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BUMBLING THROUGH THE TUNNELS [Vox Raiders ver. 2]#38949

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BUMBLING THROUGH THE TUNNELS [Vox Raiders ver. 2]#38949
gurfan wants to merge 20 commits intovgstation-coders:Bleeding-Edgefrom
gurfan:RaidersShit

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@gurfan
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@gurfan gurfan commented Jan 27, 2026

This is a complete rewrite of the Vox Raiders gamemode.

Still a heavy WIP that won't be completed anytime soon, though I feel that enough progress has been made to put up this draft for people to gawk at and give some early feedback. I plan on remaking the PR fully once the code is complete. Thanks to @kilozombie for basically all the spriting work, and for helping me spitball ideas.

List of Objectives (Also WIP, suggest your own) : https://docs.google.com/document/d/1yXQsCqn-FFgHRf48zcI3DgUS4cN9Ty4LFjiOxF79IHY/edit?usp=sharing


Vox Raiders are a midround team antagonist designed to cause minor sabotage. Unlike other team antagonists, they are not designed to be a round-ending threat. The versatility of their mission objectives, however, causes the threat of a raiding team to vary wildly

While the flow of raiders is described in phases, this is are only used to describe how the ruleset might play out in an average round. There is no act structure or similar system a la Cult 3.0, and both the raiders and the crew can play the game however they like.

Ruleset Setup Phase

When the ruleset is picked, a Shoal map will be generated on a unique Z level. This map shares properties with Centcomm's Z Level.

  • Teleportation is completely restricted.
  • Most tiles are indestructible.
  • GPSs and Suit Sensors malfunction.

Next, the game will assign objectives. Objectives are rated by their risk to the raiding team and their threat to the crew, and the ruleset will try to balance both depending on game conditions. (Dynamic threat level, crew size, raider count, etc)

  • 2-4 Theft/Sabotage Objectives as Main Team Objectives
  • 1 Target Objective as a Main Team Objective

See List of Objectives https://docs.google.com/document/d/1yXQsCqn-FFgHRf48zcI3DgUS4cN9Ty4LFjiOxF79IHY/edit?usp=sharing

Once objectives are selected, the game will spawn all picked players at their starting area on the Shoal.

Shoal Starting Area

Similar to the starting area for nuclear operatives. This is a dormitory style area where raiders can greet each other and pick out their outfits.

Preparation Phase

After raiders have been spawned and fitted themselves, they have time to plan their mission (if they choose to do so).

Tactical Holomap

  • Now has drawing functionality, allowing raiders (and ops) to literally draw out their plans.
  • Crewmembers within camera view are now represented by dots. (Toggleable)
    • Security/Command/Silicons have unique dot colors.

Shoalish Armory

  • More of a gadget storage warehouse than a conventional armory, as it lacks weapons.
  • The storage area for all raiding tools and devices.
  • Raiders don't have a currency like telecrystals to spend on gear. Instead, the limiting factor will be carrying capacity.
  • Houses all dart making equipment and dart weapons.

The raiders also have access to more conventional equipment in their starting area.

  • SS13 Camera Console

Once the raiders are prepared to leave, they can make their way to the shuttle.

Raiding Phase

The raiding phase begins when the raiders arrive in the vicinity of the station for the first time. This is when raiders will begin completing their objectives and interacting with the station.
Like all other antagonists, objectives are merely a suggestion.

Most of what raiders will do during this phase depends on the objectives that were assigned.

Almost all raider objectives will require bringing things back to the shoal. The game should keep track of what raiders have accomplished and stolen, as well as if they have brought home any crewmembers.

If the raiders bring home a crewmember, or if they return home with enough valuable items, they might be Detected.

Detection

The detection phase begins when Nanotrasen Command becomes aware that Space Station 13 is being targeted by a raid. This happens in one of a few ways.

  • Nanotrasen automatically detects the raid when enough high-value items have been brought to the shoal.
  • Nanotrasen automatically detects the raid when a crewmember has been brought to the shoal.
  • Nanotrasen automatically detects the raid when an alert has been sent by an authorized Crewmember at a communication console.
    • This can be the Head of Security, Captain, or Head of Personnel
    • This requires Code Red status.
    • This can be done once per round.
    • It takes 5 minutes for Central Command to validate the raiding alert.
    • If raiders do not exist, Central Command verifies that the report is false, and the option becomes disabled for the rest of the round.
    • If raiders do exist, Central Command verifies that the report is true, and the raid is detected.
  • After 60-90 minutes has passed since a raid started, Nanotrasen intercepts communications detailing a raid, and the raid is detected.
    • This will always cause a "quiet" alert. See below.

Depending on the conditions of the raid, when Nanotrasen detects it, they will send out either a Quiet or a Loud alert to the crew. Whether the alert is Quiet or Loud depends on the mission objectives of the raiders.

  • Certain theft objectives (like the nuclear disk) will always cause a loud alert.
  • High-Priority personnel and Captain target objectives will always cause a loud alert.

The only difference between a Quiet and a Loud alert is whether or not the announcement is made publicly. If the alert is Quiet, the announcement will only be printed at communication consoles (with the global message New Central Command report available at communication consoles as usual) instead of being announced globally.

Once the raiders are detected, the crew will be able to scan for the location of the raiders base using the Deep Space Exploration Scanner on the bridge. Much like scanning for planets, this takes time and a (small) amount of power. After the scan is complete, the crew will be able to print a shuttle destination disk to the shoal.

Extraction

Raiders will complete any other objectives that need to be done once they return home. These will typically involve doing something with the kidnapped target.

To complete their theft and target extraction objectives (and end the whole operation), raiders will need to use their computer to receive some rendezvous coordinates.

  • The process cannot be initiated if the skipjack is not docked at the Shoal.
  • After this process starts, the skipjack will loose the ability to dock at Space Station 13, and the skipjack will be locked down.
  • The time this process takes varies based on several factors.
    • Threat/Risk Level of objectives
    • Crew Size
    • Whether or not the crew has scanned or is scanning shoal coordinates. (If scanning begins mid-reception, additional time will be added.)
      • The reasoning behind this is that there would be no reasons for the raiders to wait around aimlessly if the crew was not planning on invading the shoal. Likewise, if the crew is planning on invading, the raiders should not be able to leave before they arrive.

After the process completes, the raiders will receive a destination disk they can use to pilot to the dead drop location. Once the raiders head to the dead drop location:

  • Raiders will be despawned and removed from the round.
  • The skipjack and any objects on board will be despawned. Any theft objective items will be marked as completed.
  • Any non-raiders will have the option to stay at the Shoal and escape Nanotrasen (Leave Round) or return to the station on the next bus shuttle (Return Home).
    • Restrained crew will have slightly different flavor text describing the outcome, and if returning home, will not have any of their belongings.
  • The outcome for an extraction target depends on the objective selected.

Invasion

The crew may attempt to invade the Shoal to recover lost goods and personnel before they are brought to the rendezvous location. The Shoal is a maze-like area that the crew must traverse to find the raider headquarters. Docking at the shoal sends the crew's shuttle to a random location within the tunnels.

  • Once the crew docks, raiders are notified of their presence.
  • Cameras around the tunnels can be used to track crewmembers.
  • Gamer music might start playing.

What's completed (~40%)?

  • Some objectives.
  • Some faction related stuff.
  • Parts of the Shoal map.
  • Some raider gadgets.
  • Dart equipment.

What's not completed (~60%)?

  • Main game logic.
  • Some other devices.
  • Some sprites.
  • The skipjack itself
  • A lot of polish.
  • All of the kidnapping related stuff.

Changelog

🆑

  • rscadd: Did a thing!

@gurfan gurfan added the Gameplay / Gamemode This touches on something involving general gameplay or gamemodes, like a round specific tweak. label Jan 27, 2026
@gurfan
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gurfan commented Jan 27, 2026

123 files changes is hilarious and I promise I will slim that number down by the end.

@Kurfursten
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It would be nice if you could break off the holomap change into its own PR since it also affects nuke ops (and theoretically the crew can maybe draw on their own bridge holomap?) Could also PR in the dart/new raider gear stuff you have already. Breaking up PRs makes them easier to review, makes it easier for people to learn all the changes (instead of getting avalanched), and also helps you get your things in game faster.

Obviously most of the stuff like the game logic, faction stuff, new objectives, and new shoal map/skipjack all makes sense to go in a single big PR though.

@braplord
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braplord commented Jan 27, 2026

i went over your objectives and i have some feedback, aside from that are you planning on implementing some way of letting raiders infiltrate the station as traders? like if theres no traders active you could give the access to the outpost as a ruse and/or have them hire the trader thats currently active. i really want to see raiders utilize subterfuge like that

hand tele, blueprints

the hand tele gets stolen pretty much every round by assistants so it would be easy to look over, the blueprints are hardly used by anyone

steal research, steal a shuttle, steal power

these would have a lot more impact if you were also required to steal a member of the crew that works at the department you're disrupting, but that might be too much

clown's mask

why keep it limited to that? theres lots of items that people dont want to lose that arent vital to their job like the miner's spur, the captain's hat, bartender's shotgun, paramedic's portable cmc, qm's sunglasses

items that dont affect anyone

i dont really see the point here, no one would miss a coinbox

new objective

raiders enslaving a member of the crew (of their choice) by brainwashing them would be fun, said crewmember could then help them with their other objectives

@gurfan
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gurfan commented Jan 27, 2026

are you planning on implementing some way of letting raiders infiltrate the station as traders?

Yes, this is already sort of a part of raiders that I plan on improving on a bit, though I didn't mention it anywhere. I'd like to fix their ability to dock at the trading outpost (it's currently broken) and give them the ability to interact with the rest of the trader's stuff.

these would have a lot more impact if you were also required to steal a member of the crew that works at the department you're disrupting, but that might be too much

That was the thought I had in mind, yeah. I wanted to keep the abduction objectives limited to one. Of course, nothing's stopping any player from kidnapping more people than they have to.

i dont really see the point here, no one would miss a coinbox

I didn't want every single objective to be something dramatic. Obviously nobody's going to miss a coinbox and the botanist isn't really going to care of you take some of their seeds and who's going to care about the black box that does nothing, but it adds something less disruptive for raiders to do if they happen to roll on a quieter round, and if an assistant sees some trader fella tampering with all the vending machines I bet it's still going to lead to conflict anyway.

why keep it limited to that? theres lots of items that people dont want to lose that arent vital to their job like the miner's spur, the captain's hat, bartender's shotgun, paramedic's portable cmc, qm's sunglasses

The spur is a good idea, and I'm open to a lot more potential theft targets.

raiders enslaving a member of the crew (of their choice) by brainwashing them would be fun, said crewmember could then help them with their other objectives.

There's already a brainwashing objective as a potential abduction goal.

@gurfan
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gurfan commented Jan 27, 2026

It would be nice if you could break off the holomap change into its own PR since it also affects nuke ops (and theoretically the crew can maybe draw on their own bridge holomap?) Could also PR in the dart/new raider gear stuff you have already. Breaking up PRs makes them easier to review, makes it easier for people to learn all the changes (instead of getting avalanched), and also helps you get your things in game faster.

I've been thinking of ways to break up this PR but got a little carried away. I agree it would be better to atomize things. I can definitely split off the holomap stuff as I haven't started that yet and it's more just a QOL idea I came up with.
As for the gear, I think a lot of it going to be essential to the antagonist-- a lot of the devices and tools they get will be a related to their objectives in some way, i.e raiders have an objective to steal research, so they'll have a tool that lets them hack into an R&D server and download it, the locator is necessary to help them locate their objectives, etc. I'll still see what kind of things I can break off separately, though.

@DeityLink
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Raiders will be despawned and removed from the round.

That's the worst part of post-Dynamic raiders, let them have fun at the Shoal if they want to !

@kilozombie
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Raiders will be despawned and removed from the round.

That's the worst part of post-Dynamic raiders, let them have fun at the Shoal if they want to !

This is related to another big conundrum we've been discussing--I am of the opinion that Raiders 2 will be good enough and fun enough to justify itself as a roundstart ruleset, but unlike other roundstart rulesets that change your identity, Raiders is neither round-ending nor a permanent identity. For that reason, it'd be a total waste of your round if you, say, got ripped from your Bartender job to spend 45 minutes stealing stuff and then disappeared.

We talked through a couple possible solutions if we went down that path. One of them is (egregiously!) sending successful Raiders to the title screen so they can, if they really want, respawn as a crewmember. However, the idea of not disappearing the Raiders at all is a new one. What should they be able to do at that point? Just roleplay endlessly, or go on more missions at the station?

@gurfan
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gurfan commented Jan 28, 2026

While the option to make this a roundstart ruleset is definitely something to consider, I should mention that I didn't design this as a roundstart gamemode, and a few things would need to be tweaked. Also like kilo has mentioned, I am hesitant at the idea of yoinking 5 players into an antagonist role who would otherwise be roundstart crewmembers.

I agree that it feels awkward to despawn raiders at the end of the mission. It's not a part a liked about old raiders and it's weird that it's the only antagonist that does this, but also I'm just not sure what would be left for them to do afterwards. I can look into making the despawning part an option though, and I already plan on giving raiders the option to rejoin the round as new crewmembers (with some kind of check to prevent them from rejoining as the same static)

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DeityLink commented Jan 28, 2026

What should they be able to do at that point? Just roleplay endlessly, or go on more missions at the station?

I'd lean toward the latter, although a furnished Shoal base might also offer some fun in the same way that players rush to the Centcom beach & bar after a round. The way I would design it, after their objectives complete they could return to the station to steal more stuff or do some low intensity non-lethal antag'ing (which is what Vox Raiders were originally about, hence the inviolate) by stealing more station critical infrastructure until they eventually get caught. Additional stolen objects brought back could add up some points for the round end scoreboard.

If they wish to despawn, they can just close the game.

@SECBATON-GRIFFON
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so being the author of that PR, is the shoal from #33865 coming back for this?

@DeityLink
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That'd be a perfect opportunity for it

@gurfan
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gurfan commented Jan 28, 2026

so being the author of that PR, is the shoal from #33865 coming back for this?

I've remapped it entirely. There were some things I was unhappy with the original PR, and I'm taking the time to make the place look better.

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gurfan commented Jan 28, 2026

I'd lean toward the latter, although a furnished Shoal base might also offer some fun in the same way that players rush to the Centcom beach & bar after a round. The way I would design it, after their objectives complete they could return to the station to steal more stuff or do some low intensity non-lethal antag'ing (which is what Vox Raiders were originally about, hence the inviolate) by stealing more station critical infrastructure until they eventually get caught. Additional stolen objects brought back could add up some points for the round end scoreboard.

I've been thinking of ways to implement something like this. I'll write something up later.

If they wish to despawn, they can just close the game.

Excellent point tbh

@Kurfursten
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In my mind there are basically two problems with raiders (both the kidnap objective and despawning at the end):

  • (Kidnap) While kidnap is exciting for the raiders and exciting for the crew to try to rescue, it's extremely boring for the arrestees. You sit in a box for 30 minutes and then either go back naked or get saved. If you were dead, you could at least ghost around and observe, participate in midrounds, feel safe to disconnect, etc. We tried lessening this by adding things like camera console and arcades to the skipjack in the past, but victims still usually commit suicide.
  • (Despawn) Feels very anticlimactic for the raiders, and this feels like a step down from being an active antag even if your mission is over. Antags typically either end the round (malf, nuke ops, etc.) or get to hang around and escape on the shuttle (traitor, vampire, ling, etc.) From a practical standpoint, it also means that the raiders are giving up playing in the round to be ghosts and either quit or hope another midround comes up. I don't think there's an elegant solution for this, other than to let them respawn right away as a crewman if they want or something. Even the option to idle at the shoal (but no ability to continue the raid) sounds like basically a permajail sentence.

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gurfan commented Jan 29, 2026

While kidnap is exciting for the raiders and exciting for the crew to try to rescue, it's extremely boring for the arrestees.

This was always my least favorite part of raiders in its current implementation. I think abduction is a big part of this antagonists identity but it's also its weakest part gameplay wise. I've been thinking of ways to improve this part of the gamemode, but there's still a lot of room to make things better.

  • Minimize the time a prisoner would spend in jail. The raiders have things they need to do with their abduction target, whether it be brainwashing, organ swapping, implant removal, etc. My theory the more things that can happen to someone who gets abducted the more interesting it will be for them. Still, getting dragged around in cuffs for 30 minutes is only marginally more engaging than sitting in a box.
  • Make the prison cell better. The holding area on the shoal resembles a usual perma cell in some ways, with a few things to do. Doesn't address the big problem obviously but I think it's still an improvement.
  • Ways to escape and potentially good outcomes for abductees. I think a big part of why people frequently just commit suicide once their abducted is that there's no chance of escape without outside help (or robusting the Vox that abducted you), and even if you see things through to completion, you're sent home fully naked which depending on what you lost can be an extra hassle. If players think their round is ruined and don't have any hope I can't blame them for killing themselves, especially if the raiders are leaving them alone without any chance to talk or roleplay. I designed the prison area in the shoal with a (tricky) way of escape in mind, and a few of the outcomes for abduction targets are things players might like (free gifts, a free antag role, etc). If players think there's a possibility of escape and think they might be rewarded for sticking things through, I think they're more likely to stay engaged in the round. That's also not even mentioning the big announcement for the crew to come and rescue them.

(Despawn) Feels very anticlimactic for the raiders, and this feels like a step down from being an active antag even if your mission is over.

Raiders have this unique position of being a team antagonist that doesn't end the round when it succeeds, so it's been hard trying to figure out things to do with them. Letting them rejoin the round as normal crewmembers afterwards would be an improvement from how it works currently, but the underlying problem is still there. Right now, I think the best thing to do would be to let them continue the raid with new objectives, and that's what I'll work towards, but something doesn't feel perfect about just sending them back to ransack a helpless station over and over. If the first raid went smoothly, then I think it's likely that subsequent ones won't have much resistance. More importantly, the number of possible objectives will eventually run out and there will be nothing left to do. Then what? Raiders could be left with nothing except "Just Be Yourself", and from my experience in that brief area of Cult where you couldn't summon Nar'sie, team antagonists can feel really awkward without a goal to unite everyone. Maybe it's not a problem people will have, but I anticipate players scratching their heads once all tasks are done and there's nothing left to do in the raid.

@braplord
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how maze-like is the vox shoal base exactly? if the layout is too confusing it will be really hard to have a confrontation, and if its too simple then players will know exactly where to go

also are you making any changes to the shuttle?

@gurfan
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gurfan commented Jan 29, 2026

how maze-like is the vox shoal base exactly? if the layout is too confusing it will be really hard to have a confrontation, and if its too simple then players will know exactly where to go

I don't know, I haven't mapped that area yet. I'll try to stick a balance.

also are you making any changes to the shuttle?

Yes, remapping it entirely.

@Kurfursten
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You may consider mapping the maze in segments and randomizing which segments are chosen, which reduces the metagay advantage of memorizing the shoal.

@aacovski
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While kidnap is exciting for the raiders and exciting for the crew to try to rescue, it's extremely boring for the arrestees.

  • Ways to escape and potentially good outcomes for abductees.

I think you have the right idea in mind. Maybe similar to a prison shuttle, an escapee can kick the console to have it fly to a dock on the station to return. The ability to jury-rig a space suit might also be useful

@NarandBD
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NarandBD commented Feb 6, 2026

Tactical Holomap
Now has drawing functionality, allowing raiders (and ops) to literally draw out their plans.

Once you open the box, there is no closing it.

Choose wisely.

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