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Game Mode Discussion 2.0 - Printable Version

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Game Mode Discussion 2.0 - Val - 11-18-2012

In this thread we'll talk about existing game modes, game mode mechanics, and how we can improve them. This is not a thread where we suggest new game modes. There is another board for that, which you should peruse if you have a sudden spark of ingenuity and want to sperg on about it to everyone else.

Here's a summary:
>Traitor - the most common mode, in which there will be syndicate agents on the station with objectives to kill, steal, and generally be an asshole to everyone who's ever lived.
>Changeling - One or more players are hostile alien life-forms that want to absorb the crew. Self-explanatory.
>Wizard - A magic bearded man comes on board with his staff in one hand and a seething hatred for everyone else in the other. Sometimes, there is more than one wiz.
>Nuke - A bunch of syndicate agents invade the station and steal a disk to set off a bomb that destroys the station. Not too common, but these rounds tend to be really short.
>Conspiracy - Revolution 2.0, where two (or sometimes three?) crew members try to kill one another and recruit the rest of the ship to their side to complete their objective.
>Mixed - Traitors, changelings, and vampires, oh my! I don't know if wizards or nuke-ops show up. At least, antags that, when killed, end a round. Vampires also seem to show up in other modes. Hm...

There's also another, special mode that's usually triggered by an admin:
>Extended/Extended Roleplay - Admin funtime. Prepare your body.

As you can see, we have a shitload of game modes, which are typically chosen at random and kept a "secret". Typically, it's traitor, changeling, or mixed - mixed mode is just traitor and changeling together, with perhaps a vampire thrown in. Some other modes pop up every now and then, but more than half the time it's the ones mentioned.

Here's a bit of a bone to get things started: Should certain game modes only trigger when certain amount of players declare ready before a game starts? That is to say, if only 5 people ready up at the beginning, should we have a changeling round or just a traitor round? Or if there are only 10 players, would conspiracy or nuke make sense?

In my opinion, only certain modes should trigger when there are a certain amount of players, rather than have it just be randomly selected regardless. The only problem I see with this is metagamey players could get certain modes picked by readying or not readying when a round begins. And this system wouldn't take into account that more players will come in after the game has started.


Re: Game Mode Discussion 2.0 - Sitoutumaton - 11-18-2012

I don't know what's the point behind checking how many players are ready, shouldn't it just check how many there are on the server altogether and then choose accordingly?


Re: Game Mode Discussion 2.0 - Archenteron - 11-18-2012

Wizards can be in mixed rounds.

The only problem I have with an actual Wizard round is if there's 1 wizard, and they goof, the round's over immediately and everyone's a bit blueballed. If the Wizard round always means two wizards (be that just spawning two wizards or only becoming a secret option if there's enough server population to support 2 wizards), it would be more interesting.