New gamemode/gamemode addition; Extended Events

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ma44
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New gamemode/gamemode addition; Extended Events

Post by ma44 » #317811

Possibly a modification to extended or a entirely new gamemode called Extended Events

Extended events is essentially extended, but events can happen a lot more

What could be so good about this?

1. Instead of boring extended (lol whats roleplay), now we get chaotic extended with xenos, spidars and lots of other fun stuff to deal with!

2. Ghost roles; people can possibly spawn in as a spider, xenos or even a blob with enough luck, all of these antags are obvious and makes the crew happy with valids to hunt as well as making people get back into the game.
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Re: New gamemode/gamemode addition; Extended Events

Post by Gun Hog » #317839

Should just be a feature of standard Extended.
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ShadowDimentio
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Re: New gamemode/gamemode addition; Extended Events

Post by ShadowDimentio » #317843

I'm suing you for stealing my idea
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Owegno
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Re: New gamemode/gamemode addition; Extended Events

Post by Owegno » #317858

Our random events are awful though and not at all engaging to deal with and there are only three that pose any threat to the crew or station, Blob, Xeno and Meteor. Lategame blob is just a curbstomp even with only 10 crewmembers. Xeno is a frustrating game of whack-a-mole thats just unfun. Meteors is meteor.
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kevinz000
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Re: New gamemode/gamemode addition; Extended Events

Post by kevinz000 » #317959

Go rp nerd
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PKPenguin321
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Re: New gamemode/gamemode addition; Extended Events

Post by PKPenguin321 » #318049

Seems easy and fun to run as an admin event
i play Lauser McMauligan. clown name is Cold-Ass Honkey
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tell the best admin how good he is
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AnonymousNow
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Re: New gamemode/gamemode addition; Extended Events

Post by AnonymousNow » #318502

Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
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Re: New gamemode/gamemode addition; Extended Events

Post by PKPenguin321 » #318539

AnonymousNow wrote:Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
Tensioner?
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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calzilla1
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Re: New gamemode/gamemode addition; Extended Events

Post by calzilla1 » #319193

AnonymousNow wrote:Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
Though make it scaled down versions of the game mode. Like if traotor, theres like 2 traitors and maybe bombs get taken off. Ops is one man army. Cult only has a set number of cultists and so on
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Re: New gamemode/gamemode addition; Extended Events

Post by Armhulen » #319200

calzilla1 wrote:
AnonymousNow wrote:Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
Though make it scaled down versions of the game mode. Like if traotor, theres like 2 traitors and maybe bombs get taken off. Ops is one man army. Cult only has a set number of cultists and so on
cult would not work, they're conversion antags.
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Re: New gamemode/gamemode addition; Extended Events

Post by AnonymousNow » #319261

Armhulen wrote:
calzilla1 wrote:
AnonymousNow wrote:Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
Though make it scaled down versions of the game mode. Like if traotor, theres like 2 traitors and maybe bombs get taken off. Ops is one man army. Cult only has a set number of cultists and so on
cult would not work, they're conversion antags.
Add some cult constructs instead. One Artificer, and either a Wraith or a Juggernaut at random.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Image

Image
Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Re: New gamemode/gamemode addition; Extended Events

Post by BeeSting12 » #319301

Owegno wrote:Our random events are awful though and not at all engaging to deal with and there are only three that pose any threat to the crew or station, Blob, Xeno and Meteor. Lategame blob is just a curbstomp even with only 10 crewmembers. Xeno is a frustrating game of whack-a-mole thats just unfun. Meteors is meteor.
I agree with this post a lot. The random events have either too little effect to be a real threat (still okay that they exist and a good thing since the crew needs minor annoyances occasionally) or the random events are annoying to deal with and rarely actually get dealt with.
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Re: New gamemode/gamemode addition; Extended Events

Post by Screemonster » #319307

AnonymousNow wrote:Three years ago, I came up with the idea of Cascade, being Extended with a new antagonist roll every 15 minutes, regardless of the progress of the previous antagonist. A theoretical perpetual round (though in real life it won't function like that, of course).
so basically the SS13 version of the WWE ROYAL RUMBLE
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