Jump to content

Nations Mode


Wubbledaddy

Recommended Posts

 

I suggest that Nations is added as a game mode to Paradise Station. For those that don't know Nations is a gamemode where each department is separated and works either with or against the other departments. Here is it's description from the /tg/ station wiki:

 

General Rules

 

Each department or "work area" of the station are divided into a nation.

If someone enters a nation, and are not "approved" by a majority of people in that nation, lethal action is authorized, this is an invasion.

The Head of Personnel and Captain hold no authority over any department assignment.

Anything that happens to a trespasser is justified, unless it abuses a bug in some way.

Do not complain to administrators about what happens after you get caught in an invasion.

Bombs and gas flooding are general frowned upon, so is griefing in general.

Trade and roleplay are the focus of this game mode and are encouraged.

 

General Nations

 

The following are general names for each departments:

Atmospherics - Atmosia, Atmostralia, Pipeworld

Bridge - People's Communist Republic of Commandtopia, The Headlands

Cargo Bay - Democratic People's Republic of Cargonia

Chapel - The Holy Land, The U.N. Assembly

Custodial Closet - Janitoria, Janitopia, Custodia

Diner (The chef and barman may join each other, or remain separate nations) - Bar & Grilltopia, The Maltese Falcon, Foodland

Engineering (May include Atmospherics)- Enginia, Metopia, Communist State of United Maintenance Workers, Singutropolis

Hydroponics - Plantopia, Hydrotropolis, Botroplois (May get confused for mech bay)

Medbay (Medbay may splinter into factions or separate nations) - The United States of Medbayica, Medbaysia

Mining - Oretropolis, Minetopia (Join Cargonia)

Research (if not merged with medbay) - Toxins, Researchtropolis, Scienceland, Sciencia

Security - Secuitra, Sectopia, Reichland, Gulagvania, Gitmo, China, Securikstan

Theater (Clown and Mime either work with, or against each other) - Clownland, Honktopia, Mimeland, Silentopia, Embassy of the Clown Planet/Mime Dimension, The Actors Guild

"Unoffical"/ Homeless Nations

Some nations are born from the chaos of the station:

Assistants - Legion (for they are many), ALAE (Assistants in League Against Everything), Assistopia (often found in a random set of public or maintenance areas)

Combination States - Includes any state merging with another, without direct departmental relation (Barman and Chemistry).

 

Nation Play styles

The following is the general play style of each nation

Atmospherics- While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses.

Engineering- Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. This means that you hold quite a bit of power over most nations in the early-shift. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. In addition to this, you're the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN.

Science- In the early-shift, you these nerds aren't anything to fear. Give them some time with someone competent in R&D and Robotics, and they'll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Yeah. They're powerful. But hey! If you're in cargo, these guys will happily trade you for resources, so you'll likely be able to name your price.

 

Link to comment
Share on other sites

 

Sounds very... interesting. I can see security going apeshit and raiding all other nations early on though.

Nations works under the assumption that all nations start at peace with each other, and follow diplomacy (And the breakdown of it) before engaging in hostilities. In-game, it could easily be fluffed as a social experiment.

 

 

However, adding Nations as a game mode seems like it wouldn't work well. I'd say follow /tg/s example, and run it every so often as an admin event during Extended rounds.

 

Link to comment
Share on other sites

 

I did this once, but I had different rules n stuff.

I might do it again, but I will have to make a template to follow.

 

Link to comment
Share on other sites

  • 4 months later...

 

The few times I've played nations were glorious. More often than not the AI/Cyborgs play as Peacekeepers. The one round we Played that had the most set up had the following laws for Nations

 

1. Peace must be maintained between nations with the least amount of force necessary.

2. Trade is peaceful so long as there are no WMD's being traded.((Singulo Generators/Tokamak/Plasma Canisters/Bombs))

3. Respect the sovereignty of each nation leader for issues within their own nation.

 

As an aside Cargonia tends to be the strongest next to Scientopia later on. China(sec) tends to be the strongest early. Engineering and Atmospherics tend to stay the same strength Medbay is strongest in wartime that they aren't apart of.

 

When we played we had the Chapel and Bar act as neutral grounds. Assistants were mercs that could be hired by other nations or conscripted. I tend to lean towards Cargonia being the most successful unless Scientopia captures the mining Smelter.

 

Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use