Game Modes
The Game Mode for a round dictates what events, antagonists, and occurrences will happen during the round. Each gamemode has specific requirements that determine whether the gamemode will be available to be "rolled" at round-start that is based on player count, antagonist eligible players, chance, and server configuration settings. The game mode has a significant impact on the objectives of antagonists at the beginning of the round as well as what type of antagonists will be available to be rolled. Finally, some game modes have ending conditions that when met will initiate the end of the round sequence.
Note: Game Modes should not be confused with Random events which are events that happen after round-start and are generally not dictated by the gamemode.
Game Mode Cycle
Add Info about how gamemode roll chance is calculated yada yada
Secret Modes
Unless forced by an admin, all game modes for a specific round will be secretly chosen: regular players will not be able to see the round-type until the end of the round. This means that at round-start, unless a player is an antagonist, they will not know the round-type. Only game modes that are In Rotation will be able to be rolled as part of the secret mode. While secret modes are generally randomly chosen as part of their roll chance, admins can secretly force a round-type if they choose to.
All Game Modes
All game modes that are available in or codebase (but not necessarily available in-game). While each round-type has an associated round-start requirements (requirements that must be met for a round to be considered to be rolled), this guide lists the standard config round-start player requirements which means that actual in-game values may differ, however whether or not a round is in-rotation or not is accurate.
In Rotation
Game modes that can be rolled in-game without admin intervention.
Gamemode | Round-Start Requirements | Round-End Conditions | Description |
---|---|---|---|
Traitor |
??? | When the Emergency Shuttle leaves. | The most common game mode in secret. In Traitor, one or more crew members are Syndicate agents and are given a PDA Uplink to provide them with useful tools to help them complete their goal. The Crew must find out who the traitors are and stop them from reaching their goal.
Traitor objectives are usually one of the following:
If the Traitors can meet all of their objectives when the emergency shuttle leaves, they win. However, being in the Shuttle Brig (marked with red flooring) or handcuffed does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed. |
Auto Traitor |
??? | When the Emergency Shuttle leaves | Very similar to the Traitor gamemode, however, traitors will be selected as the round progresses rather than all at round-start. |
Changeling |
??? | When the Emergency Shuttle leaves | Some of the crew are not what they appear to be! These Changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, such as a toxin dart, but is largely stealth-based. Changeling can be anyone they've absorbed - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will most often have an objective to accomplish before the Escape Shuttle arrives, usually absorb a certain amount of people before escaping. They also win individually, and may choose to back stab one another in order to complete their objectives. |
Vampire |
??? | When the Emergency Shuttle leaves | Similar to Changeling and Traitor, Vampires are on-board the Cyberiad with objectives similar to traitors. These life force-absorbing monsters want thirst for blood! And they'll not stop until they're done with their objectives. Be very careful and do not get your blood sucked by them!
Vampires will have these objectives:
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Shadowling |
??? |
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Shadowlings are fragile beings that start out looking like a normal crewmember. They can 'evolve' into a weak shadowling form, which has limited powers, and will cause them to take damage in the light. They thrive in the dark, however. After they capture fifteen 'thralls' (Crew which has been turned into shadowling slaves), they can form into ascendance form, at which the station is FUBAR and attempts should be made to detonate the nuclear device. |
Traitor + Changeling |
??? | When the Emergency Shuttle leaves. | Combination of the Changeling and Traitor gamemodes. While rare, players can roll both the changeling and traitor role. |
Traitor + Vampire |
??? | When the Emergency Shuttle leaves. | Combination of the Vampire and Traitor gamemodes. While rare, players can roll both the vampire and traitor role. |
Nuclear Emergency |
??? |
|
A team of five 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 the same items Traitors get in order to complete their mission in addition to other items to assault the crew, as well as Pinpointers that will allow them to hunt for the Disk. |
Blob |
??? |
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The Blob is a large and constantly growing sentient creature which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it destroys the entire station! |
Cult |
??? |
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A vile magic cult of brainwashed acolytes has infiltrated the station, and it is up to Security and the Chaplain to stop them. Quite similar to Revolution, with some exceptions:
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Wizard |
??? |
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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. 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. The wizard's goals are mainly to steal or cause havoc on the station and escape on the shuttle. |
Wizard |
??? |
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A gamemode where there are no round-start antagonists or special conditions. Random events can still occur, however.
This mode is designed for people to utilize the relative peace and quiet to roleplay, or to take on large projects that would otherwise not be viable during an antagonist round. |
Out of Rotation
Game modes that have been removed from general rotation for various reasons and cannot be rolled without admin intervention. A few of these round types, even though available, will likely never be forced either because they are broken or are not appropriate to force on a live server (because they suck major ass).
Gamemode | Round-Start Requirements | Round-End Conditions | Description |
---|---|---|---|
Meteor |
Admin Forced | When the Emergency Shuttle leaves. | 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. |
Abductor |
Admin Forced |
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Abductors have reached the Cyberiad! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on NT personnel -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. |
Ragin' Mages |
Admin Forced |
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A sub-variant of Wizard. Wizards are constantly added to the round. |
Revolution |
Admin Forced |
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A gamemode where a random number of people are designated as Revolutionaries and given flashes to convert non-mindshielded crew. The ultimate goal is to either kill all the Command members or force them to flee the station. The Emergency Shuttle cannot be called during this round-type. |
Retired Game Modes
These are game modes that have been removed completely from the code-base and are no longer available to play round-start. However, this does not mean that these features are removed and a few of them can be forced post round-start either through the admin secrets panel or random events.
Gamemode | Round-Start Requirements | Round-End Conditions | Description |
---|---|---|---|
Meteor |
Admin Forced | When the Emergency Shuttle leaves. | 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. |
Xenomorphs |
N/A |
|
A Xenomorph Queen and several larvae, along with a AI and a cybernetic xenomorph (borg), start off in a small shuttle similar to Nuclear Emergency however, there is no defined objective. Your only goal is to infest the station and spread your seed. |
Nations |
N/A | When the Emergency Shuttle leaves. | The round starts as normal, and 5 minutes into the round, you are sent a Central Command Update which is broadcast to the station, announcing the termination of all crew's contracts (again fuck you). You will then be assigned to a Nation depending on your job. There are six departments on the station. The AI gains a new lawset of enforcing the peace in the areas it can see, and all current borgs are transformed into special 'Peacekeeper' borgs. |
Space Ninja |
N/A |
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A Space Ninja invades the station and their only goal is to kill the crew. Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. |
Devil File:Devil.png |
N/A |
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An infernal soul merchant is an agent from hell, 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. They will go around offering deals in exchange for crewmember's souls, gaining power for every soul it controls, eventually causing hell itself to enter the station. |
Malfunction |
N/A |
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Malfunction is a mode about a malfunctioning AI. The AI has one goal, to assume control of the station. Any other laws are ignored. The AI in this mode gains special powers that it can use to help it stay alive or hinder the station crew. The AI can speed up it's takeover of the stations systems by hacking APCs. Cyborgs are very useful to the AI in this mode.
To win, the AI must stay alive long enough for it to takeover the station. This is represented by a counter. If the AI wins, it can either blow up the station, or let the station, and any survivors aboard it, exist in peace. |
Mutiny |
N/A |
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In a mutiny round, there are two things that happen: One, the Captain will get a fax from a Central Communications impersonator, which orders them to carry out a malicious 'Directive X'. Two, one of the Heads of Staff will be chosen at random to lead a Mutiny. On the fax that the captain receives, Directive X's specific parameters will be given. A few common examples are: Firing all members of a non-human species, demoting female heads of staffs, transferring credits from one department to another, or turning all non-essential staff into mining crew. The Head Mutineer will recruit people into their mutiny with a special verb given at the start of the round. Give a speech before you do it, though. Their job is to stop the Captain from completely following Directive X. |
Highlander |
N/A |
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Everyone spawns with an all access ID, a kilt and a claymore. Last man standing wins. The station is your oyster, go on a rampage! |