chugs quadruple sec. In practice, Cargo declares independence during a normal round five times a week anyway. ===Sandbox === Like extended, except you can spawn any item you want through the "Sandbox Panel" verb. In theory, this is the mode you go to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs. 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. '''Game Ending Conditions:''' * When everybody gets bored, or the server crashes, or an admin turns it off. '''Reason For Exclusion''' Guess. ==Removed Gamemodes== Over the years, a new game mode will appear and sometimes it just doesn't make the cut. Maybe it was buggy and nobody wanted to fix it. Maybe it was difficult to balance properly. Maybe it was disliked by a large portion of the community, or even the maintainer of the mode requested to take it down. Whatever the case, the point is: Game modes get removed from time to time. Below is a list of all of those modes that are either no longer fully functional in the game or have been deleted entirely. ===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]=== While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: '''Ratvar, the Clockwork Justiciar.''' An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. To do this, He has assembled a small group of loyal servants in the '''City of Cogs (Reebe)''', a large brass structure floating through the void. A link between this plane and the mortal one has been made, unfortunately, to '''Space Station 13'''. The servants must warp to the station in order to '''gather more converts''' and '''generate power''' for their own needs, all the while sabotaging the crew. Once ready, Ratvar will attempt to return through the '''Ark''' in the '''City of Cogs'''. This will cause portals to open on the station, where the crew can enter Reebe '''in a last ditch effort to stop the return of Ratvar!''' '''Game Ending Conditions:''' * If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Ratvar, the crew wins. *If Ratvar is summoned, the Cult wins, even if the shuttle arrives afterwards. *Summoning Ratvar will automatically end the round after a short period, regardless of the state of the game. '''Reason for Exclusion:''' Despite several overhauls and many iterations, Clockwork Cult never achieved a truly balanced state, often ending in one-sided stomps for either side. It was removed from standard rotation on April 3, 2018, at the request of its maintainer. The code was removed from the game on October 15, 2019, though the sprites and sound effects are still kicking around. ===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== The station has been invaded by '''light-sensitive alien creatures''' FROM SPACE! Shadowlings can '''enthrall''' humans, which is basically a euphemism for the enslavement of their minds. They start off '''disguised as normal crewmen''' but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course. '''Game Ending Conditions:''' *If any Shadowling ascends, the Shadowlings win. *If all Shadowlings are killed the crew wins. *If the station is evacuated the crew wins. '''Reason For Exclusion:''' Eventually reworked into the [[Nightmare]] side antagonist. ===[[Hand of God]]=== Two rival cults have taken root on the station! Functioning as a combination of several other game modes, the Hands of God must compete for dominance, using the crew as their pawns. '''Game Ending Conditions:''' *??? *??? '''Reason For Exclusion:''' After being launched in a buggy state and prominent negative feedback, HoG ceased development and was later removed. ===[[Devil]]=== A '''Devil''' has been sent from hell! Devils are '''infernal soul merchants''', sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all '''competing''' over the same limited resources. By convincing other crew members to sign '''contracts''', devils can collect souls, giving the recipient '''powers''' and slowly unlocking their own abilities. Devils may have normal objectives, typically to possess enough souls, or competitive objectives that require them to own more souls than other devils. '''Game Ending Conditions:''' *A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time. *Otherwise, devils win by completing all of their objectives before the round ends. '''Reason for exclusion:''' [https://github.com/tgstation/tgstation/pull/53612 See Pull Request #53612: Fully removes devil and affiliated shitcode for more information.] ===[[File:Gscans.png|link=Gang War]] [[Gang War]]=== A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford. '''Game Ending Conditions:''' *The first gang to activate and successfully defend a dominator machine wins. *If the station is destroyed or evacuated, all gangs lose. '''Reason For Exclusion:''' Gang War was flawed and also disliked by a reasonable portion of the playerbase, coders and code maintainers. It was eventually given a spiritual successor in Families, albeit with heavy changes. ===[[File:Gscans.png|link=Families]] [[Families]]=== In this mode, a number of '''criminal families''' spawn on the station. Their goal is to '''accomplish their family's objective''', with each possible family having a unique goal. Unlike most conversion antagonists, '''anybody can freely join a family''', and the gang members are expected to co-exist with neutral crewmembers, but feud with '''security''' and other families. '''Game Ending Conditions:''' *None! Families can exist the entire round up until the shuttle docks with CentCom. There's no hard win/lose condition either, outside of one of the families getting entirely wiped out. '''Reason For Exclusion:''' [https://github.com/tgstation/tgstation/pull/68480 See "'''Pull #68480: Removes the Families gamemode'''" for more information]. ===[[File:Monkey.png]] Monkey=== At the start of the round '''one of the crew members''' is infected with a disease that, after a while, '''turns them into a monkey''' with the ability to '''spread the disease''' to other humans by '''biting them'''. Armor does not help and the transformation takes about a minute. <s>The disease can be cured by '''eating bananas''', which also provides immunity to any further monkey infections</s> Bananas do NOT cure the disease, only death (or admin shenanigans) does. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, 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 Emergency Shuttle leaves with no living monkeys aboard, the crew wins. *If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom. '''Reason For Exclusion:''' After a number of failed attempts to make Monkey mode balanced, it was scrapped entirely, although the jungle fever disease is still adminspawnable. ===[[File:Sword.gif|link=Overthrow]] [[Overthrow]]=== The Syndicate has planted '''sleeper agents''' on board the station, and one agent with a '''special implanter''' is tasked to wake them up so that they can '''take control from the inside'''. However, '''rival Syndicate factions''' are also trying to wake these sleeper agents for their own objectives. Convert all the targets to gain control of the station! '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. *The team that gained the most points by completing their objectives wins. '''Reason For Exclusion:''' A horribly confusing game mode that was unclear in its points system, unclear on the relationship between the other Syndicate teams, and numerous other issues. It was disliked by much of the player base and the creator eventually lost interest in working on it. ===[[File:Assimilate.png|link=Assimilation]] [[Assimilation]]=== Several members of the crew wield several '''psionic powers''' and are actually the host of a powerful hivemind, with the sole goal of '''assimilating''' as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! [[Security]] is the first line of defense against this silent menace, as not only do [[Security_items#Mindshield_Implant|mindshields]] protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the '''One Mind''' may emerge and wreak havoc across the station. '''Game Ending Conditions:''' *When the Emergency Shuttle docks at Central Command. *If a hivemind host has completed all objectives, they get greentext. '''Reason For Exclusion:''' The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host (mostly due to hivemind hosts rarely creating anything other than mild annoyances for non-antagonist crew). ==Miscellaneous== These game modes were tested at one point on the main /tg/ servers, but never extensively tested (probably because they were bad / not compatible with server ideals, etc). Some of these might still be in the code. *'''Clown Operatives''': Developed as an Aprils Fools joke PR, it's mostly same as Nuclear Emergency, but the operatives are sent by Clown Planet. God knows what beef they have against Nanotrasen. Anyways, they share most of their item pool with the normal nuke ops, but they do have some unique items. For example, they have banana grenades, bananium e-swords, bananium e-shields, and they can even buy their own H.O.N.K. mech, which is modified to accept lethal weaponry. Instead of a normal syndicate nuke, they get a bananium fission explosive, which explodes to the crescendo of bikehorns. Unfortunately, these operatives are not clumsy, and will not shoot themselves when they try to handle a gun. *'''JeffJeff''': [[Highlander]]s, but instead of a Claymore, half of the players are turned into [[Holoparasite|NOT-Stands]], and the other half are turned into NOT-Stand users. *'''Arching Operation''': In a sort of a "reverse revolution", the [[Captain]], through some intricate conspiracy, has crowned himself as the "Monarch", and has made the entire station his fief. All of the heads of staff, who have pledged allegiance, have been landed as "Nobles", and [[Shitcurity]] have now become "Knights". Unfortunately for most of the crew, the entire chain of command are now lunatics, who want to nuke the station through their access to the nuclear authentication disk. The rest of the crew have to try to wrest the disk out of the hands of the Captain, whilst battling to keep the [[Emergency Shuttle]] called. Very anti-fun. *'''Devil Agents''': A shit-ton of Devils are spawned, and like Double Agents, they all have objectives to kill each other. It degenerates into chaos a lot faster than normal Devils, which is saying a lot. *'''Everyone is the traitor''': Do I really have to explain this? Might as well be an APM-contest to see who manages to buy PDA bombs first. *'''Extended Events''': It's just normal extended, except [[random events]] can't trigger. Probably still an admin-button. *'''Gang War, No Security''': Self-explanatory. *'''Vigilante Gang War''': Robustin's attempt to resuscitate Gangs, Security gets replaced with Vigilantes with specialized tools, who have an objective to destroy all gangs, regardless of affiliation. *'''Infiltration''': Think of normal Traitors, but they have to come into the station via an outside mean. Or, well, think of Nuclear Operatives, if they had a less overt, and more stealthy goal. *'''Ragin' Mages''': Three to four wizards come onto the station, engage in a glorified gangbang on the crew. Somehow all the wizards still have a tendency to die early on, and there's STILL a low chance for greentext. God knows why. *'''Very Ragin' Bullshit Mages''': Ragin' Mages, but the crew who end up getting killed by the Ragin' Mages get to respawn through a verb into a Wizard, adding to the critical mass of the Ragin' of the Mages. Legend says that if there are enough wizards, they can even collapse into a magical Singularity. Not that anyone would try... *'''Rod Madness''': Meteors, but with Immovable Rods instead of meteors! The only good thing about this is that the [[Research Director]] gets to achieve maximum buffness through several consecutive suplexes. *'''Speedy Revolution''': Revolution, but if neither side has won by the 20 minute mark, the on-station nuke goes off, with no real warning. It's somehow intended to prevent security from camping in Cargo, but all it really entails is a free for all brawl. *'''Disaster''': Meteors, but instead of the Emergency Shuttle being called, the crew get yelled at to pack up everything they can carry and to go down to [[Lavaland]]. Then, the Shuttle only gets called when all the [[Megafauna]] on Lavaland are dead. You basically have to get carried on the backs of one or two miners. *'''Infection''': A very ambitious gamemode attempting to replicate the feeling of the Blob gamemode, whilst trying to remedy some of its shortfalls. In doing so, it created several shortfalls of its own, in that it often ends up feeling like a meat grinder. Unique in that there happens to be a video archive of it. [https://www.youtube.com/watch?v=Yh8E6T_gS6Y 1], [https://www.youtube.com/watch?v=NBoJXY10OuY 2]. *'''Just Fuck My Shit Up''': All of the above. Do I really have to explain? It creates a whole plethora of potentially round-ending antags, chucks them in a cage, and yells "Go!". Best thing about this is that the bored jannie supervising the chaos doesn't even have to get carpal tunnel from mashing buttons! It just happened to be TOO easy to abuse. [[Category:Game Modes]] [[Category:OOC]]
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