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Admin run events
Admin run events are game modes solely driven by the administration team rather than the game itself. They will vary from event to event and will entail an alternative gameplay style to them.
Human Versus Human (HVH)
The most common custom event would be Human Versus Human. Instead of the usual xenomorphs the marines will be fighting, they will be fighting other human beings! Usually the marines will be attacking a stronghold or sturdy fortress with stiff resistance. The Opposing Force will usually have an advantage with multiple defensive weapons at their side. This could range from M56D machine gun emplacements to mortars to defend their stronghold.
Rules
- Do not wear the Opposing Faction's gear. This means the opposing factions are not permitted in wearing the other faction's armor or uniform. This is to prevent cheesy tactics being used and to make it clear who the enemy is.
Infiltrator
In this event, a single or multiple disguised operatives are placed upon friendly controlled territory and given antagonistic tasks to carry out, they are usually under rule 0, so they may break some rules to successfully accomplish some of their given objectives.
Rules
- Rule 0 may be applied to both sides under the discretion of the admin who is hosting the event.
- RP is still encouraged, with the primary purpose of improving the round in mind. A hint or warning should be applied when a kidnapping or killing is about to occur (this is up to the discretion of the admin hosting the event). As CM does not natively have any disguised antagonists, making accomplishing such objectives much easier compared to other SS13 servers. The hint or warning can be a slip up during a dialogue with the target, an HC/ARES warning, or a fax to the target.
Alternate Game Modes
Alternate game modes are game modes that are in the game that give different scenarios for the marines to play out. This will range from different scenarios the marines/players will have to encounter.
Whiskey Outpost (WO)
(Currently Broken)
"In our attempts to establish a base on this planet, several of our patrols were wiped out by hostile creatures. We're setting up a distress call, but we need you to hold Whiskey Outpost in order for our engineers to set up the relay. [...] If they overrun your position, we will be wiped out with no way to call for help. Hold the line or we all die." ― Captain Hans Naiche
Whiskey Outpost is an alternative map and game mode featured on CM-SS13 server. On this map, instead of playing the USCM in the battalion 'Falling Falcons' of the 4th brigade and the USS Almayer, you'll either play as a USCM from the 3rd Battalion 'Dust Raiders', led by Captain Hans Naiche (Alternatively spelled as Naich) and Major Ike Saker in Planet LV-624, who are previously in charge of keeping the peace of the Tychon Rift sector or the Xenomorphs whose task is to successfully wipe out the Marine forces in LV-624 by wiping out Whiskey Outpost to intercept the relay signal. It takes place five years before the arrival of the USS Almayer in the Tychon Rift sector, taking place in 2181. The Dust Raiders had established a USCM presence in one of the major locations of the sector, including Whiskey Outpost.
However, the forces in LV-624 were soon under attack by unrecognized alien forces, with several patrols of marine units wiped out before the main invasion in Whiskey Outpost begins. The Dust Raider garrison stationed in LV-624 have no other choice but to send a distress signal to alert the remaining USCM reinforcements to their location. Before the distress signal can be launched, the Marines must hold out for 60 to 90 minutes or longer until engineers set up the relay so that reinforcements from Whiskey Outpost arrive to rescue the marines in LV-624, the Aliens must wipe out the Marine force before they set up the relays and repel the alien invasion force in LV-624. This is a fight for survival, and neither side can afford to give one quarter.
The Outpost
Whiskey Outpost is an outpost that's heavily fortified and used as a military base in the Tychon Rift Sector. Its situated in a valley which forces any hostiles to assault from the south of the base. The base is equipped with a large array of automated sentry guns and mannable smartgun defensive positions, however, the base is not adequately fortified for an incoming assault due to a lack of funding. The Marine forces will need to spend their time rapidly establishing barricades and similar defenses before the vanguard alien forces arrive.
The Defensive Positions are divided into 3 major areas and 2 minor areas:
Major Areas
- The west side, Pillbox Burbon, which is guarded by sentry guns and smartguns through a canal-based jungle environment
- The central side, Pillbox Beer, is where most of the action takes place through an open, heavily guarded environment guarded by several smartguns emplacements and a few automated sentries.
- The east side, Pillbox Margarita, is guarded with sandbags through a vast open terrain with a crashed dropship acting as cover.
Minor Areas
Both minor areas, Pillbox Wine (west) and Pillbox Wodka (east), are guarded with only sentry guns, metal, and plasteel barricades. The middle area between Pillbox Beer and the former two pillboxes is the Triage pillbox, for emergency medical care.
The Outpost itself is at the north of the map, with the unique role of 'Honor Guard' to detect and protect the marine base and command staff against any threats that make it through the defenses. In addition, sentry turrets and smartgun emplacements help secure the base against the bug force. Medical has four autodoc stations as opposed to the standard one, due to the likelihood of fierce fighting and casualties. In addition, Engineering starts with four reactors to power the base defenses, leaving the squad engineers to construct field defenses. In CiC, the only difference is the communications consoles that can only be used for announcements and medal recommendations.
For the Xenomorphs, they start from the south of the map, covered in vine and grass, Here be Dragons.
The Marines
Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles.
Reinforcements from the 7th "Falling Falcons" Battalion will arrive during wave 7, which is the break wave. Each consisting a basic combat squad.
Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.
Renamed Roles:
Chief Medical Officer > Head Surgeon
Medical Doctor > Surgeon
Researcher > Chemist
Executive Officer > Lieutenant Commander
Chief Engineer > Bunker Crew Master
Requisitions Officer > Quartermaster
The goal of the Dust Raider garrison is to hold out within 60 to 90 minutes in order to establish a signal with the USS Alistoun to alert the remaining Dust Raider marines about the dire situation in the Dust Raider garrison in LV-624. If the Whiskey Outpost garrison survives the onslaught, the remaining Dust Raiders will shortly converge and reinforce the marine garrison in LV-624 and successfully repel the alien invasion force. The Dust Raiders then secure LV-624 and the entire Tychon's Rift sector, establishing peace for years to come.
Supplies
Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost's Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute.
Hunter Games
"You have been dropped off on a company colony overrun with alien Predators who have turned it into a game preserve..." - Gamemode description.
You have been dropped into LV-624 (Or any map) by your predator captors, and are being forced to fight to the last man for their amusement. Be careful though, if the predators get bored, they have some horrifying ways of making you fight.
The Gamemode
Hunter Games is a free for all game mode that can only be run by admins. You are spawned in a random location on the planet and you must try to survive and come out as the last man standing. Rounds usually last for less than an hour, and it is normally run at lowpop. There is no RP in hunter games, and you can name yourself whatever you want. The only rule for hunter games are no ERP. Think of Hunter games as a gladiator pit and every human is to fight to the death with weapons to appease the crowd which in this case are predators.
Weapons
Weapons are randomly spawned around the map, nearly all of them being melee weapons. At ten minute intervals during the round, ghosts spectating the carnage can vote on a contestant to get a supply drop that will contain additional gear. The majority of the weapons that spawn are melee weapons, but you will occasionally find a firearm, normally through a supply drop. Some weapons include:
- Katanas (Replica and real)
- Boot Knives
- Throwing Knives
- Harpoons
- Alien Mines
- Claymores
- Machetes
- Grenades
- Armor of various shapes and sizes
Hellhounds
If the admins feel that there is not enough fighting they will often choose to release hellhounds into the arena. Their goal is to kill anyone not inside of the nexus, forcing all living contestants to the nexus for one final duel. Hellhounds are not allowed to enter the nexus.
Tribes
Tribes is a submode for Hunter Games. However, your main objective isn't to kill eachother.... it's to survive.
Players are encouraged to form groups together (Which are composed of 10+ players and a leader) and band together creating tribes. They'll be scattered supplies around the map for you to gather such as weapons, building supplies, food and items. Rarer items such as surgerical tools, armor and guns are in shorter supply. However, players do not NEED to join a major tribe and can roleplay as scavengers, bandits, traders or form their own little groups.
You are ENCOURAGED, to form tribes, work together, trade with other players. Major supplies such as LABELLERS will be dropped in major locations to encourage you to form a tribe and work together.
Survivors will WIN once they defeat all major events (see bellow) or kill off all of each-other (not encouraged).
Trading
Players will be able to find GOLD COINS and DIAMOND COINS located around the map, these coins can ONLY be traded to the TRIBES for a random gear/items.Tribes can exchange these Gold Coins Diamond Coins via AHELPING (leader only can trade in the coins) for random useful gear that the gods choose to give. Exchanging by Diamond Coins will give better gear.
Hostiles
- Predators (Whitelist only)
- Hellhounds
- Aliens
- Hostile Humans
- Random Events
All of these will be filled by deadchat at interval waves at the admins discretion.
Rules
- No Covert Ops, this means no wearing another Tribe's Uniform, pretending to be friendly and then shooting them or stealing supplies.
- No Meme Names will be allowed, this is still a Roleplay Event.
- No Auto-Injector/Chem Insta-Killing. One will be easily found out and banned for this (ODing people with any chemicals)
- NO Flashers/Insta-Stun Weapons (Ie. Stun Prods and Stun Batons)
- Do not AHelp asking for special attention or send AHelps that don't require assistance. (The Admins get flooded with ahelps)
A Note;
Most of the Alternate Game Modes are not run, and admin events occur at the discretion of the administrative team, participation may be hard to achieve.