Difference between revisions of "Blob"

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(Created page with "File:Blob.png '''Blob''' is a game mode in Secret where a large green blob infests the station and starts destroying everything its path, including hull, fixtures and ...")
 
(Did this on blob_guide page, brought it here for the job page.)
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[[File:Blob.png]] '''Blob''' is a game mode in [[Secret]] where a large green blob infests the station and starts destroying everything its path, including hull, fixtures and creatures. Note that this differs from the blob random event, as a person is chosen to be infected with the blob and burst after a certain time, where the event picks a random location and ghost to play as the blob. The crew must destroy the blob until it destroys a pre-determined amount of the station (350 x NumberOfBlobPlayers). If the crew manage to destroy the blob core, the crew will win. But if the blob manages to spread to a predetermined size, the crew will lose.
{{WIP}}{{JobPageHeader
|headerbgcolor = Green
|headerfontcolor = Black
|stafftype = ENEMY
|imagebgcolor = gray
|img_generic = Blob_guide1.png
|img = Blob_guide1.png
|jobtitle = Blob
|access = Varies on your human form
|difficulty = Variable, is the crew smart?
|duties = Expand, overtake the station, get nuked.
|guides = This is the guide.
}}
The blob is a creature which has infected a crew member, and shall eventually cause them to burst and begin attempting to overtake the station, using a mixture of strategy, and brute force. The blob will attain victory if it grows to a large enough size. To where it will be nuked. The blob has a good bit of time after the round starts to find a location to set up shop. This should helpfully prepare you for this role!


==Mean Green Mother From Outer Space==


In the Blob game mode, the blob is controlled by a player, called The Overmind. A number of players are selected to play the blob. They are technically infected and have to choose a location for the blob's base in a random time limit. As time passes the player will get messages which will indicate when they are about to burst.
== So, you've been selected to play the blob eh? ==
Welcome to this wonderful lifestyle! You might be unprepared, but that's okay, you have several minutes to read over this quickly and learn what things do.  


===OH SHIT I'M A BLOB WHAT DO I DO===
To begin, you must find a good place to hide. There are three factors to take into account when deciding this location, and they are as follows:


So you're infected with Blobitis. Sucks to be you! But you can make it suck less to be you by ensuring the easy survival of your future self.  
  1. Ease of Entry: How easily can the crew attack you in this location? Think about doors and access required, space that the crew can fit stuff such as welding fuel tanks and emitters, and new areas of access you will create by expansion. A terrible example of this would be just north of the bridge, you have three wide areas that the crew can attack you from, and three more you will create by expansion.
  2. Room to grow: Do you have room to grow? It takes resources and time to get through some tough items, such as reinforced walls, which might slow you down. You also need some safe locations to have factories/resource blobs so you can keep the front-line protected.
  3. Stealth: Some locations are fairly obvious, and you might get detected quickly. The time you have before the AI receives it's new law and the announcement is declared can be quite useful. The construction area is a bad example of this; every blob chooses to spawn there! And there are windows in close proximity that you will break early, notifying the crew via atmospheric alarms.


The best place for a blob to choose a base is in an inaccessible area, decreasing the chance of being spotted and being contained; but be warned, it has to be on the station Z-level and on a floor, otherwise you will instantly lose. Think along the lines of good [[Xeno]] hiding spots. Public hallways are bad. Out-of-the-way places that require elevated access are good. Chokepoints are good. It can also be strategic to spawn in places that will cripple the crew once you destroy them, like the [[SMES]]es or [[telecoms]] (be sure not to do anything stupid, like releasing the singularity.) Make sure you're somewhere safe before you burst!
With this in mind, go find a place a hide! Please do not list any here as they will become useless quickly. '''Make sure not go to into space''', this will kill you! Also don't exit the z-level, for example, don't go aboard the xeno-archaeology shuttle.  


Before you burst, it is also valid to perform antag actions (within reason) like a normal traitor to increase your chances of winning. If you can, try to remove weapons, sabotage the station or create a distraction for when you burst into a station-eating blob.
You're given three notifications as you run out of time, the first "You feel tired and bloated." pretty much says, you're transformation is beginning, but you have plenty of time before it happens. The second one "You feel like you are about to burst.", is around the halfway point, you should hurry up and get into position at this point. And finally "You are now sterile.", prepare to lose all your limbs, it's blob time!


===Blobmunition===
==Oh god what do I do now==


Blobs can attack players who are directly (not diagonally) adjacent to them by expanding onto their space. The blob can also spend resource tiles to place blob pieces. Blob pieces can expand into almost anything, including r-walls and even space, but note that space is much slower than onto a clear floor tile, which can be useful for slowing down the regeneration of the tiles around the blob core. Try hemming in crewmates with blobs and then attacking..
Don't panic! You have a little time before the AI is notified of your presence. Use this to get some early growth going, you may be able to get at least a resource blob up before you are spotted. To prevent being detected early, consider removing blobs that are about to destroy any windows, this will IMMEDIATELY notify the AI of your presence.  


The overmind can also decide to place special blob pieces which have special functions and abilities. The overmind must have resource points to replace the normal blob pieces with special versions and to expand where the overmind desires. The blob core will produce resource points at a normal rate but to get more the overmind will have to place resource blobs next to it's core or a node, which acts like a core and gradually expands normal blob pieces outwards.
Now look at your tabs, you should have a new blob tab, open it up, and you'll discover a wealth of abilities, their functions are as follows:


This is a list of all the blob types that the overmind can spend resource points on to buy and replace normal blob pieces with. There are limits on how close you can put the same special blob to each other -- for example, the resource blob cannot be near another resource blob.
{|class="wikitable sortable"
!Ability!!Cost!!Description
|-
|'''Expand Blob'''||5||This is pretty self explanatory, it expands your blob on one tile. It can be useful in quick succession to surround somebody, or to disable a specific target such as the AI. Normal blobs damage people standing next to them.
|-
|'''Shield Blob'''||10||This upgrades the blob space to be a shield blob, such as the ones that spawn around your core. They are much more difficult to destroy, and if you have a lot of money, this can go GREAT in conjunction with the above ability. Keep in mind you must place this over a blob
|-
|'''Resource Blob'''||40||One of the most important blobs to place, this increases the rate at which you acquire resources. It's VERY important to get a lot of these early on, as one very useful thing to have for the blob is early momentum.
|-
|'''Node Blob'''||60||Not as important as the above abilities, however if you have some resources you should place some of these. Node blobs expand your blob past your core without you having to do it, one important thing about these are is the fact that they will replace destroyed blobs for free if they're nearby. Saving you resources in the long run. Remember you have to place them near a non-normal blob, so near a node, core, etc. or it will not produce!
|-
|'''Factory Blob'''||60||These are also very useful to place, what they do is they produce floating blobs. Individual they are weak, and even in groups they are weak, but they make an excellent distraction, and will overwhelm players. If they are near a dead body they will actually land on their head and create a zombie, which isn't too strong, but it's an upgrade over the floating blobs, and you can re-zombify it when it dies if the crew doesn't drag the body away.
|-
|'''Create Core Blob'''||100||This places another player-controlled blob! The only drawback is the hefty cost and the fact that you cannot communicate. It will find a dead player to take the reigns.
|-
|'''Rally Spores'''||5||This sends all your floating blobs and zombies to one location. Very useful for when some engineer thinks he's clever by attempting to weld his way in from behind. The floating blobs and zombies travel really quickly when you do this.
|-
|'''Jump To (Node or Core)'''||0||These two abilities are grouped together as they are basically the same thing. They jump your camera to a core or a node, selected from a list if you have more than one. You might not use this too often but it can be handy when your empire becomes large.
|-
|'''Remove Blob'''||0||I'm not going to insult your intelligence by explaining what this does. Uses could be to prevent your blob from destroying a window or a wall, preventing the atmospheric alarms from going off, or crew from gaining a new method of entry.
|-
|}


[[File:blob_core.gif]] ''Core Blob'' is the most important part of you, it is the brain of the blob and the heart. You cannot have more than one core so you must protect it at all costs, or you will die. It will regenerate health on its own, and you can keep track of its life from your HUD.
==In conclusion==
 
Use all these abilities in conjunction to eventually defeat the crew. Unfortunately, the party poopers at centcomm will have the station nuked, putting a stop to your fun. It was great while it lasted though right?
[[File:blob_normal.gif]] ''Normal Blob'' will expand your reach and allow you to upgrade into special blobs that perform certain functions.
{{Jobs}}
 
[[Category: Jobs]] [[Category:Game Modes]]
[[File:blob_shield.gif]] ''Strong Blob'' is a strong and expensive blob which can take more damage. It is fireproof and can block air, use this to protect yourself from station fires.
</onlyinclude>
 
[[File:blob_resource.gif]] ''Resource Blob'' is a blob which will collect more resources for you, try to build these earlier to get a strong income. It will benefit from being near your core or multiple nodes, by having an increased resource rate; put it alone and it won't create resources at all. Defending your resource nodes is important. Always replace them if they are taken down and invest in shield blobs to protect them. The more resource blobs you have, the harder it will be for the crew to reach your core.
 
[[File:blob_node.gif]] ''Node Blob'' is a blob which will grow, like the core. Unlike the core it won't give you a small income, but it can power resource and factory blobs to increase their rate.
 
[[File:blob_factory.gif]] ''Factory Blob'' is a blob which will spawn blob spores which will attack nearby food (read: people.) Putting this nearby nodes and your core will increase the spawn rate; put it alone and it will not spawn any spores.
 
===Hotkeys===
 
* CTRL+Click: Expand Blob
* ALT+Click: Create Shield Blob
* Middle Mouse Click: Rally Spores
 
==KILL DAT FUKKEN BLOB==
 
The [[Emergency Shuttle]] will not come during blob mode. Nor will the blob spare you or your precious station from a horrible death. Guess you better take it down fast, then.
 
===Tools of the Trade===
 
Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. ('''NOTE:''' This does NOT mean setting fire to everything!) Here are some tools at your disposal:
 
* '''[[Armor]]''': The blob, in addition to expanding, can attack. Blobs do brute damage, so anything that protects against this, such as [[riot armor]] or [[shield]]s, are helpful. Make sure to attack on the diagonals as much as possible as the blob can only attack in cardinal directions from its blob squares. Don't let yourself get surrounded!
 
* '''[[Welding tool]]s:''' Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]].  Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them.
 
* '''Laser weaponry:''' Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]'s quarters and through R&D or Cargo. Resist the temptation to just charge one gun then fire it off. If you're carrying the whole armory you'll be more effective if you have the ability to fire them all in series. Grab the chargers and wrench them a good distance from the blob so you can recharge, but make sure the blob doesn't eat them. If you're in [[Cargo]], take the time to order as many guns as possible before you run off to fight. This is the one round type people will love you for running gun cargo.
 
* '''[[Emitter]]s:''' Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one sided match.
 
* '''[[IED]]s:''' The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
 
*'''[[Flashbang]]s:''' Two flashbangs will destroy all weak blobs in a large area, allowing people to rush in and ruin the special blob squares. If you don't warn people you're using these, they might get stunned and eaten by the blob. Give people a chance to clear the area.
 
Once again: '''DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES''' (see below). They are useless and will only make the rest of the crew die and hate you.
 
===Risky Measures===
 
('''Do not use these unless shit has really hit the fan, or else you might be banned.''' When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.
 
*'''Large Plasma Fires:''' Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. If atmos isn't ruined yet this will make the crew hate you.
 
*'''Bombs:''' Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos is ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
 
*'''[[Bags of Holding]]''': If you can get within one or two squares of the blob core, creating a [[singularity]] there will almost certainly eat the blob core and win the game. DON'T DO THIS IF YOU CAN'T GET EXTREMELY CLOSE AS THERE'S NO PREDICTING LORD SINGULOTH. If things are going really bad, though, and you can still get reasonably close there's a chance this may be your only hope. Because there's no assurances here you might end up killing everybody. Ahelp before doing this to get the ok.
 
===Non-Action Crewmates===
 
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and slow shit down for everyone. However! There are still things you can (and should) do!
 
====Medbay====
 
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:
 
'''[[Medical Doctor]]:''' You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting blob-engulfed so no one can retrieve them. Don't let this happen. The most useful first-aid kit is the standard white one; fire first-aid kits are useful if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with like 10 damage in an area; use triage like a real doctor, you drunken ERPing fuck. DON'T FORGET THE INAPROVALINE SYRINGES! Blob produces a lot of critted people, and you don't want them dead before you figure out what to do with them. You can also drag people to cryo and dead people to cloning, but generally you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
 
'''[[Chemist]]''': Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. Bread and butter is bicaridine (for the damage the blob does), dermaline (for aforementioned lasers and plasma fire), inaprovaline (for critted people), ryetalin (for cloned people.) Don't bother making tricord/DD, it works too slow and you shouldn't need toxin healing anyway. You can either leave them on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
 
'''[[Geneticist]]''': Clone the people who inevitably die. Always have someone cloning. LOOT THEIR FUCKING BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is of limited utility, cold resistance can be useful if some chucklefuck has exposed the blob area to space but otherwise useless, and TK is fun but impractical.
 
'''[[CMO]]''': You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.
 
'''[[Virologist]]''': Kill yourself. (Some of the advanced good symptoms might be minorly useful in blob fighting, but again, if enough time has passed for you to get them the blob is either dead or too far gone to die, and why is cargo wasting points on a virus crate anyway?)
 
====Cargo====
 
'''Order emitters.''' Order fucking emitters. Don't assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.
 
'''Order guns.''' Energy guns have their place, and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once.
 
'''Order some goddamn metal and glass.''' Don't rely on mining to get back at all or on time. However...
 
'''Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D.''' You're going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire so you don't lose mineral shipments. The primary importance is getting diamond and uranium back unless you hit at least 4 silver deposits, in which case if [[robotics]] is any good the round will end shortly. See Science for details.
 
'''SHIT TYRONE HACK THE FUCKING AUTOLATHES.''' You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.
 
'''No seriously make a fucking extra autolathe''' near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
 
====Science====
 
'''[[Guide to Research and Development|R&D]]:''' Research shit. Laser cannons and other guns are priorities. Mechs are not priorities, although see below.
 
'''[[Guide to toxins|Toxins]]''': Make bombs. Six 3/7/14s. Slap them into package wrappers and LABEL THEM APPROPRIATELY SO THEY DON'T BOOM. Small Package (145.9 -- 30) hits the blob, etc. If things go ass up or you have a lot of weapons and EVA-capable people, a MANLY way to fight the blob is to bomb your way to the core and then just have everyone ready to shoot its core down. Other than that? DON'T USE THEM UNLESS THINGS ARE DESPERATE. Bombs are indiscriminate and breach the hull, so unless cargo ordered an emergency crate you're boned. (Cargo will probably not order an emergency crate.) Also, grab those heat canisters! Get some assholes into firesuits, take all the postburn CO2 you can, and release it behind the blob. As long as you don't breathe it, the suit protects you from arbitrary levels of heat and pressure so you should be just fine.
 
'''[[Roboticist]]''': Once the medics empty their medkits onto belts, can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful when some fucker inevitably makes a hull breach. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making UNLESS you somehow magically get a shipment of the 20 silver for a Durand. IF YOU GET A DURAND WITH AN ENERGY RELAY, YOU WIN THE BLOB MODE. PERIOD. LOAD IT OUT WITH A SOLARIS AND THE BLOB LOSES, NO QUESTIONS ASKED.
 
'''[[Guide to xenobiology|Xenobiologist]]''': Go do a real job. Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful.
 
[[Category:Game Modes]]

Revision as of 04:56, 18 February 2014

Template:WIP

ENEMY

Superiors: Not defined
Difficulty: Variable, is the crew smart?
Guides: This is the guide.
Access: Varies on your human form
Duties: Expand, overtake the station, get nuked.


The blob is a creature which has infected a crew member, and shall eventually cause them to burst and begin attempting to overtake the station, using a mixture of strategy, and brute force. The blob will attain victory if it grows to a large enough size. To where it will be nuked. The blob has a good bit of time after the round starts to find a location to set up shop. This should helpfully prepare you for this role!


So, you've been selected to play the blob eh?

Welcome to this wonderful lifestyle! You might be unprepared, but that's okay, you have several minutes to read over this quickly and learn what things do.

To begin, you must find a good place to hide. There are three factors to take into account when deciding this location, and they are as follows:

 1. Ease of Entry: How easily can the crew attack you in this location? Think about doors and access required, space that the crew can fit stuff such as welding fuel tanks and emitters, and new areas of access you will create by expansion. A terrible example of this would be just north of the bridge, you have three wide areas that the crew can attack you from, and three more you will create by expansion.
 2. Room to grow: Do you have room to grow? It takes resources and time to get through some tough items, such as reinforced walls, which might slow you down. You also need some safe locations to have factories/resource blobs so you can keep the front-line protected. 
 3. Stealth: Some locations are fairly obvious, and you might get detected quickly. The time you have before the AI receives it's new law and the announcement is declared can be quite useful. The construction area is a bad example of this; every blob chooses to spawn there! And there are windows in close proximity that you will break early, notifying the crew via atmospheric alarms.

With this in mind, go find a place a hide! Please do not list any here as they will become useless quickly. Make sure not go to into space, this will kill you! Also don't exit the z-level, for example, don't go aboard the xeno-archaeology shuttle.

You're given three notifications as you run out of time, the first "You feel tired and bloated." pretty much says, you're transformation is beginning, but you have plenty of time before it happens. The second one "You feel like you are about to burst.", is around the halfway point, you should hurry up and get into position at this point. And finally "You are now sterile.", prepare to lose all your limbs, it's blob time!

Oh god what do I do now

Don't panic! You have a little time before the AI is notified of your presence. Use this to get some early growth going, you may be able to get at least a resource blob up before you are spotted. To prevent being detected early, consider removing blobs that are about to destroy any windows, this will IMMEDIATELY notify the AI of your presence.

Now look at your tabs, you should have a new blob tab, open it up, and you'll discover a wealth of abilities, their functions are as follows:

Ability Cost Description
Expand Blob 5 This is pretty self explanatory, it expands your blob on one tile. It can be useful in quick succession to surround somebody, or to disable a specific target such as the AI. Normal blobs damage people standing next to them.
Shield Blob 10 This upgrades the blob space to be a shield blob, such as the ones that spawn around your core. They are much more difficult to destroy, and if you have a lot of money, this can go GREAT in conjunction with the above ability. Keep in mind you must place this over a blob
Resource Blob 40 One of the most important blobs to place, this increases the rate at which you acquire resources. It's VERY important to get a lot of these early on, as one very useful thing to have for the blob is early momentum.
Node Blob 60 Not as important as the above abilities, however if you have some resources you should place some of these. Node blobs expand your blob past your core without you having to do it, one important thing about these are is the fact that they will replace destroyed blobs for free if they're nearby. Saving you resources in the long run. Remember you have to place them near a non-normal blob, so near a node, core, etc. or it will not produce!
Factory Blob 60 These are also very useful to place, what they do is they produce floating blobs. Individual they are weak, and even in groups they are weak, but they make an excellent distraction, and will overwhelm players. If they are near a dead body they will actually land on their head and create a zombie, which isn't too strong, but it's an upgrade over the floating blobs, and you can re-zombify it when it dies if the crew doesn't drag the body away.
Create Core Blob 100 This places another player-controlled blob! The only drawback is the hefty cost and the fact that you cannot communicate. It will find a dead player to take the reigns.
Rally Spores 5 This sends all your floating blobs and zombies to one location. Very useful for when some engineer thinks he's clever by attempting to weld his way in from behind. The floating blobs and zombies travel really quickly when you do this.
Jump To (Node or Core) 0 These two abilities are grouped together as they are basically the same thing. They jump your camera to a core or a node, selected from a list if you have more than one. You might not use this too often but it can be handy when your empire becomes large.
Remove Blob 0 I'm not going to insult your intelligence by explaining what this does. Uses could be to prevent your blob from destroying a window or a wall, preventing the atmospheric alarms from going off, or crew from gaining a new method of entry.

In conclusion

Use all these abilities in conjunction to eventually defeat the crew. Unfortunately, the party poopers at centcomm will have the station nuked, putting a stop to your fun. It was great while it lasted though right? Template:Jobs