Game Modes

From Paradise Station Wiki
Jump to navigation Jump to search

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

Each gamemode is assigned a probability value, all those values are put into a "Bucket" and one is randomly drawn out. Adding/removing values will effect the entire pool. Current standing are:

  • Changeling - Probability value of 3
  • Cult - Probability value of 3
  • Autotraitor - Probability value of 3
  • Extended - Probability value of 3
  • Nuclear Emergency - Probability value of 2
  • Traitor - Probability value of 2
  • Traitor + Changeling - Probability value of 3
  • Traitor + Vampire - Probability value of 3
  • Trifecta - Traitor + Vampire + Changeling - Probability value of 3
  • Vampire - Probability value of 3
  • Wizard - Probability value of 2

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
One player with Traitor enabled 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:

  • Assassinate/Protect a specific crew member.
  • Steal a restricted item.
  • Ensure only fellow traitors are on the Emergency Shuttle when it leaves, or just escape alive and free.
  • Die a glorious death.
  • Debrain a specific crew member.
  • Maroon a specific crew member.

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
None! 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.
15 players online and 1 player with Changeling enabled 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 steal people's DNA and take on their identity.

Changelings can either use a stealthy DNA Sting to steal their target's appearance, or absorb their dead body, which takes time (meaning stealth is absolutely necessary) but provides them with memories and speech samples of the victim, as well as an ability to switch their powers. Changelings have other weapons at their disposal, such as an arm blade, 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 are NOT a team antagonist and win individually. Changelings will often back stab one another in order to complete their objectives.

15 players online and 1 player with Vampire enabled. 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:

  • Accumulate X amount of blood.
  • Assassinate a specific crew member.
  • Steal a restricted item.
  • Escape alive on the emergency shuttle or pod.
  • Staying alive until the end.
Traitor + Changeling
10 players online and two players with Traitor or Changeling enabled. 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
10 players online and two players with Traitor or Vampire enabled. When the Emergency Shuttle leaves. Combination of the Vampire and Traitor gamemodes.
10 players online and three players with Traitor, Vampire, and Changeling enabled. When the Emergency Shuttle leaves. Combination of the Vampire, Changeling and Traitor gamemodes.
Nuclear Emergency
30 players online and 5 players with Nuclear Agent enabled.
  • If the shuttle leaves with the Disk on board the NAS Trurl or if all Nuclear Operatives are eliminated, the Crew wins a Major Victory.
  • If the shuttle leaves with the Disk still anywhere on the station, the Syndicate wins a Minor Victory.
  • If the nuke detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
  • If the nuke detonates in the station successfully but no syndicates manage to escape, no-one wins.
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, their own nuclear bomb as well as Pinpointers that will allow them to hunt for the Disk.
30 players online and 3 players with Cult enabled.
  • Cultists summon their god. This does not end the round directly but will call the emergency shuttle automatically with no option to recall.
  • When the Emergency Shuttle leaves.
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:
  • There are no defined "Cult heads", all cultists are equal; each cultist, including new converts, starts with a special ritual knife.
  • Cultists draw runes from their own blood, requiring a ritual dagger to do so. Cultists are able to inscribe a variety of spells in their flesh to be used later. Cultists must cooperate in order to expand their cause and will use a conversion (or sacrifice) ritual to convert a crew member. Mindshielded and dead crew cannot be converted, and will instead be gibbed, leaving behind their gear and a soulstone shard. Said shard can then be inserted into a construct shell to create a powerful Construct.
  • Drawn runes can have a number of effects covered in Cult. The cult's objectives progress as they complete them, and always include sacrificing two specific mindshielded crew members and summoning their god (which automatically calls the shuttle if it hasn't been already).
20 players online and 1 player with Wizard enabled.
  • The Wizard and all of their apprentices (if the wizard has any) are killed
  • When the Emergency Shuttle leaves.
A Space Wizard has infiltrated the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, they 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.
None! 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.

Gamemode Round-Start Requirements Round-End Conditions Description
Admin Forced
  • If all of the Abductor Scientists die, the crew win.
  • If one of the abductor teams experiment on 6 crew members successfully, the shuttle will be called without option to recall.
  • When the Emergency Shuttle leaves.
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. The gamemode would end within 15-20 minutes and wasn't very interactive for crew.
Ragin' Mages
Ragin' Mages.png
Admin Forced
  • When the Emergency Shuttle leaves.
  • When the wizard federation runs out of wizards to throw at the station.
A sub-variant of Wizard. Wizards are constantly added to the round. This is out of rotation due to it being just a more tedious version of wizard, when one wizard dies it loses its fun factor and become a bit of a slog.
Admin Forced
  • If all revolutionary leaders are dead or have left the station, the station wins.
  • If all command members are dead or have left the station, the revolutionaries win.
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. Small issue with this gamemode, ordering mindshields and harmbatoning people you see getting flashed just wins you the mode, when in rotation it was nearly impossible to do anything as a rev as people expected you and instantly went UNGA.

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
  • All the Shadowlings (But not Thralls) are killed, the crew wins
  • When the Emergency Shuttle leaves, but the Shadowlings did not ascend, the Crew still wins.
  • When the Emergency Shuttle leaves, but the Shadowlings ascend, the Shadowlings win.
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. This was a very snowball-ey gamemode, and lacked anyone willing to maintain it making the code nearly unsalvageable, thus removal was the only option worth consideration.
No. 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. This was in practice a 20–30-minute round of extended and was pretty much universally hated.

Accidental login to CM. 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. Due to a lack of objectives along with a lot of permakilling, this was not a very good gamemode.
"Attention all crew: Your captain has sent us an assfax, good day." 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. Nations worked the first few times it was run, but once the original rush wears off, there is almost no reason to create conflict and it became an extremely formulaic and boring gamemode.
Space Ninja
Generic ninja.png
When someone is having a bit too much fun with Martial Arts. 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. This gamemode was just never finished, some things are leftover and some attempts have been made to actually finish it, but that's about it.
Malf AI.gif
; AI MALF BLOW THE BORGS. 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. On lower populations this worked fine as a gamemode, but eventually was moved to a subtype of traitor, Traitor AI.

"Captain has nuke in the bridge!". 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. Code was totally broken and wasn't even remotely enjoyable. Three rounds were played of this mode ever.
Adminsecret. 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! This gamemode functioned better as an adminsecret, hence it was moved to be one.
When hell freezes over.
  • 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.
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. 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. The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. This wasn't even a part of the paradise codebase and was just expected to be eventually ported: It was not.
20 TC trade for buildmode?. N/A 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. This is on this page purely for documentation reasons, no sane admin would run this as its a fast-lane for disaster as players can spawn in whatever the hell they want.

30 players online and 1 player with Blob enabled.
  • If the crew manage to destroy the blob core(s), the crew wins.
  • If the blob manages to spread to a predetermined size, the crew loses.
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's core before it destroys the entire station!