Game Modes
Режим Игры определяет какие события произойдут в следующем раунде и при каких условиях он начнётся. Режим могут изменить администраторы либо игроки при помощи голосования.
Старайтесь избегать голосования Смены Режима в середине раунда - это вызовет немедленный рестарт сервера. Что в свою очередь вызовет недовольство игроков и гнев администраторов.
Secret
Секрет выбирает один из хороших режимов, не информируя игроков о выбранном режиме. Возможные варианты: Traitor, Nuclear, Revolution, Cult, Wizard, AI Mulfunction, Changeling (зависит от настроек сервера; некоторые администраторы разрешают режим Monkey). В дополнение, происходят всевозможные случайные события - вроде входа станции в метеоритный пояс, повышение радиационного пояса и прочие неприятности.
Traitor
Enemy Transmission Intercept - Security level elevated.
Вероятно один из самых частых режимов игры. В этом режиме один или несколько членов команды являются агентами Синдиката и имеют доступ к набору особых полезных инструментов, облегчающих достижение цели. Команда должна найти агентов и предотвратить достижения ими целей. Игра заканчивается после отчаливания Шаттла Отбытия.
Возможные цели агентов:
- Убить определенного члена команды.
- Своровать какой-либо предмет.
- Отбыть на шаттле в одиночку или просто добраться живым до Шаттла Отбытия.
Если агенты Синдиката выполнят задания и улетят живыми на Шаттле Отбытия, они победят. Стоит заметить, что агенты работают по одиночке - они могут объединяться в команду, но это далеко не обязательно.
Nuclear
Ядерная Угроза. Команда из двух-пяти оперативников Синдиката были отправлены на станцию с задачей её уничтожения с помощью ядерной бомбы. Однако, для этого им нужно заполучить диск ядерной авторизации, находящийся на станции, для активации бомбы. А экипаж станции (или хотя бы Капитан) будут делать всё, чтобы не дать оперативной группе Синдиката заполучить диск. Оперативники имеют доступ к тем же предметам, к которым имеют доступ агенты Синдиката, включая Pinpointer, прибор, указывающий направление, в котором находится диск.
Стратегии:
- Первом делом перепрограммируйте или уничтожьте ИИ. Ведь ИИ может быть в курсе всех Ваших перемещений и постарается помочь команде станции.
- Генетика в рабочем состоянии даёт шанс Вашим жертвам отомстить. К тому же никто не настолько добр, чтобы клонировать оперативника Синдиката. Учтите это.
- Модуляторы голоса не так эффективны, если Ваша лицо скрывает газовая маска, которой быть не должно.
- Убедитесь в том, что нельзя вызвать Шаттл Отбытия. Иначе Вы проиграете.
- Всегда будьте на связи со своей командой. Координированность Ваших действий куда ценнее, чем опасность того, что кто-то может Вас подслушивать.
- И ради всего святого! НИКОГДА НЕ ЗАКАЗЫВАЙТЕ МАСКИРУЮЩЕЕ УСТРОЙСТВО!!! На станции Вас тут же убьёт парочка сумасшедших с тепловизорами, после чего они смогут использовать невидимость против других оперативников Синдиката.
Условия Завершения Раунда
- Если в момент отлёта Шаттла Отбытия члены команды и диск на борту, выигрывает команда станции.
- Если экипаж станции улетает на Шаттле без диска, засчитывается ничья.
- Если бомба успешно детонирует, Синдикату засчитывается победа, а станция считается взорванной.
Revolution
A small cadre of crewmembers 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) start with a flash and the same uplink Traitors get to provide them with items. When a Revolution Leader uses a flash on someone who isn't a Security Officer, Detective, or one of the Heads/Captain, 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 will never come during this game mode, presumably because Central Command doesn't mind a little corporate restructuring but would rather it stay isolated.
Game Ending Conditions:
- If all of the Command Staff present at the beginning of the round die, the Revolution wins. (Head of Personnel, Head of Security, Research Director, 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.
There is a bug that sometimes occurs in this mode where revolution leaders will not be given a flash or the flash will refuse to convert. If this occurs, adminhelp it and a friendly admin may spawn you one (though you'll likely already be killed and known as a revolutionary head since you just flashed someone in the hallway.)
- There is a bug where if a revolutionary leader is gibbed while still alive they do not count as dead. Please kill people before gibbing them to ensure you do not bug the round.
Cult
A unique /tg/ server mode! A vile magic cult has infiltrated the station, and it is up to the heads of staff and 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 3-use talisman.
- Since cultists dont know all words required for creation of runes, they need to find these words out through experimentation. As such, the crew has some time before the cult starts spreading.
- The chaplain, can use his bible to reveal hidden runes and deprogram cultists. Apply the bible directly to the forehead or to the floor, depending on what you want to acheive.
- Cultists draw runes from their own blood, requiring arcane tomes to do so.
- Rather than a syndicate uplink, cultists draw on pieces of paper using their own blood (and taking massive brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though.
- 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.
Bugs:
- Cult members (especially LEADERS) who are cloned lose cultist powers but are still considered cultists.
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 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.
The Wizard can have an apprentice sometimes.
Game Ending Conditions:
- If the Wizard and all apprentices die, the crew wins.
- If the shuttle leaves without the Wizard completing his objectives, no-one wins.
- If the Wizard completes his objectives and leaves on the shuttle, the Wizard wins.
Alien
As of now, alien is still very untested, but you may encounter a round in which aliens have been spawned by admins. Aliens don't have much of an objective: lay eggs, hug faces, eat people. Only the alien queen can lay eggs, but she moves very, very slow, so the other aliens need to protect her! As a human, being alien is not a good thing -- rushing to get facehugged only lets a random ghost who's already dead to come back as a xeno and you take their place as an ineffectual specter -- and you must eradicate the alien menace by any and all means necessary!
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 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 powers out or wearing a set of insulated gloves. Engineering is the number one force on the station due to them starting with insulated gloves and a multitool located in the engine room. The teleporter will send you straight to the AI satellite and from there it's just a matter of flying to the other door and avoiding the flames and lasers long enough to beat the tar out of the AI.
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). You aslo (and only the malfunctioning AI) use the AI satellite's camera system.
Game Ending Conditions:
- If the AI can survive until the round timer elapses, the AI wins.
- If the AI dies, the crew win.
AI Malfunction can now occur as a random event during other gamemodes. The AI will be given a random 4th law as a result of a particle storm, which usually are so completely random (SATURN NEEDS FIFTY OF A TOASTER) and undoable that the AI's only recourse is to either kill himself or annoy everyone over the radio until he gets reset. Usually these are harmless, but some new laws can come at the worst time ("The HoS, HoP, and Captain are xenos" while during revolution).
Changeling
One of the crew is not what he appears to be! The changeling is a monster in human form, with the ability to absorb (eat) people and take on their DNA/identity. The changeling must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. The changeling has other weapons at its disposal, such as a toxin dart, but is largely stealth-based. The changeling can be anyone he's absorbed - it can switch identities instantaneously, only absorbing takes time and peace. Like traitor, the changeling will most often have an objective to accomplish before the Escape Shuttle arrives, usually absorb a certain amount of people before escaping.
Meteor
Meteor Alert - We have detected meteors on a collision course with the station. Due to safety reasons, the Shuttle cannot be called.
Not played very often and doesn't turn up in Secret, 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.
Extended
Would be equally apt if it was named "nothing". Seriously. Nothing happens, that's the point of this game mode. The only reason this will ever be picked is if an admin deliberately sets it to Extended in order to set something up or no one is on anyway, so in other words there's no reason to ever vote for it.
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 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.
Random
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.
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. 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 any living monkeys aboard, the Monkeys win and spread their magic hoodoo monkeyism to Centcom.