Difference between revisions of "User:Generaldonothing/Unused gamemodes"

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This page covers some of the unused gamemodes that were either supposed to be added/removed before they were properly put into rotation, this page will be covering the gamemodes as followed.  
This page covers some of the unused gamemodes that were either supposed to be added/removed before they were properly put into rotation, this page will be covering the gamemodes as followed.  
Anyone is welcome to expand on these, and many of these didn't even get past planning
Anyone is welcome to expand on these, and many of these didn't even get past planning
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==Space ninja==
==Space ninja==


Space ninja was a gamemode added to paradise and TG in 2012. Unfortunatly, this gamemode was never finished and lacks alot of critical spawning code and processing code. We do have enough leftovers to understand how it would have likely functioned however.
Space ninja was a gamemode added to paradise and TG in 2012. Unfortunatly, this gamemode was never finished and lacks critical spawning and processing code. We do have enough leftovers to understand how it would have likely functioned when completed however.
 
Ninja was designed to be a midround antagonist role with moderate impact to the round. The power of a ninja would come from their weaponry and suit. A ninja was given a energy katana, an extremely strong melee weapon that's deals 40 brute damage per hit, and has an extremely high value of 50 AP. As a ninja you could use your katana to slice through objects, or as a ranged weapon by throwing it at your enemies. Your blade was your weapon, and you needed to keep it with you at all costs.
 
Most of your powers came from your suit. Your suit functioned as a basic softsuit with decent protections, as well as your charge meter. You could add/remove power cells to recharge your suit if needed, and running out of power was a near death sentence. With this suit, you got your ninja gloves, mask, shoes, and hat.
 
Suit abilities: Your ninja suit had many different functions, which are listed below, many of these were never finished, sadly. You would store your power cell in this location, and it would scan for other gear you might have had on you.
 
*Adreneline, Net, EMP, smoke, stealth, teleportation: All data has been lost, we don´t know what these would have done, and the only information remaining is the name.
*Shuriken: No damage assigned to this projectile, but it would have functioned like energy bola's, so people could not steal them from you or be able to be reused.
 
Mask and hat abilities: Same armor as the suit, internals applicable, and stops the AI from tracking you


Ninja was designed to be an event antagonist, and a rather impactful event antagonist at that. The power of a ninja would come from their blade, and their suit.
Gloves abilities: Functions as insulated gloves, protects against temperature, has the pickpocket ability from the thief's gloves, and does not transfer any prints when using items.  


Shoes: Functions as noslips, basic armor, protection against heat/cold.


==Monkey==
==Monkey==
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Zombies were a miniantagonist added to the paradise codebase in 2013, disabled in 2014, re-added in 2019, and fully removed in 2020
Zombies were a miniantagonist added to the paradise codebase in 2013, disabled in 2014, re-added in 2019, and fully removed in 2020


Zombie as an antagonist were plauged with issues. From questionable code, to linear gameplay, it was rather unappealing. In 2014, zombie were spread and transfered through the "zombie virus" which after a rather long delay would kill you and revive you as a zombie. As a zombie, you were able to spread the infection by biting other carbon mobs. This was designed for a holloween event, and overall went well. They were disabled soon after for not sharing a niche as an antagonist with their limited and linear gameplay.
Zombie as an antagonist were plauged with issues. From questionable code to linear gameplay, it was rather unappealing. In 2014, zombie were spread and transfered through the "zombie virus" which after a rather long delay would kill you and revive you as a zombie. As a zombie, you were able to spread the infection by biting other carbon mobs. This was designed for a holloween event, and overall went well. They were disabled soon after for not sharing a niche as an antagonist with their limited and linear gameplay.


In 2019, zombies were brought back as a traitor uplink based virus. For 25 TC, you could get a beaker of the "Romerol virus" to inject into carbon mobs and turn them into zombies. Zombies had a few new tricks up their sleeves, or hands rather. Zombies gained a pair of claws with no-drop and they infected anyone they hit with them.
In 2019, zombies were brought back as a traitor uplink based virus. For 25 TC, you could get a beaker of the "Romerol virus" to inject into carbon mobs and turn them into zombies. Zombies had a few new tricks up their sleeves, or hands rather. Zombies gained a pair of claws with no-drop and would infect anyone on hit.


Only 2 hours after zombies were added they were disabled. Romerol would never make someone into a zombie, and the antagonist had severe performance issues as it quickly filled the GC. This in total, hangs the server for a full 45 second period. They stopped being maintained in november 2019, and soon removed in 2020.
Only 2 hours after zombies were added they were disabled. Romerol simply didn't work, and would never make someone into a zombie. The antagonist had severe performance issues as it quickly filled the Garbage Collector constantly removing the no longer needed zombie organs. This in total, hangs the server for a full 45 second period when converting someone into a zombie. They stopped being maintained in november 2019, and were soon removed in 2020.

Latest revision as of 00:15, 27 November 2023

This page covers some of the unused gamemodes that were either supposed to be added/removed before they were properly put into rotation, this page will be covering the gamemodes as followed. Anyone is welcome to expand on these, and many of these didn't even get past planning

Devil

Space ninja

Space ninja was a gamemode added to paradise and TG in 2012. Unfortunatly, this gamemode was never finished and lacks critical spawning and processing code. We do have enough leftovers to understand how it would have likely functioned when completed however.

Ninja was designed to be a midround antagonist role with moderate impact to the round. The power of a ninja would come from their weaponry and suit. A ninja was given a energy katana, an extremely strong melee weapon that's deals 40 brute damage per hit, and has an extremely high value of 50 AP. As a ninja you could use your katana to slice through objects, or as a ranged weapon by throwing it at your enemies. Your blade was your weapon, and you needed to keep it with you at all costs.

Most of your powers came from your suit. Your suit functioned as a basic softsuit with decent protections, as well as your charge meter. You could add/remove power cells to recharge your suit if needed, and running out of power was a near death sentence. With this suit, you got your ninja gloves, mask, shoes, and hat.

Suit abilities: Your ninja suit had many different functions, which are listed below, many of these were never finished, sadly. You would store your power cell in this location, and it would scan for other gear you might have had on you.

  • Adreneline, Net, EMP, smoke, stealth, teleportation: All data has been lost, we don´t know what these would have done, and the only information remaining is the name.
  • Shuriken: No damage assigned to this projectile, but it would have functioned like energy bola's, so people could not steal them from you or be able to be reused.

Mask and hat abilities: Same armor as the suit, internals applicable, and stops the AI from tracking you

Gloves abilities: Functions as insulated gloves, protects against temperature, has the pickpocket ability from the thief's gloves, and does not transfer any prints when using items.

Shoes: Functions as noslips, basic armor, protection against heat/cold.

Monkey

Hand of god

Gangs

Sandbox

Sandbox was a gamemode that predates goonstation, in 2005 it was added as a developmental testing gamemode before being ported to goon, then TG, and finally to paradise.

Sandbox isn't... all it's cracked up to be, it's really just a limited spawner for items alongside a infinite reasource pool (but not all of them...). Sandbox allowed you to use a few different commands. Spawning 50 metal, Spawning 50 glass, Spawning an airlock that has either none/all access attached to it, Spawning an empty canister, Spawning a welding fuel tank, Spawning a water tank, Spawning a toolbox with an extra crowbar, Spawning a first aid kit, Spawning the "box" which contains an esword, camera, and a bunch of other items that refuse to load,And finally, a space suit and jetpack. The only sandbox leftover is the sandbox belt, which is just a bluespace belt with a special name and some decent tools.

Sandbox was never ticked as a gamemode, and was unused for all of it's lifespan. Nobody in their right mind would run it due to the code never being updated and due to the likely server lag infinite of everything would create. It was finally removed in 2022 when someone realized it existed

Headcrabs

Zombies

Zombies were a miniantagonist added to the paradise codebase in 2013, disabled in 2014, re-added in 2019, and fully removed in 2020

Zombie as an antagonist were plauged with issues. From questionable code to linear gameplay, it was rather unappealing. In 2014, zombie were spread and transfered through the "zombie virus" which after a rather long delay would kill you and revive you as a zombie. As a zombie, you were able to spread the infection by biting other carbon mobs. This was designed for a holloween event, and overall went well. They were disabled soon after for not sharing a niche as an antagonist with their limited and linear gameplay.

In 2019, zombies were brought back as a traitor uplink based virus. For 25 TC, you could get a beaker of the "Romerol virus" to inject into carbon mobs and turn them into zombies. Zombies had a few new tricks up their sleeves, or hands rather. Zombies gained a pair of claws with no-drop and would infect anyone on hit.

Only 2 hours after zombies were added they were disabled. Romerol simply didn't work, and would never make someone into a zombie. The antagonist had severe performance issues as it quickly filled the Garbage Collector constantly removing the no longer needed zombie organs. This in total, hangs the server for a full 45 second period when converting someone into a zombie. They stopped being maintained in november 2019, and were soon removed in 2020.