TGMC:Gamemode Guide
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Choosing gamemode
Gamemode voting is at the end of each round, where players can happily shoot each other and forget to vote. Voting has several steps:
- Gamemode
- Ship
- Map
Every step is 1 minute. If you did not vote for map or ship, your vote doesn't count. If you didn't vote for gamemode, your vote goes for mode of this round. If it was Crash crash just before, you will vote for it. If you want other gamemode, you need to vote IMMEDIATELY at the end of the round, because:
- You can miss the timeframe to vote.
- You can forget to vote.
- If you get killed in EORD, you'll lose the button to vote. Go to OOC -> Vote
Protip: If you're killed, you can get your revenge. Go to OOC -> EORD Respawn.
Distress Signal
Distress Signal is the default gamemode of TGMC. It is a PvP (Player versus Player) and TDM (Team Deathmatch) gamemode that centers around the TerraGov Marine Corps and its struggles against the Xenomorph menace.
There are several distinct locations which the Marines and Xenomorphs contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Solaris Ridge, a Prison Station, the desolated lands of Icy Caves, a mining facility known as Barrenquilla Mining Facility, or the scorching hole that is Magmoor Digsite.
It is a main gamemode for 30+ people playing.
You can play as one of the following:
- As a Marine, you will wake up from cryo-sleep after the marine ship received a Distress Signal from one of the above-mentioned maps. Grab something to eat and equip yourself before deploying down to shipside. Your goal is to eliminate all of the Xenomorphs.
- As a Xenomorph, you want to expand the Hive and make sure the Marines will have a hard time after arriving. Should the Xenomorphs manage to push back the Marines, then they can Hijack the marines' dropship called the Alamo in order to attack the ship directly or Capture the dropship to end the round. If xenomorphs hijack the Alamo, the marines can send out a distress signal, calling a squad of people (controlled by ghosts), evacuate or initiate the onboard self-destruct.
For the round to end, one of the following conditions must be reached.
- All of vital Xenomorphs or their structures are killed on the planet (major Marine victory)
- If the hive rulers, Queen and Shrike, OR resin silos are destroyed, the hivemind will collapse (major Marine victory)
- One can attempt to annihilate the entire hive, but it is easier to target silos and hive leaders to end the round
- All of the Xenomorphs are killed on the ship after they've boarded. (minor Marine victory)
- Alamo is captured (minor Xeno victory)
- If the hivemind collapses (see above), but there are surviving xeno still, xeno will win. As if "destroy all xeno" is failed, so just "Alamo hijacked". (minor Xeno victory)
- All marines are killed/evacuated. (major Xeno victory)
- The self destruct is activated, blowing up the ship. (Draw)
Tips
- Dead marines can be drained or placed in cocoon to get psy and larva points. Note that 1 marine costs approximately 0.2-0.4 xeno, so don't trade as xeno.
- There can be multiple silos. Each increases spawn rate of xenos.
- There can be towers which increase growth of stats for xenos.
- There are requisitions, TAD and orbital strikes available for full marine gameplay.
Nuclear War
Nuclear war is a gamemode of TGMC. It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Xenomorph menace.
There are several distinct locations which the Marines and rebels contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Solaris Ridge, a Prison Station, the desolated lands of Icy Caves, a mining facility known as Barrenquilla Mining Facility, or the scorching hole that is Magmoor Digsite.
Nuclear war is essentially Distress Signal with elements of Crash.
In this gamemode, Silos and Spawners generate larva and minions at three times the normal rate.
Destroying Silos in this gamemode does not start a death timer for the xenomorphs.
The silo pinpointers will instead target every major xeno structure.
You can play as one of the following:
- As a Marine, you will wake up from cryo-sleep after the marine ship received a Distress Signal from one of the above-mentioned maps. Grab something to eat and equip yourself before deploying down to shipside. Your goal is to eliminate all of the Xenomorphs.
- The easiest way is to acquire three nuclear authentication disks (Blue green and red) by defending the respective disk generators for them and to detonate a nuke on the planet. The locations for the nuclear disk generators remain the same for each map. Disk computers must be powered, then there are 5 times you need to restart the program for it to complete (20% each). After, you need to print the actual disk. Good idea would be to make 2 or 3 copies.
- Destroying Silos in this gamemode does not start a death timer for the xenomorphs.
- The silo pinpointers will instead target every major xeno structure.
- As a Xenomorph, you want to expand the Hive and make sure the Marines will have a hard time after arriving. Should the Xenomorphs manage to push back the Marines, then they can Hijack the marines' dropship called the Alamo in order to attack the ship directly or Capture the dropship to end the round. If xenomorphs hijack the Alamo, the marines can send out a distress signal, calling a squad of people (controlled by ghosts), evacuate or initiate the onboard self-destruct.
For the round to end, one of the following conditions must be reached.
- All of vital Xenomorphs are killed on the planet (major Marine victory)
- If the hive rulers, Queen and Shrike are killed the hivemind will collapse (major Marine victory)
- The nuke is succesfully detonated. (major Marine victory)
- One can attempt to annihilate the entire hive, but it is easier to target hive leaders to end the round
- All of the Xenomorphs are killed on the ship after they've boarded. (minor Marine victory)
- Alamo is captured (minor Xeno victory)
- If the hivemind collapses (see above), but there are surviving xeno still, xeno will win. As if "destroy all xeno" is failed, so just "Alamo hijacked". (minor Xeno victory)
- All marines are killed/evacuated. (major Xeno victory)
- The self destruct is activated, blowing up the ship. (Draw)
Crash
Crash is a gamemode of TGMC. It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Xenomorph menace.
There are several distinct locations which the Marines and Xenomorphs contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Solaris Ridge, a Prison Station, the desolated lands of Icy Caves, a mining facility known as Barrenquilla Mining Facility, or the scorching hole that is Magmoor Digsite.
You can play as one of the following:
- As a Marine, you will wake up from cryo-sleep on a ship, the Canterbury, on collision course with one of the above-mentioned maps. Gear up and fortify the Canterbury in preparation for the crash. Your goal is to acquire three nuclear authentication disks (Blue green and red) by defending the respective disk generators for them and to detonate a nuke on the planet. The locations for the nuclear disk generators remain the same for each map. Disk computers must be powered, then there are 5 times you need to restart the program for it to complete (20% each). After, you need to print the actual disk. Good idea would be to make 2 or 3 copies. Killing xeno is not your goal, since they respawn indefinitely.
- As a Xenomorph, you want to make sure the Marines will have a hard time after arriving, and ideally forcing them off the planet or killing all of them before they manage to detonate the nuke. During crash, the xenomorphs will perpetually recieve burrowed larva depending on the number of of living marines, essentilly meaning that they have "unlimited" respawns, albeit the number of maximum active xenomorphs does decrease as they kill marines.
For the round to end, one of the following conditions must be reached.
- The nuke is succesfully detonated. (major Marine victory)
- Deactivating the nuke after the marines leave as a marine will result in a xeno minor victory
- The nuke is detonated, but no marines escape (minor Marine victory)
- The Canterbury leaves the planet without the nuke active, or the nuke is disarmed after it leaves (minor Xeno victory)
- All marines are killed. (major Xeno victory)
Tips
- If you're xeno waiting to respawn for a long time, consider telling other xeno to suicide. This will trigger global respawn, with possibly larger total amount of xeno.
- If you're a marine, make sure to be alert at all times - there are always not enough of you.
- As a marine, consider making several disk copies and distributing them among more experienced players.
- Xenos are not required to have hive leader (Shrike or Queen), but having one will double all regeneration speed.
- There are no building mechanics for xeno.
- There is no main ship for marines. No miniguns for you.
Combat Patrol
Combat Patrol is a gamemode of TGMC that is still under development! It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Sons of Mars (SOM).
There are several distinct locations which the Marines and SOM contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Solaris Ridge, a Prison Station, the desolated lands of Icy Caves, and mining facility known as Barrenquilla Mining Facility.
Unlike the Distress Signal and Nuclear War gamemodes, teams will not spawn on their flagship, nor have access to it for the duration of the game. Instead, teams will awaken in a Patrol Outpost, and deploy to the battlefield by loading into one of the two available transports before rappelling down to the groundmap. Note that deployment is a one-way trip; once you're in the fight, there's no turning back.
Note that a substantial amount of standard gameplay elements are absent from Combat Patrol. Namely, there are no Medevacs, Fire Support, or Vehicles, as well as decreased loadout customization.
Loadouts must be selected from the Quik-E-Quip vendors, which have predetermined loadouts available based on your role and team.
While most loadouts are freely selectable, some are only available in a limited quantity per game. Whatever loadout you choose however, you can only make one choice, so choose wisely!
Medical treatment is limited to what squad medics, or any medbays on the ground map, can provide. Be prepared to deal with broken bones.
Respawning will occur in waves, which occur every 5 minutes. Because points are scored for permanently killing enemies, it's better to revive allies rather than have them respawn where you can.
You can play as one of the following:
- As a Marine, you will wake up in your patrol outpost on of the above-mentioned maps. Grab something to eat and equip yourself before deploying down to groundside. Your goal is to eliminate all SOM presence.
- As a SOM soldier that will engage in arms against TerraGov. Your goal is to eliminate all of the marines.
The round will end automatically after 35 minutes. The victor is chosen by:
- Major victory for fully eliminating the enemy.
- Minor victory for scoring more kills than the other team at round end.
- Draw for equal kills, or mutual elimination. Somehow.