Difference between revisions of "Space Dragon"

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===Abilities===
 
===Abilities===
*'''Breathe Fire:''' When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the [[Megafauna#Ash Drake|Ash Drake's]] fire breath, besides the fact that you're only spitting out one column of flame rather than three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown, can be used frequently. Will damage [[Guide_to_robotics#Exosuits|exosuits]].  
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*'''Breathe Fire:''' When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the [[Megafauna#Ash Drake|Ash Drake's]] fire breath, although it does travel faster and deal more direct damage at the cost of there only being one line of fire, as opposed to the Ash Drake's three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown can be used frequently. Will damage [[Guide_to_robotics#Exosuits|exosuits]].  
  
*'''Crush:''' The Space Dragon can destroy walls by clicking on them. Regular walls take 4 seconds to break, and reinforced walls 12.
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*'''Crush:''' The Space Dragon can destroy walls by clicking on them. Regular walls take 4 seconds to break and reinforced walls 12.  Note that only one wall can be broken at a time, but other actions such as breathing fire and wind dust are still available while performing this action.
  
*'''Gust Attack:''' The Space Dragon rises into the air for a short bit, then uses his wings to create a force which stuns and knocks back friend and foe alike in a 3 tile radius. The move doesn't come out immediately, but fast enough even with the animation tell to be successful. Enemies hit are sent flying away from Space Dragon, and afterwards Space Dragon will be temporarily vulnerable and unable to act. The first time this move is used, this downtime is relatively short, but the amount of time the tired animation lasts for is increased each time the move is used. The move will return to it's original snappiness over time, but it must not be used in order for it to happen.
+
*'''Gust Attack:''' The Space Dragon rises into the air for a short bit, then uses his wings to create a force that stuns and knocks back friend and foe alike in a 4 tile radius. The move doesn't come out immediately, but fast enough even with the animation tell to be successful. Enemies hit are sent flying away from Space Dragon, and afterward Space Dragon will be temporarily vulnerable and unable to act. The first time this move is used, this downtime is relatively short, but the amount of time the tired animation lasts for is increased each time the move is used. The move will return to its original snappiness over time, but it must not be used in order for it to happen.
  
 
*'''Devour:''' When the space dragon uses a melee attack on a dead mob, said mob is eaten, healing the space dragon with half of the eaten mob's maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security. Once the Space Dragon is killed, all corpses leave its body to be revived like slaughter demons.
 
*'''Devour:''' When the space dragon uses a melee attack on a dead mob, said mob is eaten, healing the space dragon with half of the eaten mob's maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security. Once the Space Dragon is killed, all corpses leave its body to be revived like slaughter demons.
  
*'''Carp Rift:''' The main ability and the one you use to win. '''Upon spawning in you will have 5 minutes to place down your rift, if you can't do this you will despawn.''' Once placed a ghost controlled carp can spawn out of it, resetting every 40 seconds. Carp spawned by this rift aren't different from regular carp. You, and other carp, can heal on this rift for 10 health points a second. The crew will get a central command notice about its location after two minutes of it being up. You will have to defend the rift for four minutes for it to be fully charged. Once it is fully charged, it will become golden, spawn many unplayable carp, and become invincible, requiring no further defense. Additionally you heal completely, turn red, and move slightly faster for 30 seconds.
+
*'''Carp Rift:''' The main ability and the one you use to win. '''Upon spawning in you will have 5 minutes to place down your rift, if you can't do this you will despawn.''' Once placed a ghost controlled carp can spawn out of it, resetting every 30 seconds. Carp spawned by this rift aren't different from regular carp. You and other carp, can heal on this rift for 10 health points a second. The crew will get a central command notice about its location after two minutes of it being up. You will have to defend the rift for five minutes for it to be fully charged. Once it is fully charged, it will become golden, spawn many unplayable carp, and become invincible, requiring no further defense. Additionally, you heal completely, get a sick-looking and menacing red aura, and move slightly faster for 30 seconds.
  
If a rift is destroyed as it is in the process of charging, you will be met with a movement penalty and be unable to produce any more rifts.
+
If a rift is destroyed as it is in the process of charging, you will be met with a movement penalty and be unable to produce any more rifts, effectively preventing you from completing your objective and much of anything else.
  
 
==Tips==
 
==Tips==

Revision as of 06:14, 13 April 2021

YE OLDE STAFF
Newspacedragon.gif
Space Dragon
Access: None
Additional Access: You can crush through walls, you're a fucking dragon!
Difficulty: Hard
Supervisors: None
Duties: Breathe fire, chow down on Birdboat, hoard all the station's gold, summon forth the carptide.
Guides: This is the guide.
Quote: “All of the stations on the rim are out fighting space dragons, and what do I get? Announcement Duty.” - CentCom Officer Brad.


Nanotrasen space provides many hazards, which incidentally includes giant fire breathing dragons. Don't question how their breath remains intact as it travels through a vacuum.

Preface

Newspacedragon.gif
 
Draco, newly born Space Dragon. says:
"I am a Space Dragon, soon to be leader of space carp in this sector. Much of the space around this station is uninhabited, however this stations inhabitants are stopping me from making my lair out here. Using my powers as a Space Dragon I will summon forth the carptide in order to claim this sector as my own! The inhabitants will obviously try to stop me, but by summoning three rifts I and my legion can destroy this station."

There exists an event to spawn a Space Dragon. On Dynamic, however, Space Dragon is one of the possible midround spawns available for the gamemode to throw at the crew. While not extremely common, it also isn't extremely rare either.

The Space Dragon, upon being possessed by ghosts, will spawn somewhere in the outskirts of the station, within space. CentCom will notify the crew of this, telling them to gear up for the inevitable carp tide.

Objectives

The Space Dragon's goal will always be to open up three carp rifts or to get the shuttle to arrive while it is doing so. Once the third rift is opened, an infinite amount of player-controlled carp can be spawned from the rifts. Space Dragon also gets a permanent speed buff to accompany this effect.

Rifts take 5 minutes to charge, and the whereabouts of the rift will be unannounced for the first 2 1/2 minutes of the rift spawning in. After that time is passed, Centcomm will deliver an announcement stating its location. Once fully charged, the rift will periodically spawn AI-controlled carp and move around every so often, along with it being totally indestructible by all means. Space Dragon will also get a temporary 30-second speed boost when this happens along with all of its health fully restored, allowing it to slip away from any situation and to find another location to place a rift or to charge at its attackers with more efficiency for a time.

The Space Dragon cannot re-use the same location for their rifts and must place them in different locations. The locations where this is possible are also limited solely to locations in the station (and the AI satellite). However, there is nothing stopping the dragon from choosing three locations adjacent to each other.

Space Dragon gets 5 minutes to place down each rift before the Space Dragon itself vanishes. This makes the rift objective not optional for the Space Dragon unless they just want to go ham only for 5 minutes. Should the dragon's currently charging rift be destroyed, any previously charged rifts will vanish and the dragon will suffer a massive debuff to speed and its gust attack, along with it being blocked from creating any more rifts. This makes it a much easier target to track and eliminate, so avoiding this circumstance at all costs should be a priority. It should also be noted that if the Space Dragon is killed, a similar effect will occur. If the dragon is somehow revived afterwards, it will still suffer the same debuffs and inability to create rifts.

Should the shuttle arrive while Space Dragon is still active, it will also achieve its victory state even without all three rifts. All current rifts will allow the infinite spawning of sentient carp and become invulnerable, and Space Dragon will also get its permanent speed buff as if it charged all three rifts normally. This makes Space Dragon a noticeable threat during possible evacuation procedures, as the crew will need to eliminate the dragon before the shuttle arrives or brave for the worst.

Stats

  • Health: 400
  • Melee Damage 35. 30 Armor Piercing.
  • Speed: Normal

Abilities

  • Breathe Fire: When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the Ash Drake's fire breath, although it does travel faster and deal more direct damage at the cost of there only being one line of fire, as opposed to the Ash Drake's three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown can be used frequently. Will damage exosuits.
  • Crush: The Space Dragon can destroy walls by clicking on them. Regular walls take 4 seconds to break and reinforced walls 12. Note that only one wall can be broken at a time, but other actions such as breathing fire and wind dust are still available while performing this action.
  • Gust Attack: The Space Dragon rises into the air for a short bit, then uses his wings to create a force that stuns and knocks back friend and foe alike in a 4 tile radius. The move doesn't come out immediately, but fast enough even with the animation tell to be successful. Enemies hit are sent flying away from Space Dragon, and afterward Space Dragon will be temporarily vulnerable and unable to act. The first time this move is used, this downtime is relatively short, but the amount of time the tired animation lasts for is increased each time the move is used. The move will return to its original snappiness over time, but it must not be used in order for it to happen.
  • Devour: When the space dragon uses a melee attack on a dead mob, said mob is eaten, healing the space dragon with half of the eaten mob's maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security. Once the Space Dragon is killed, all corpses leave its body to be revived like slaughter demons.
  • Carp Rift: The main ability and the one you use to win. Upon spawning in you will have 5 minutes to place down your rift, if you can't do this you will despawn. Once placed a ghost controlled carp can spawn out of it, resetting every 30 seconds. Carp spawned by this rift aren't different from regular carp. You and other carp, can heal on this rift for 10 health points a second. The crew will get a central command notice about its location after two minutes of it being up. You will have to defend the rift for five minutes for it to be fully charged. Once it is fully charged, it will become golden, spawn many unplayable carp, and become invincible, requiring no further defense. Additionally, you heal completely, get a sick-looking and menacing red aura, and move slightly faster for 30 seconds.

If a rift is destroyed as it is in the process of charging, you will be met with a movement penalty and be unable to produce any more rifts, effectively preventing you from completing your objective and much of anything else.

Tips

What you hopefully won't end up becoming.
  • It is useful to tell your carp buddies to disable gravity, as you can travel as normal in zero gravity, whilst the crew cannot.
  • Defending your rift is an important aspect of your role, if a rift gets destroyed there is no way to get it back.
  • Another thing to watch out for are bombs. Strong enough bombs will instantly kill you and they don't even have to be max-caps made by science. Be wary of any atmos tech who seems especially suicidal in your presence.
  • Eating people while you’re at max health is a waste. Leave corpses laying around so if you need to heal, you can chow down and survive. Besides, corpses also act as bait for other humans, and when set alight, they can also catch others on fire.

Github PRs

PR #42551 PR #49344 PR #57942

Jobs on /tg/station

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