It always seemed to me like there was a lot of potential in changing the premises behind the station, and having gameplay consequences from it.
Post Revolution Station: Revolutions can be resolved without a shuttle call, and presumably life could continue on a station after a succesful revolution, or quelling one. Having Revolutionaries instead of Heads of Staff, and the station alert level/AI Laws being changed to accommodate the new status quo could be interesting, as well as having a station where security quelled a revolution. Having a barricaded up version of the brig that they had to defend from the siege at round start, and give security officers some extra war trophy or two items if they are there at round start. It would have regular antagonist distribution except that it could not be another Revolution round, as they have already gone through it.
Fallen Empire station:Fallen Empires are vestigial remnants of millennia old, extremely powerful empires that have become stagnant and decadent over the age. Having a station where instead of maintenance corridors connecting rooms outside of the station, have those corridors be excavation sites of a Fallen Empire. Have the station built on top of that. Corridors of a civilization that is far beyond us, but who is stagnant and decadent and doesn't fully know what is going on with the technology themselves. The Empire was using them for ??? and whether those systems work or not or what their intentions are can be beyond comprehension. Examples could include a machine which emits awoken Killer Tomatoes or Walking Mushrooms. A Machine which slowly converts all nitrogen in the room into oxygen, making the room super flammable, or all the oxygen into nitrogen and making that corridor unbreathable. These rounds could have higher rates of abductors, or space wizard encounters.
UED Station:Centcomm has made a lot of government contracts. The Earth Government has offered Centcomm a number they cannot refuse for ownership of this station. The command structure (Heads of Staff) arrangement can be different on this station. The antagonists faced on this station can be given a pretext before the round even starts. This station is on the edge of Xeno space so expect some eggs to be landing throughout the round. This station is on the edge of Blob space, and has a fat science budget dedicated to researching and killing blobs, and security personnel and engineering staff spawn with a couple goodies for dealing with Blobs. This station is a listening post for Syndicate/Wizard/Cultist HQ, and may have been infiltrated by all of these organizations to shut down the listening post.
WAR OPS Station: Instead of getting a Blue Alert report, this station gets a War Declaration, but it might be clear from round start, as this would give a possibility for maps to have an alternate design made to withstand known Nuclear Operatives.
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Station Modifiers as Map Modifiers
- Helios
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- bingusdingus
- Joined: Wed Jun 19, 2024 10:21 pm
- Byond Username: Bingusdingus
Re: Station Modifiers as Map Modifiers
I do like the idea of some end goals of antags being a change in the entire environment of the station. Revs could turn the station into a communist station where commerce is outlawed. Blob takes over the station and the only thing that is different is the station is covered with blob and everyone has blob spore heads and are a hivemind. The Blob Overmind acts as the effective AI and Captain. Syndicate stations would also be a fun idea and have the flavor of antags being from Nanotrasen rather than Syndicate. This already kind of happens when xenos or spiders manage to take over a station. All of these "post-antag" round states can be closed out by a NT Deathsquad which can give ghosts something to look forward to if they didn't survive to see the change, and gives a definitive ending to the round that isn't just the end screen popping up and it being over.
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