Virus Game Mode Breakdown (Goals)
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Virus Game Mode Breakdown (Goals)
The game-mode will be a bit "higher" RP than our normal. Suggestions and input will be VERY HELPFUL.
Specifically because of how it will work.
At the start, it will split people into 3 groups. Infected, uninfected, Marines. The ENTIRE marine team, will be 30% of the server population. Everyone else will be "Scientists" on the planet. The "infected" will be about 5-10% of the server pop, and they will not know they are infected. Uninfected will be everyone else. Everyone EXCEPT the marines will spawn in "the facility". The game will give a message to the scientists letting them know "2 days ago a virus broke out and the emergency containment procedures activated locking down the facility. Unfortunately, it wasn't fast enough and the virus got out." Additionally, the "research wing" will be locked down with impassable doors controlled from the command room, that can only be opened by a code (which the commander will receive at round-start). The goal of the uninfected scientists is to survive, the goal of the marines is to minimize the spread of the infection and to cure it, the goal of the infected scientists (once their infection manifests) will be to SPREAD THE INFECTION. Once cured, their goal returns to "survive".
The virus will have a few stages. each stage will have a "detection level" and associated "symptoms", here's the list for each stage:
Stage 1: (Detectable ONLY via using the Centrifuge to "spin-down" the blood.)
Possible Symptoms: (Only visible to the player)
Overly Warm, Overly Cold, Mental Strain, cloudy vision
Stage 2:(Detectable by Centrifuge, bodyscanner, or by taking a blood sample and using the Mass Spectrometor)
Symptoms: (mostly visible to player only)
Increased health, increased apppetite, Slowed movement speed
Stage 3:(Visible on Medhud and medscanner) - Stage at which it changes to "Spread the infection"
Symptoms:
Coughing, Vomiting, Increased movement speed, increased health and re-generation
Stage 4:(visible to pretty much everyone) - Final stage/full-blown infection
Symptoms:
Immunity to pain, Further increased health, further increased movement speed, resistance to bullets, massive regen (maybe even bones). Ability to spread virus by touch/attack and ability to see other infected. Can be killed, but it's VERY difficult. No longer speak/understand english, but maintains other cognitive abilities (like shooting guns). Skin hue changes to grey.
15% chance, cure will KILL a stage 4 player after it "cures" them (even if cure Chance is 100%)
How the cure works:
The cure will have 3 main stats:
Lethality (% chance it will kill the person it's given to)
Cure Chance (% chance it will cure them)
Neutrality (% chance it will do nothing)
Additionally there will be a "base" cure %, which is the lowest the cure chance can be. This number will be raised by retreiving blood samples at various stages of infection, upto 60%.
There will be 1 "roll" from the RNG, to pick what happens. Starting stat will be 0%, 0%, 100% and will be adjusted based on results from injecting people/monkies (having a neutrality result when injecting will result in no change when analyzed)
If someone is "cured" they are NOT immune to future infections, they are just no longer infected.
How the virus will be cured:
In research, the medics/doctors will be able to "generate a cure", with a % chance to do 3 things: 1. No effect, 2. Kill the patient, 3. Cure the patient.
There are 4 main ways to increase the cure chance:
1. Test a "cure" on someone, take a blood sample, and use an analyzer on the results and the "progress" will change based on what happened.
2. Get samples of the virus at each stage and spin it down, then use the analyzer on it (each stage results in a 15% boost to the "cure" chance)
3. Adding specific chemicals to the "cure" and testing it. Some chemicals (determined at roundstard) will adjust the "stats" of the virus, all others will increase the lethality.
4. Activating the "remote transmitter" in the infected wing. This will transmit ALL data on infected to the marines, and sync both databases together, as well give them "clean" cure with 20% cure chance (with a bonus of the current "base" at the time) and the rest "neutrality"
KEY Cure equipment:
Centrifuge
Analyzer
Synthesizer (which synthesizes the cure)
Database
Remote Transmitter (located in the secured wing, activating it, will give
If all of one of those 4 pieces of equipment are destroyed, the marines fail. There will be 2 sets of equipment. One on the marine ship, and one in the "secure labs" area of the facility, which will be "sealed off wing". If the marines "unseal" it, all ghosts are spawned as stage-4 infected in the wing. The specific "lab" will still be locked down, only openable by a code the marine commander will receive.
Procedures:
All devices must be linked to the Cure database (which stores all the cure information).
Blood Samples:
Bring blood sample to centrifuge
Spin-down to get "pure" blood sample (note: if they aren't infected, when you spin it down, you'll get a "clean blood sample")
Place into analyser - 30 seconds later results.
If it's a new sample from a stage not previously sampled, it will increase the base cure %
If it's a new sample from someone injected with a "cure strain", it will create a new cure strain, based on the modified stats (medium increase if the person was cured, slight increase in cure% and slight increase in lethality if they died)
The database will only hold 5 "strains" of the cure at once. After that, anything will give a "stack overflow" error and be discarded. The exception is the "remote transmitter" which will always hold the same strain of the cure, which will be based on the "base" level plus it's bonus at the time the transmitter is activated. Meaning, if done early in the game, it could be just a 20% cure 80% neutral, or if done late game, it could possibly be 80% cure 20% neutral.
Testing the cure:
goto Synthesizer and select which "strain" of the cure to make.
Goto test subject and inject them
Either take a blood-sample right away to start the process of adding it's results to the system, or wait and observe. If the patient is going to die, it will happen within a few minutes.
Process the blood-sample the same as always.
Game End:
Main ways the game can end:
1. More than 75% of the players are infected Stage 3/4 (Marine Major Loss)
2. Critical Cure equipment destroyed (Marine Major Loss)
3. Disease out of control - Marines report to CC that they are not able to handle the disease and need assistance (or to just blow up the facility)(Marine minor loss)
4. Facility destroyed by nuke- (Neutral)
5. Marines cure all the infected players (Marine Major Victory)
6. Marines evacuate the facility - 95% of the server is cured, and only infected remain in the facility. Marines can "leave" the facility with the survivors on their ship.
The goal/how you win:
A score is given, based on the following:
# of marines infected -points
# of marines killed --- points
# of infected killed -- points
# of uninfected killed -- points
# of infected cured at stage 1 +points
# of infected cured at stage 2 ++points
# of infected cured at stage 3 +++ points
# of infected cured at stage 4 ++++ points
# of infected at the end ----- points
Sealed wing opened ++++++ points (for the DANGER)
The goal is to get the highest score possible for the uninfected/marines, or the LOWEST score possible for the infected.
Specifically because of how it will work.
At the start, it will split people into 3 groups. Infected, uninfected, Marines. The ENTIRE marine team, will be 30% of the server population. Everyone else will be "Scientists" on the planet. The "infected" will be about 5-10% of the server pop, and they will not know they are infected. Uninfected will be everyone else. Everyone EXCEPT the marines will spawn in "the facility". The game will give a message to the scientists letting them know "2 days ago a virus broke out and the emergency containment procedures activated locking down the facility. Unfortunately, it wasn't fast enough and the virus got out." Additionally, the "research wing" will be locked down with impassable doors controlled from the command room, that can only be opened by a code (which the commander will receive at round-start). The goal of the uninfected scientists is to survive, the goal of the marines is to minimize the spread of the infection and to cure it, the goal of the infected scientists (once their infection manifests) will be to SPREAD THE INFECTION. Once cured, their goal returns to "survive".
The virus will have a few stages. each stage will have a "detection level" and associated "symptoms", here's the list for each stage:
Stage 1: (Detectable ONLY via using the Centrifuge to "spin-down" the blood.)
Possible Symptoms: (Only visible to the player)
Overly Warm, Overly Cold, Mental Strain, cloudy vision
Stage 2:(Detectable by Centrifuge, bodyscanner, or by taking a blood sample and using the Mass Spectrometor)
Symptoms: (mostly visible to player only)
Increased health, increased apppetite, Slowed movement speed
Stage 3:(Visible on Medhud and medscanner) - Stage at which it changes to "Spread the infection"
Symptoms:
Coughing, Vomiting, Increased movement speed, increased health and re-generation
Stage 4:(visible to pretty much everyone) - Final stage/full-blown infection
Symptoms:
Immunity to pain, Further increased health, further increased movement speed, resistance to bullets, massive regen (maybe even bones). Ability to spread virus by touch/attack and ability to see other infected. Can be killed, but it's VERY difficult. No longer speak/understand english, but maintains other cognitive abilities (like shooting guns). Skin hue changes to grey.
15% chance, cure will KILL a stage 4 player after it "cures" them (even if cure Chance is 100%)
How the cure works:
The cure will have 3 main stats:
Lethality (% chance it will kill the person it's given to)
Cure Chance (% chance it will cure them)
Neutrality (% chance it will do nothing)
Additionally there will be a "base" cure %, which is the lowest the cure chance can be. This number will be raised by retreiving blood samples at various stages of infection, upto 60%.
There will be 1 "roll" from the RNG, to pick what happens. Starting stat will be 0%, 0%, 100% and will be adjusted based on results from injecting people/monkies (having a neutrality result when injecting will result in no change when analyzed)
If someone is "cured" they are NOT immune to future infections, they are just no longer infected.
How the virus will be cured:
In research, the medics/doctors will be able to "generate a cure", with a % chance to do 3 things: 1. No effect, 2. Kill the patient, 3. Cure the patient.
There are 4 main ways to increase the cure chance:
1. Test a "cure" on someone, take a blood sample, and use an analyzer on the results and the "progress" will change based on what happened.
2. Get samples of the virus at each stage and spin it down, then use the analyzer on it (each stage results in a 15% boost to the "cure" chance)
3. Adding specific chemicals to the "cure" and testing it. Some chemicals (determined at roundstard) will adjust the "stats" of the virus, all others will increase the lethality.
4. Activating the "remote transmitter" in the infected wing. This will transmit ALL data on infected to the marines, and sync both databases together, as well give them "clean" cure with 20% cure chance (with a bonus of the current "base" at the time) and the rest "neutrality"
KEY Cure equipment:
Centrifuge
Analyzer
Synthesizer (which synthesizes the cure)
Database
Remote Transmitter (located in the secured wing, activating it, will give
If all of one of those 4 pieces of equipment are destroyed, the marines fail. There will be 2 sets of equipment. One on the marine ship, and one in the "secure labs" area of the facility, which will be "sealed off wing". If the marines "unseal" it, all ghosts are spawned as stage-4 infected in the wing. The specific "lab" will still be locked down, only openable by a code the marine commander will receive.
Procedures:
All devices must be linked to the Cure database (which stores all the cure information).
Blood Samples:
Bring blood sample to centrifuge
Spin-down to get "pure" blood sample (note: if they aren't infected, when you spin it down, you'll get a "clean blood sample")
Place into analyser - 30 seconds later results.
If it's a new sample from a stage not previously sampled, it will increase the base cure %
If it's a new sample from someone injected with a "cure strain", it will create a new cure strain, based on the modified stats (medium increase if the person was cured, slight increase in cure% and slight increase in lethality if they died)
The database will only hold 5 "strains" of the cure at once. After that, anything will give a "stack overflow" error and be discarded. The exception is the "remote transmitter" which will always hold the same strain of the cure, which will be based on the "base" level plus it's bonus at the time the transmitter is activated. Meaning, if done early in the game, it could be just a 20% cure 80% neutral, or if done late game, it could possibly be 80% cure 20% neutral.
Testing the cure:
goto Synthesizer and select which "strain" of the cure to make.
Goto test subject and inject them
Either take a blood-sample right away to start the process of adding it's results to the system, or wait and observe. If the patient is going to die, it will happen within a few minutes.
Process the blood-sample the same as always.
Game End:
Main ways the game can end:
1. More than 75% of the players are infected Stage 3/4 (Marine Major Loss)
2. Critical Cure equipment destroyed (Marine Major Loss)
3. Disease out of control - Marines report to CC that they are not able to handle the disease and need assistance (or to just blow up the facility)(Marine minor loss)
4. Facility destroyed by nuke- (Neutral)
5. Marines cure all the infected players (Marine Major Victory)
6. Marines evacuate the facility - 95% of the server is cured, and only infected remain in the facility. Marines can "leave" the facility with the survivors on their ship.
The goal/how you win:
A score is given, based on the following:
# of marines infected -points
# of marines killed --- points
# of infected killed -- points
# of uninfected killed -- points
# of infected cured at stage 1 +points
# of infected cured at stage 2 ++points
# of infected cured at stage 3 +++ points
# of infected cured at stage 4 ++++ points
# of infected at the end ----- points
Sealed wing opened ++++++ points (for the DANGER)
The goal is to get the highest score possible for the uninfected/marines, or the LOWEST score possible for the infected.
- Lostmixup
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Re: Virus Game Mode Breakdown (Goals)
I don't really like how it's sort of competitive. I think this is actually something the score system probably shouldn't be apart of because this gamemode is more RP focused than normal. I'd say hide what give the marines and infected score from them, but just put up basic statistics like "x uninfected killed" and "x infected killed." Killing the infected that are at stage 4 also shouldn't take away from the marine points in my opinion because the stage 4's are such a danger to everyone.
Also I don't like that stage 4 infected can shoot guns. They're already fast and infect by touch. Perhaps make it so that if they try to shoot the gun the bullet will fly in a random direction, or be really inaccurate with a very high chance of missing.
I think that 75% of all alive players being infected might be too low. I'd say bump it up to greater than or equal to 80% because at prime time which has about 70 players there are still 18 people left, and that's a lot. With 80% that turns into about 14 which is still higher than I'd like (I'd like it to be about 10 personally for those last survivor kind of feels), but works. At lower numbers, such as 20, it will only raise it by one number (from 15 to 16) so it shouldn't affect the lower pop games that much.
It might be cool if there's like a team that gets set out when it reaches 80% or so sometimes that is there to try and rescue the few remaining people still left alive.
EDIT: also a vaccine that might make the uninfected a little more resistant (might take another swipe or two to infect them rather than just one touch) might be cool. It could have a chance to actually infect the person too if it isn't developed enough since vaccines are essentially just watered down versions of the illnesses.
EDIT 2: Also, making marines do normal things like randomly cough every once in a while, or sneeze would produce paranoia which could be fun.
Also I don't like that stage 4 infected can shoot guns. They're already fast and infect by touch. Perhaps make it so that if they try to shoot the gun the bullet will fly in a random direction, or be really inaccurate with a very high chance of missing.
I think that 75% of all alive players being infected might be too low. I'd say bump it up to greater than or equal to 80% because at prime time which has about 70 players there are still 18 people left, and that's a lot. With 80% that turns into about 14 which is still higher than I'd like (I'd like it to be about 10 personally for those last survivor kind of feels), but works. At lower numbers, such as 20, it will only raise it by one number (from 15 to 16) so it shouldn't affect the lower pop games that much.
It might be cool if there's like a team that gets set out when it reaches 80% or so sometimes that is there to try and rescue the few remaining people still left alive.
EDIT: also a vaccine that might make the uninfected a little more resistant (might take another swipe or two to infect them rather than just one touch) might be cool. It could have a chance to actually infect the person too if it isn't developed enough since vaccines are essentially just watered down versions of the illnesses.
EDIT 2: Also, making marines do normal things like randomly cough every once in a while, or sneeze would produce paranoia which could be fun.
- Feweh
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Re: Virus Game Mode Breakdown (Goals)
The population will really like this, it's essentially zombies with RP.
Is the ground map going to be improved a bit more for this? Having a bunch of people shoved into the science dome is going to be REALLY crowded.
Is the ground map going to be improved a bit more for this? Having a bunch of people shoved into the science dome is going to be REALLY crowded.
- Lostmixup
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Re: Virus Game Mode Breakdown (Goals)
A new map WILL have to be designed for this, it won't play well at all on the current map.Pink wrote:The population will really like this, it's essentially zombies with RP.
Is the ground map going to be improved a bit more for this? Having a bunch of people shoved into the science dome is going to be REALLY crowded.
- Minijar
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Re: Virus Game Mode Breakdown (Goals)
I believe I've been charged with doing the map since infernus is busy with another,I'll draw up some rough plans.
- SecretStamos (Joshuu)
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Re: Virus Game Mode Breakdown (Goals)
I had two ideas for this:
Idea 1:
Several USCM ships are deployed to handle relief and evacuation efforts of a neutral colony currently undergoing a massive war. The USCM are not combatants in this war, nor are they involved outside of offering humanitarian support. In particular, the USS Sulaco is deployed to a refugee satellite to provide protection and medical aid. The Sulaco physically docks with the station to allow easy transportation of equipment and personnel, but no refugees are allowed inside meaning the marines have to assign some personnel to setting up a checkpoint.
The refugee satellite is mostly composed of rows and rows of beds, dead bodies and medical supplies.
Idea 2: The Marines deploy to a Weyland Yutani station wracked by a virus accidentally released. Some of the survivors are civilians, while others are Weyland-Yutani private security.
Idea 1:
Several USCM ships are deployed to handle relief and evacuation efforts of a neutral colony currently undergoing a massive war. The USCM are not combatants in this war, nor are they involved outside of offering humanitarian support. In particular, the USS Sulaco is deployed to a refugee satellite to provide protection and medical aid. The Sulaco physically docks with the station to allow easy transportation of equipment and personnel, but no refugees are allowed inside meaning the marines have to assign some personnel to setting up a checkpoint.
The refugee satellite is mostly composed of rows and rows of beds, dead bodies and medical supplies.
Idea 2: The Marines deploy to a Weyland Yutani station wracked by a virus accidentally released. Some of the survivors are civilians, while others are Weyland-Yutani private security.
- Minijar
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Re: Virus Game Mode Breakdown (Goals)
I personally like your second idea. I was thinking of something about that anyway, more so on a mars like planet with raging temps outside.
- Caryl
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Re: Virus Game Mode Breakdown (Goals)
Apop, instead greyish skin why not just have them slowly shed their skin as the infection level progresses. We could start with their hands or feet, in doing so players will want to cover up their limbs so as to deny having been infected. It will be a good add.
- TR-BlackDragon
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Re: Virus Game Mode Breakdown (Goals)
This game mode actually sounds like alot of fun and can't wait to play it.... *totally isn't thinking about being infected and reaching level 4...*
- TopHatPenguin
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Re: Virus Game Mode Breakdown (Goals)
Caryl wrote:Apop, instead greyish skin why not just have them slowly shed their skin as the infection level progresses. We could start with their hands or feet, in doing so players will want to cover up their limbs so as to deny having been infected. It will be a good add.
Kind of a wall of text.SecretStamos (Joshuu) wrote:Idea 2: The Marines deploy to a Weyland Yutani station wracked by a virus accidentally released. Some of the survivors are civilians, while others are Weyland-Yutani private security.
If we combined both of these ideas it would be very interesting, my only question is that will there be a underlining theme of the Private security trying to "Cover up the virus existence" from the marines? I mean it would be a nice bit of a twist. Perhaps have it that each round ( Of the virus Gm ) the private security could have a chance to have a side objective set by W-Y to help the virus spread or something like that.
Overall it would be really nice if these two ides were added to the Virus Gm plan. Caryl's idea has some really nice elements for Rp and another reason to cover up, besides wanting to avoid marines.Josh's idea would be great due to how it could provide a bit more variation with the virus GM.You could possibly have it as a percent chance that it would use Josh's idea for the virus Gm and the other chance of a virus Gm would be for the normal version of it (mainly so players don't get bored of it too quickly).
I'm probably thinking too far into this but perhaps there could be a small chance of a Pmc vessel reaching the planet first but with perhaps a different agenda to capture and bring back a "virus carrier" to a W-Y more secure facility.
That's just some thoughts anyway.
Shit cm memes:
That guy called Wooki.
Resident Santa.
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That guy called Wooki.
Resident Santa.
(THP)
- Lostmixup
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Re: Virus Game Mode Breakdown (Goals)
There been any progress made on this in the past few months? Seemed to kinda drop off.
- SecretStamos (Joshuu)
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Re: Virus Game Mode Breakdown (Goals)
We're doing a lot of overhauls to CM. It's better to finish something than to open a new can of worms.
- Lostmixup
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Re: Virus Game Mode Breakdown (Goals)
Well, it's an expansion on the idea of CM. Either or though, was just wondering if any actual progress had been made to this or if it had been abandoned.SecretStamos (Joshuu) wrote:We're doing a lot of overhauls to CM. It's better to finish something than to open a new can of worms.
- Feweh
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Re: Virus Game Mode Breakdown (Goals)
Curious about this too, considering theres also the secret project as well..?
- Feweh
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Re: Virus Game Mode Breakdown (Goals)
Is this still in the works? We had a map made specifically for this no?
- Adjective
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Re: Virus Game Mode Breakdown (Goals)
Administrating this should be fun.
- Biolock
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Re: Virus Game Mode Breakdown (Goals)
Not until you get the VAR edit permissions so you can randomly give people the virus.Vrai wrote:Administrating this should be fun.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....
- Adjective
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- Biolock
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Re: Virus Game Mode Breakdown (Goals)
Ya know, for some reason I thought I was responding to a mod.Adjective wrote:Admins have Var.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....
- TopHatPenguin
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Re: Virus Game Mode Breakdown (Goals)
Out of curiosity as the mars map is done, is the game mode still something that is being worked on or has it been put on hold so that the standard mode can be worked on more?
- Feweh
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Re: Virus Game Mode Breakdown (Goals)
On holdTopHatPenguin wrote:Out of curiosity as the mars map is done, is the game mode still something that is being worked on or has it been put on hold so that the standard mode can be worked on more?
Big Red is scrapped or being redone almost completely as well.
- McRipfist
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Re: Virus Game Mode Breakdown (Goals)
What about now?Feweh wrote:On hold
Big Red is scrapped or being redone almost completely as well.