From ecc80ad9b237ce5f799285e065ecb783cfe080c9 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Wed, 8 Apr 2026 19:03:13 -0400 Subject: [PATCH 01/23] Create SupermatterAntag.md SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 42 ++++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 src/design-proposals/SupermatterAntag.md diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md new file mode 100644 index 00000000..120c6c8a --- /dev/null +++ b/src/design-proposals/SupermatterAntag.md @@ -0,0 +1,42 @@ +# Implementing a SuperMatter Antagonist + +| Designers | Implemented | GitHub Links | +|---|---|---| +| SIU | :x: No | TBD | + +## Overview + +What I am proposing is implementing a SuperMatter Antagonist that would function in two primary ways. It would display NT negligence for increased efficiency and acquiring of cash. As well as functioning as an antag built around exploiting and loopholing space law, and NT SOP around it, to be in a good position to conquer the station. + +## Background + +Admittedly there isn’t too much background beyond the idea seeming interesting. However it would function as a way to give magistrate, lawyer, and similar roles more unique job performances relating to this antagonist, as well as encouraging security to squint and try to see if this antagonist is overstepping the lines. + +## Features to be added + +The first of the two major features to be added: The Chrystaline Supermatter, is a sort of bee/hive themed semi-conversion, SOP tangled cult antagonist. Essentially the idea is that Nanotrasen implements this Chrystaline SuperMatter because it’s a little cheaper to produce than normal Supermatter. As well as increasing the productivity of Engineering staff that are influenced by it, as long as SOP is followed. At the crux of it, this antagonist is built to rules lawyer that SOP into giving it a LOT of wiggle room. + Its main abilities would be to convert crew, distribute commands, and generate LUDICROUS amounts of power. To the point it may cause wire burns when it decides to stop operating outside of its SOP. + Infected crew abilities would be construction of crystalline metallic hive material, and deconstruction capabilities, as well as inbuilt capabilities for all available utility goggles, tools, and a quick and easy to access map. As well as the ability to construct traps, I.e Holofan based atmos traps, shock traps, stuff like that, Additionally combat related capabilities would be heavy incendiary and radiation damage via stingers and brawling, plus an electric stun to snag crew once it starts violating SOP. These are done through natural means. There’d be a crafting station for crafting some more advanced tools I think, probably crystalline and goopy. + The main goal would be empowering the Chrystaline Supermatter enough that it can hatch into a queen, not a true round end immediately, but it’s equivalent to the all hands on deck requirement of the monolith or final ritual being activated given it’s good at converting and ashing. If greater than 85% of the crew or the station’s tiles are converted, then that’s the round end, with the station becoming a hive that sells power to NT. + The Second of the two major features would be Chrystaline SuperMatter SOP, encouraging the CE to appease it, and encouraging it to stay within SOP whilst generating absurd amounts of power, treating it and any hive members as crew as long as SOP is maintained. That SOP stating things like: if more than 30% of the crew is a part of the hive, it may not make any conversions, as well as something like: hive material must not interfere with crew operations. Things of that nature. As well as SOP relating to just keeping the Chrystaline SuperMatter appeased, but not aggressively conquering. Encouraging Magistrate, security and Lawyers to interact with, and roleplay out effective HOA agreements with that hive. + +## Game Design Rationale + + I will admit I probably have made several mistakes in this as it is my first time writing one of these. But the idea here is to encourage more command/security and crew tension, as well as general roleplay shenanigans you can get up to with an antagonist that is weak at first and has to comply with SOP, but builds up to a good spot to escalate past the limits of SOP. If the Antag wants to actually comply with SOP, they probably can if they really wanted to, and do their antagonism by the book. As a conversion antagonist, there is technically a win/lose state unfortunately, but I aimed for it to be more roleplay oriented as it’s a conversion antagonist that isn’t valid at roundstart due to snowballing a little, and trying to get stronger within SOP till it can burst free. Plus the silliness of just: Nanotrasen and a hivemind rules lawyering each other is amusing to think about. + +## Roundflow & Player interaction + + This feature by nature of being an occasional Supermatter replacement, would be a scaling round start antagonist, that starts from engineering and escalates from there, it shouldn’t happen every round, and I don’t think it would always speed up a round, but it would add a push and pull between engineering/Chrystaline Supermatter, command, security, and the crew at large. + I have admittedly reiterated this several times, but I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within SOP, managing the power it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible engineering based threat. This would be enforced mechanically by it being an antagonist, but also having an SOP to enforce and thus make it so it isn’t a valid target at first. + +## Administrative & Server Rule Impact + +- Does this feature introduce any new rule enforcement challenges or additional workload for admins? it involves SOP, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. So that is a factor, but generally SOP is well managed. +- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of SOP. But funky is behaved enough. I think i’m confident people can manage it. +- How are the rules enforced mechanically by way the feature will be implemented? Admittedly, this is semi reinforced mechanically by rushing a supermatter on your own that’s defended being a bad idea, no matter how early on it is. + +# Technical Considerations + +- Are there any anticipated performance impacts? Maybe lighting based if it’s using supermatter lighting, not sure how bad lighting is on the frames though +- Does the feature require new systems, UI elements, or refactors of existing ones? it would likely require a fork of certain cult, AI, and supermatter code. +- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) as an antagonist, probably needs custom UI elements to distinguish what the hive wants the crew under its control to do. Probably a radial menu to place Little crystaline markers on the map to show where it wants people to go, as well as a separate menu to manage the various little traps, crafting stations, stuff like that. The crafting station would probably just use the protolathe UI for crafting. From 2806bbf4d8bab33541ed59fbba5bf0848b87bdf3 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Wed, 8 Apr 2026 19:58:56 -0400 Subject: [PATCH 02/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 35 ++++++++++++------------ 1 file changed, 17 insertions(+), 18 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 120c6c8a..2ec18cf4 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -2,41 +2,40 @@ | Designers | Implemented | GitHub Links | |---|---|---| -| SIU | :x: No | TBD | +| SIU + Snippet from Joaco545 | :x: No | TBD | ## Overview -What I am proposing is implementing a SuperMatter Antagonist that would function in two primary ways. It would display NT negligence for increased efficiency and acquiring of cash. As well as functioning as an antag built around exploiting and loopholing space law, and NT SOP around it, to be in a good position to conquer the station. + What I am proposing is implementing a SuperMatter Antagonist that would function in two primary ways. It would display NT negligence for increased efficiency and acquiring of cash. As well as functioning as an antag built around exploiting and loopholing space law, and NT SOP around it, to be in a good position to conquer the station. ## Background - -Admittedly there isn’t too much background beyond the idea seeming interesting. However it would function as a way to give magistrate, lawyer, and similar roles more unique job performances relating to this antagonist, as well as encouraging security to squint and try to see if this antagonist is overstepping the lines. + it would function as a way to give magistrate, lawyer, and similar roles more unique job performances relating to this antagonist, as well as encouraging security to squint and try to see if this antagonist is overstepping the lines. Links to relevant conversations: https://discord.com/channels/1276640157511979008/1276653734767755294/1491577740263166183 ## Features to be added -The first of the two major features to be added: The Chrystaline Supermatter, is a sort of bee/hive themed semi-conversion, SOP tangled cult antagonist. Essentially the idea is that Nanotrasen implements this Chrystaline SuperMatter because it’s a little cheaper to produce than normal Supermatter. As well as increasing the productivity of Engineering staff that are influenced by it, as long as SOP is followed. At the crux of it, this antagonist is built to rules lawyer that SOP into giving it a LOT of wiggle room. - Its main abilities would be to convert crew, distribute commands, and generate LUDICROUS amounts of power. To the point it may cause wire burns when it decides to stop operating outside of its SOP. - Infected crew abilities would be construction of crystalline metallic hive material, and deconstruction capabilities, as well as inbuilt capabilities for all available utility goggles, tools, and a quick and easy to access map. As well as the ability to construct traps, I.e Holofan based atmos traps, shock traps, stuff like that, Additionally combat related capabilities would be heavy incendiary and radiation damage via stingers and brawling, plus an electric stun to snag crew once it starts violating SOP. These are done through natural means. There’d be a crafting station for crafting some more advanced tools I think, probably crystalline and goopy. - The main goal would be empowering the Chrystaline Supermatter enough that it can hatch into a queen, not a true round end immediately, but it’s equivalent to the all hands on deck requirement of the monolith or final ritual being activated given it’s good at converting and ashing. If greater than 85% of the crew or the station’s tiles are converted, then that’s the round end, with the station becoming a hive that sells power to NT. - The Second of the two major features would be Chrystaline SuperMatter SOP, encouraging the CE to appease it, and encouraging it to stay within SOP whilst generating absurd amounts of power, treating it and any hive members as crew as long as SOP is maintained. That SOP stating things like: if more than 30% of the crew is a part of the hive, it may not make any conversions, as well as something like: hive material must not interfere with crew operations. Things of that nature. As well as SOP relating to just keeping the Chrystaline SuperMatter appeased, but not aggressively conquering. Encouraging Magistrate, security and Lawyers to interact with, and roleplay out effective HOA agreements with that hive. + The major feature to be added: The Chrystaline Supermatter, is a sort of bee/hive themed semi-conversion, deal tangled cult antagonist. Essentially the idea is that Nanotrasen implements this Chrystaline SuperMatter because it’s a little cheaper to produce than normal Supermatter. As well as increasing the productivity of Engineering staff that are influenced by it, as long as the deals it makes are followed. At the crux of it, this antagonist is built to rules lawyer deals made with it into giving it a LOT of wiggle room. Its main abilities would be to convert crew, and silicons, distribute commands, and generate LUDICROUS amounts of power. To the point it may cause wire burns when it decides to stop operating outside of its deals completely. The Infected crew abilities would be construction of crystalline metallic hive material, and deconstruction capabilities, as well as inbuilt capabilities for all available utility goggles, tools, and a quick and easy to access map. As well as the ability to construct traps, I.e Holofan based atmos traps, shock traps, stuff like that, Additionally combat related capabilities would be heavy incendiary and radiation damage via stingers and brawling, plus an electric stun to snag crew once it starts violating the deals it makes. These are done through natural means. There’d be a crafting station for crafting some more advanced tools I think, probably crystalline and goopy. The main goal would be empowering the Chrystaline Supermatter enough that it can hatch into a queen, not a true round end immediately, but it’s equivalent to the all hands on deck requirement of the monolith or final ritual being activated given it’s good at converting and ashing. If greater than 85% of the crew or the station’s tiles are converted, then that’s the round end, with the station becoming a hive that sells power to NT. The bow that ties this together, is the reccomendations that the CTM would give, encouraging the CE to appease it and strike bargains, as well as working with security, lawyers, and magistrate to establish deals treating it as crew, encouraging it to stay within the deals it makes whilst generating absurd amounts of power, treating it and any hive members as crew as long as those deals are maintained. Those deals able to state things like: if more than 30% of the crew is a part of the hive, it may not make any conversions, as well as something like: hive material must not interfere with crew operations. Things of that nature. As well as the deals relating to just keeping the Chrystaline SuperMatter appeased, but not aggressively conquering. Encouraging Magistrate, security and Lawyers to interact with, and roleplay out effective HOA agreements with that hive. + Infected would likely have glowing yellow eyes that can be hidden in the early stages, as well as taking on more blatant crystaline bee related traits in the mid-late stages of this antagonist, although if it hasn't broken it's deals, even if they get blatant features like that, they would still not be valid. Communication for the supermatter can only be done on an antag radio, until communications servers get subverted, at which point it can talk on the infected servers. It can see through it's tiles, infected crew, as well as eventually cameras if the camera routers get assimilated. In general, the supermatter can infect machines to use them in the same way the AI can. Able to upgrade those machines to perform better using some of it's power to use in bargaining as well. + +## Optional Features + + When cameras are subverted, the AI and supermatter can see eachother's cursors when looking around. Gingerbreads in the mid-late stage look like they're made of suppermatter. Moths Go full bee mode at the early stage, Arachnids go wasp mode. ## Game Design Rationale - I will admit I probably have made several mistakes in this as it is my first time writing one of these. But the idea here is to encourage more command/security and crew tension, as well as general roleplay shenanigans you can get up to with an antagonist that is weak at first and has to comply with SOP, but builds up to a good spot to escalate past the limits of SOP. If the Antag wants to actually comply with SOP, they probably can if they really wanted to, and do their antagonism by the book. As a conversion antagonist, there is technically a win/lose state unfortunately, but I aimed for it to be more roleplay oriented as it’s a conversion antagonist that isn’t valid at roundstart due to snowballing a little, and trying to get stronger within SOP till it can burst free. Plus the silliness of just: Nanotrasen and a hivemind rules lawyering each other is amusing to think about. + The idea is to encourage more command/security and crew tension, as well as general roleplay shenanigans you can get up to with an antagonist that is weak at first and has to comply with the deals it makes with command, but builds up to a good spot to escalate past the limits of the deals it makes. If the Antag wants to actually comply with the deals, they probably can if they really wanted to, and do their antagonism by the book. As a conversion antagonist, there is technically a win/lose state unfortunately, but I aimed for it to be more roleplay oriented as it’s a conversion antagonist that isn’t valid at roundstart due to snowballing a little, and trying to get stronger within it's deals till it can burst free. Plus the silliness of just: Nanotrasen and a hivemind rules lawyering each other is a bonus. ## Roundflow & Player interaction - This feature by nature of being an occasional Supermatter replacement, would be a scaling round start antagonist, that starts from engineering and escalates from there, it shouldn’t happen every round, and I don’t think it would always speed up a round, but it would add a push and pull between engineering/Chrystaline Supermatter, command, security, and the crew at large. - I have admittedly reiterated this several times, but I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within SOP, managing the power it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible engineering based threat. This would be enforced mechanically by it being an antagonist, but also having an SOP to enforce and thus make it so it isn’t a valid target at first. + This feature by nature of being an occasional Supermatter replacement, would be a scaling round start antagonist, that starts from engineering as a SM and 1-3 infected engineers and escalates from there, it shouldn’t happen every round, and it would add a push and pull between engineering/Chrystaline Supermatter, command, security, and the crew at large. I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within it's deals, managing the power it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible engineering based threat. This would be enforced mechanically by it being an antagonist, but also having deals made, and training to enforce and thus make it so it isn’t a valid target at first. ## Administrative & Server Rule Impact -- Does this feature introduce any new rule enforcement challenges or additional workload for admins? it involves SOP, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. So that is a factor, but generally SOP is well managed. -- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of SOP. But funky is behaved enough. I think i’m confident people can manage it. -- How are the rules enforced mechanically by way the feature will be implemented? Admittedly, this is semi reinforced mechanically by rushing a supermatter on your own that’s defended being a bad idea, no matter how early on it is. +- Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. +- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of it's deals. +- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter on your own that’s defended being a bad idea, no matter how early in the round it is, it is crew so AI will defend it. # Technical Considerations -- Are there any anticipated performance impacts? Maybe lighting based if it’s using supermatter lighting, not sure how bad lighting is on the frames though -- Does the feature require new systems, UI elements, or refactors of existing ones? it would likely require a fork of certain cult, AI, and supermatter code. -- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) as an antagonist, probably needs custom UI elements to distinguish what the hive wants the crew under its control to do. Probably a radial menu to place Little crystaline markers on the map to show where it wants people to go, as well as a separate menu to manage the various little traps, crafting stations, stuff like that. The crafting station would probably just use the protolathe UI for crafting. +- Are there any anticipated performance impacts? Possibly lighting based if it’s using supermatter lighting, if lighting impacts the frames. +- Does the feature require new systems, UI elements, or refactors of existing ones? it would likely require a fork of certain cult of both varieties, AI, and supermatter code. +- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types): as an antagonist, needs custom UI elements to distinguish what the hive wants the crew under its control to do. As well as a custom navmap managed by the supermatter, likely a radial menu to place Little crystaline markers on the map to show where it wants people to go, as well as a separate menu to manage the various little traps, crafting stations, as well as natural tools. The crafting station would just use the protolathe UI for crafting. From 6ed27ee8506efa40d34a00da702102cc97bd7d91 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 9 Apr 2026 02:30:59 -0400 Subject: [PATCH 03/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 2ec18cf4..2e0287b6 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -1,20 +1,20 @@ -# Implementing a SuperMatter Antagonist +# Implementing a SuperMatter Themed Antagonist | Designers | Implemented | GitHub Links | |---|---|---| -| SIU + Snippet from Joaco545 | :x: No | TBD | +| SIU + Snippet from Joaco545 + snippet from Dicerson + Snippet from Neadsy | :x: No | TBD | ## Overview - What I am proposing is implementing a SuperMatter Antagonist that would function in two primary ways. It would display NT negligence for increased efficiency and acquiring of cash. As well as functioning as an antag built around exploiting and loopholing space law, and NT SOP around it, to be in a good position to conquer the station. + What I am proposing is implementing a SuperMatter Themed Antagonist that would function in two primary ways. It would display NT negligence for increased efficiency and acquiring of cash. As well as functioning as an antag built around exploiting and loopholing space law, and NT SOP around it, to be in a good position to conquer the station. ## Background - it would function as a way to give magistrate, lawyer, and similar roles more unique job performances relating to this antagonist, as well as encouraging security to squint and try to see if this antagonist is overstepping the lines. Links to relevant conversations: https://discord.com/channels/1276640157511979008/1276653734767755294/1491577740263166183 + it would function as a way to give magistrate, lawyer, and similar roles more unique job performances relating to this antagonist, as well as encouraging security to squint and try to see if this antagonist is overstepping the lines, additionally, in order to prevent it from being over centralized, this bonus "SM" can have a purposes for each department, likely being a little less hostile unless it's trying to be then the original supermatter, acting as a creature from the dimension. Points and better machines for SCI, printing money for Cargo, P O W E R for engineering, better guns, and helpful allies for SEC, dozens of paperwork lackies for command/NTR, general hands to help service, and better access to medical chems for medical. Links to relevant conversations: https://discord.com/channels/1276640157511979008/1276653734767755294/1491577740263166183 + https://discord.com/channels/1276640157511979008/1276653734767755294/1491678408298598522 ## Features to be added - The major feature to be added: The Chrystaline Supermatter, is a sort of bee/hive themed semi-conversion, deal tangled cult antagonist. Essentially the idea is that Nanotrasen implements this Chrystaline SuperMatter because it’s a little cheaper to produce than normal Supermatter. As well as increasing the productivity of Engineering staff that are influenced by it, as long as the deals it makes are followed. At the crux of it, this antagonist is built to rules lawyer deals made with it into giving it a LOT of wiggle room. Its main abilities would be to convert crew, and silicons, distribute commands, and generate LUDICROUS amounts of power. To the point it may cause wire burns when it decides to stop operating outside of its deals completely. The Infected crew abilities would be construction of crystalline metallic hive material, and deconstruction capabilities, as well as inbuilt capabilities for all available utility goggles, tools, and a quick and easy to access map. As well as the ability to construct traps, I.e Holofan based atmos traps, shock traps, stuff like that, Additionally combat related capabilities would be heavy incendiary and radiation damage via stingers and brawling, plus an electric stun to snag crew once it starts violating the deals it makes. These are done through natural means. There’d be a crafting station for crafting some more advanced tools I think, probably crystalline and goopy. The main goal would be empowering the Chrystaline Supermatter enough that it can hatch into a queen, not a true round end immediately, but it’s equivalent to the all hands on deck requirement of the monolith or final ritual being activated given it’s good at converting and ashing. If greater than 85% of the crew or the station’s tiles are converted, then that’s the round end, with the station becoming a hive that sells power to NT. The bow that ties this together, is the reccomendations that the CTM would give, encouraging the CE to appease it and strike bargains, as well as working with security, lawyers, and magistrate to establish deals treating it as crew, encouraging it to stay within the deals it makes whilst generating absurd amounts of power, treating it and any hive members as crew as long as those deals are maintained. Those deals able to state things like: if more than 30% of the crew is a part of the hive, it may not make any conversions, as well as something like: hive material must not interfere with crew operations. Things of that nature. As well as the deals relating to just keeping the Chrystaline SuperMatter appeased, but not aggressively conquering. Encouraging Magistrate, security and Lawyers to interact with, and roleplay out effective HOA agreements with that hive. - Infected would likely have glowing yellow eyes that can be hidden in the early stages, as well as taking on more blatant crystaline bee related traits in the mid-late stages of this antagonist, although if it hasn't broken it's deals, even if they get blatant features like that, they would still not be valid. Communication for the supermatter can only be done on an antag radio, until communications servers get subverted, at which point it can talk on the infected servers. It can see through it's tiles, infected crew, as well as eventually cameras if the camera routers get assimilated. In general, the supermatter can infect machines to use them in the same way the AI can. Able to upgrade those machines to perform better using some of it's power to use in bargaining as well. + The major feature to be added: The Chrystaline Supermatter, is a sort of bee/hive themed semi-conversion, deal tangled cult antagonist. Essentially the idea is that Nanotrasen implements this Chrystaline SuperMatter experimentally, because it’s a little cheaper to produce than normal Supermatter, and is slightly more adaptable. As well as increasing the productivity of Engineering staff that are influenced by it, as long as the deals it makes are followed. At the crux of it, this antagonist is built to rules lawyer deals made with it into giving it a LOT of wiggle room. Its main abilities would be to convert crew, and silicons, distribute commands, and generate LUDICROUS amounts of power. To the point it may cause wire burns when it decides to stop operating outside of its deals completely. The Infected crew abilities would be construction of crystalline metallic hive material, and deconstruction capabilities, as well as inbuilt capabilities for all available utility goggles, tools, and a quick and easy to access map. As well as the ability to construct traps, I.e Holofan based atmos traps, shock traps, stuff like that, Additionally combat related capabilities would be heavy incendiary and radiation damage via stingers and brawling, plus an electric stun to snag crew once it starts violating the deals it makes. These are done through natural means. There’d be a crafting station for crafting some more advanced tools, guns, and resources, I think, probably crystalline and goopy. The main goal would be empowering the Chrystaline Supermatter enough that it can hatch into a queen, not a true round end immediately, but it’s equivalent to the all hands on deck requirement of the monolith or final ritual being activated given it’s good at converting and ashing. If greater than 85% of the crew or the station’s tiles are converted, then that’s the round end, with the station becoming a hive that sells power to NT. The bow that ties this together, is the reccomendations that the CTM would give, encouraging command to appease it and strike bargains, as well as working with security, lawyers, and magistrate to establish deals treating it as crew, encouraging it to stay within the deals it makes whilst generating absurd amounts of power, treating it and any hive members as crew as long as those deals are maintained. Those deals able to state things like: if more than 30% of the crew is a part of the hive, it may not make any conversions, as well as something like: hive material must not interfere with crew operations. Things of that nature. As well as the deals relating to just keeping the Chrystaline SuperMatter appeased, but not aggressively conquering. Encouraging Magistrate, security and Lawyers to interact with, and roleplay out effective HOA agreements with that hive. + Infected would likely have glowing yellow eyes that can be hidden in the early stages, as well as taking on more blatant crystaline bee related traits in the mid-late stages of this antagonist, although if it hasn't broken it's deals, even if they get blatant features like that, they would still not be valid. Communication for the supermatter can only be done on an antag radio, until communications servers get subverted, at which point it can talk on the infected servers. It can see through it's tiles, infected crew, as well as eventually cameras if the camera routers get assimilated. In general, the supermatter can infect machines to use them in the same way the AI can. Able to upgrade those machines to perform better using some of it's power to use in bargaining as well. Additionally, the Chrystaline Supermatter can develop subnodes to diversify from it's initial boons made to bargain with the station. To give points, power, tools, weapons, money, all sorts of bargaining chips, but at a touch of a price. ## Optional Features @@ -26,13 +26,13 @@ ## Roundflow & Player interaction - This feature by nature of being an occasional Supermatter replacement, would be a scaling round start antagonist, that starts from engineering as a SM and 1-3 infected engineers and escalates from there, it shouldn’t happen every round, and it would add a push and pull between engineering/Chrystaline Supermatter, command, security, and the crew at large. I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within it's deals, managing the power it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible engineering based threat. This would be enforced mechanically by it being an antagonist, but also having deals made, and training to enforce and thus make it so it isn’t a valid target at first. + This feature by nature of being an occasional Supermatter themed supplement, would be a scaling round start antagonist, that starts from one department depending on which one makes the best deal first, as a SM and 1-3 infected personel and escalates from there, it shouldn’t happen every round, and it would add a push and pull between the initial department/Chrystaline Supermatter, command, security, and the crew at large. I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within it's deals, managing the resources it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible department corruption based threat. This would be enforced mechanically by it being an antagonist, but also having deals made, and training to enforce and thus make it so it isn’t a valid target at first. ## Administrative & Server Rule Impact - Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. - Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of it's deals. -- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter on your own that’s defended being a bad idea, no matter how early in the round it is, it is crew so AI will defend it. +- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter adjacent object on your own that’s defended being a bad idea, no matter how early in the round it is, it is crew so AI will defend it. # Technical Considerations From bb1266ed8d05ec89c3da3fb06337da32a095f377 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 04:30:34 -0400 Subject: [PATCH 04/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 70 ++++++++++++++++++++++-- 1 file changed, 64 insertions(+), 6 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 2e0287b6..ef9c10b8 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -18,7 +18,7 @@ ## Optional Features - When cameras are subverted, the AI and supermatter can see eachother's cursors when looking around. Gingerbreads in the mid-late stage look like they're made of suppermatter. Moths Go full bee mode at the early stage, Arachnids go wasp mode. + When cameras are subverted, the AI and supermatter can see eachother's cursors when looking around. Gingerbreads in the mid-late stage look like they're made of suppermatter. Moths Go full bee mode at the early stage, Arachnids go wasp mode. Security can assign a status unique to those infected by something. ## Game Design Rationale @@ -26,16 +26,74 @@ ## Roundflow & Player interaction - This feature by nature of being an occasional Supermatter themed supplement, would be a scaling round start antagonist, that starts from one department depending on which one makes the best deal first, as a SM and 1-3 infected personel and escalates from there, it shouldn’t happen every round, and it would add a push and pull between the initial department/Chrystaline Supermatter, command, security, and the crew at large. I would like the Chrystaline Supermatter to be interacted with through a lens of nitpicking at it to make sure it stays within it's deals, managing the resources it produces, selling it, as well as being used to perform silly skits occasionally via rules lawyering, whilst also being a credible department corruption based threat. This would be enforced mechanically by it being an antagonist, but also having deals made, and training to enforce and thus make it so it isn’t a valid target at first. + Chrystaline matter arrives in a shipment to the bridge, with a few infected personnel being brought to bridge to bargain with the other departments, to give major boons This includes security, and means security can be corrupted soon after round start. As the Chrystaline matter can only do one thing at a time at the start of the round, this encourages competative bidding to get whatever the chrystaline matter has to offer each department which in turn means sewing a little tension between departments, and overall more competitive bids. + A department then gets the Chrystaline Matter depending on the results of the bidding, and revels in the boons from it, getting corrupted inside out, with the command member's SOP job being to contain, but IC? They're likely going to get bribed into compliance. The chrystaline matter would then slooowly branch out from it's host department, staying within the deals made best it can with the magistrate and IAA inspecting it's borders to make sure it stays within deals, whilst the chrystaline matter attempts to toe the line, whilst acquiring even more power for itself, before reaching the midstage some 15-20% of the tiles and crew infected. Able to make subnodes to provide lesser boons to other departments or even more boons to it's main one. At this point physical changes will out it as existing to the general public, whilst empowering the infected BUT it is not neccesarily valid just yet, but depending on the airtightness of deals, it may be approaching it, the conversions would be a little more obvious, and the general crew would be encouraged to start raising a ruckus about not wanting to become literal drones in the bee sense, for the corporation, it'd start infecting a decent chunk of machines on the station at this point, and may even start talking on comms and using the cameras if comms and cameras were not corrupted till then. +Eventually depending on it's position, potentially corrupting the silicons into buzzy borgs. In the late stage, roughly 50% crew/station conversion the chrystaline matter will hatch, into a big ole elegant chrystaline bee queen, any deals made to allow it to actually hatch are only able to be granted by centcomm itself and it generally won't do that. At which point it's an outright war to stop the queen from outright infecting the whole station and making it a chrystaline hive asset rather then a NT asset. +NOTE: HATCHING =/= ROUND END, HATCHING = ALL HANDS ON DECK SCENARIO I.E NUKE BEING ARMED. +Effectively it's an antagonist NT wants that turns a chosen department into antags by association, as well as generally rules lawyering deals. + +## Chrystaline Matter Power Growth. + +**Core CM Abilities:** +Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. +Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. +ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. + +**CM Infected Abilities:** +- Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. +- Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. +- ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. + +**Engineering Centric Abilities:** +- Early-Mid- Able to RCD unlimitedly, can generate lots of power. +- Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to immense knightly levels. +- ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. + +**R&D Centric Abilities:** +- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Can change batteries to make them run more efficiently. +- Mid-Late- Generates even more points, as well as acting as a protolathe that can create any item that science has researched, accessible or not through the regular protolathe. +- ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. + +**Medical Centric Abilities:** +Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heavily heal the crew alongside infected. +Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. +ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage + +**Cargo Centric Abilities:** +Early-Mid- Generates basic materials. +Mid-Late- Generates advanced materials. Can enhance Proto-Kinetic equipment, as well as further enchance hardsuits. In addition, Pressure immunity is gained by infected crew. Can create more deadly guns +ENDGAME- Gains the ability to perform a radioactive fireball attack. Can damage large portions of non Hive infrastructure. Can create powerful high strength armaments it or it's crew can use. It and it's crew gain resistance to blunt damage. + +**Security Centric Abilities:** +SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs to not be aware of the severity of which it can escalate to, But due to this very nature, it being able to turn sec into an Antag effectively highly damages the crew's chances of fighting back once deals are broken and it's declared hostile. + +## Chrystaline Matter Counters + + Cold atmospheres can weaken the Chrystaline Matter and Infected crew, it doesn't result in death, but it does apply some breathing room if needed. Hot atmospheres consequently strengthen them. Atmos & Cosmic Cult as such can do some decent damage to their capabilities. The bread and butter of the chrystaline matter is radiation and heat damage, meaning engineering is equipped to counter it as long as they can bypass the heat, and actively destroying the Chrystaline Matter crystal can work. + + In addition to that. The chrystaline matter is also susceptible to lawyers, the magistrate, and IAA, as it has to work with deals at the start, depending on how airtight those deals are, it reduces how strong it's able to get before it's forced to go loud. Not to mention security can assigned infected crew to be suspects. In addition, before the physical changes start, science can make an oubliette to cure the influence. However once they start having major physical changes, surgery, is the only lasting cure. + +## Chrystaline Meta-shield +CTM - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- +- Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on the Supermatter, and Chrystaline Matter, and apply cooling if neccesary. +- Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. +- Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- +- Alert four - Deep Topaz Alert - HATCHING - Chrystaline HyperStructure failed. Contain the Chrystaline Delamination with whatever means are available, cooling is highly effective, HEV, and Radiation, suits are reccomended. +- Alert five - Final Topaz Alert - 95% tile conversion/Total Living Crew Conversion - Total station Delamination detected. Consider all contracts terminated. This includes any deals made with the result of delamination. A new one will be provided **CHOOSE:** Provide NanoTrasen power at no cost. **OR** Remote Annihilation. +- Note: I initially intended for the Chrystaline Matter to have the majority of it's information exposed by the CTM at round start. However, I have been informed that any HoS worth their salt would just shoot down the chrystaline matter despite it being the round's main push force, and deal with the consequences from CentComm for destroying something meant to explicitly improve station productivity. ## Administrative & Server Rule Impact -- Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. -- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of it's deals. -- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter adjacent object on your own that’s defended being a bad idea, no matter how early in the round it is, it is crew so AI will defend it. +- Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM and metashield weirdness, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. +- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of it's deals. Or as I have been informed, the HoS going out of their way to destroy it ahead of time if the CTM informed them of all of the potential negative effects, even if actively intended to be punished by the magistrate for doing so. +- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter adjacent object on your own that’s defended being a bad idea, no matter how early in the round it is... Unless you happen to be the HoS, it is treated as a neutral entity but is defended by at least 3 crew members. + +## Lore Considerations + +So turns out the Supermatter seems like it's just stellar phenomena. A dead eldritch being like Ratvar is likely a source1, so could likely explain this as a creature type that formed ON supermatter that formed around, or under the influence of this dead god. This section is highly susceptible to change however. # Technical Considerations - Are there any anticipated performance impacts? Possibly lighting based if it’s using supermatter lighting, if lighting impacts the frames. - Does the feature require new systems, UI elements, or refactors of existing ones? it would likely require a fork of certain cult of both varieties, AI, and supermatter code. -- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types): as an antagonist, needs custom UI elements to distinguish what the hive wants the crew under its control to do. As well as a custom navmap managed by the supermatter, likely a radial menu to place Little crystaline markers on the map to show where it wants people to go, as well as a separate menu to manage the various little traps, crafting stations, as well as natural tools. The crafting station would just use the protolathe UI for crafting. +- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types): as an antagonist, needs custom UI elements to distinguish what the hive wants the crew under its control to do. As well as a custom navmap managed by the supermatter, likely a radial menu to place Little crystaline markers on the map to show where it wants people to go, as well as a separate menu to manage the various little traps, crafting stations, as well as natural tools. The crafting station would just use the protolathe UI for crafting. Possibly something similar to the research tree for it's abilities. From 54e9dc177bffe5b27ec0383bde57a93035bd30fb Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 15:42:16 -0400 Subject: [PATCH 05/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index ef9c10b8..3a95972b 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -80,7 +80,7 @@ CTM - A handful of crew will be lightly influenced by the Chrystaline Matter, th - Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. - Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- - Alert four - Deep Topaz Alert - HATCHING - Chrystaline HyperStructure failed. Contain the Chrystaline Delamination with whatever means are available, cooling is highly effective, HEV, and Radiation, suits are reccomended. -- Alert five - Final Topaz Alert - 95% tile conversion/Total Living Crew Conversion - Total station Delamination detected. Consider all contracts terminated. This includes any deals made with the result of delamination. A new one will be provided **CHOOSE:** Provide NanoTrasen power at no cost. **OR** Remote Annihilation. +- Alert five - Final Topaz Alert - 95% tile conversion/Total Living Crew Conversion - Total station Delamination detected. Consider all crew lost. - Note: I initially intended for the Chrystaline Matter to have the majority of it's information exposed by the CTM at round start. However, I have been informed that any HoS worth their salt would just shoot down the chrystaline matter despite it being the round's main push force, and deal with the consequences from CentComm for destroying something meant to explicitly improve station productivity. ## Administrative & Server Rule Impact From 775209a4c060717df9e3601f1df81f860ed570a3 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 16:03:43 -0400 Subject: [PATCH 06/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 3a95972b..a95987a4 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -36,7 +36,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta ## Chrystaline Matter Power Growth. **Core CM Abilities:** -Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. +Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. @@ -46,7 +46,7 @@ ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, an - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. **Engineering Centric Abilities:** -- Early-Mid- Able to RCD unlimitedly, can generate lots of power. +- Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make traps + atmos from the start. - Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to immense knightly levels. - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. From 4725d1d67bbcb73d501fd9b6f3fffb0652dc0aa3 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 16:11:40 -0400 Subject: [PATCH 07/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index a95987a4..bedcd5b9 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -36,9 +36,9 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta ## Chrystaline Matter Power Growth. **Core CM Abilities:** -Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. -Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. -ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. +- Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. +- Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. +- ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **CM Infected Abilities:** - Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. @@ -56,14 +56,14 @@ ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, an - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. **Medical Centric Abilities:** -Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heavily heal the crew alongside infected. -Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. -ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage +- Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heavily heal the crew alongside infected. +- Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. +- ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage **Cargo Centric Abilities:** -Early-Mid- Generates basic materials. -Mid-Late- Generates advanced materials. Can enhance Proto-Kinetic equipment, as well as further enchance hardsuits. In addition, Pressure immunity is gained by infected crew. Can create more deadly guns -ENDGAME- Gains the ability to perform a radioactive fireball attack. Can damage large portions of non Hive infrastructure. Can create powerful high strength armaments it or it's crew can use. It and it's crew gain resistance to blunt damage. +- Early-Mid- Generates basic materials. +- Mid-Late- Generates advanced materials. Can enhance Proto-Kinetic equipment, as well as further enchance hardsuits. In addition, Pressure immunity is gained by infected crew. Can create more deadly guns +- ENDGAME- Gains the ability to perform a radioactive fireball attack. Can damage large portions of non Hive infrastructure. Can create powerful high strength armaments it or it's crew can use. It and it's crew gain resistance to blunt damage. **Security Centric Abilities:** SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs to not be aware of the severity of which it can escalate to, But due to this very nature, it being able to turn sec into an Antag effectively highly damages the crew's chances of fighting back once deals are broken and it's declared hostile. From 0aac215ef091b213a27d845733f9a6384084cc41 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 16:18:18 -0400 Subject: [PATCH 08/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index bedcd5b9..cceb51e1 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -41,7 +41,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **CM Infected Abilities:** -- Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. +- Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. From d91edd7301ab563389071b835b82252da6959aba Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 20:26:58 -0400 Subject: [PATCH 09/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index cceb51e1..deec2ae0 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -45,6 +45,11 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. +**Infected Borg Abilities:** +- Early-mid-W.I.P +- Mid-Late-W.I.P +- Endgame-W.I.P + **Engineering Centric Abilities:** - Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make traps + atmos from the start. - Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to immense knightly levels. @@ -86,11 +91,11 @@ CTM - A handful of crew will be lightly influenced by the Chrystaline Matter, th - Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM and metashield weirdness, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. - Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? It provides the form of griefing of just sprinting at the hive, or people griefing the hive by acting out of it's deals. Or as I have been informed, the HoS going out of their way to destroy it ahead of time if the CTM informed them of all of the potential negative effects, even if actively intended to be punished by the magistrate for doing so. -- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter adjacent object on your own that’s defended being a bad idea, no matter how early in the round it is... Unless you happen to be the HoS, it is treated as a neutral entity but is defended by at least 3 crew members. +- How are the rules enforced mechanically by way the feature will be implemented? This is semi-reinforced mechanically by rushing a supermatter adjacent object on your own that’s defended being a bad idea, no matter how early in the round it is... Unless you happen to be the HoS, it is treated as a neutral entity but is defended by at least 3 crew members. And griefing whilst on the Chrystaline matter's team gets ya ashed by it. ## Lore Considerations -So turns out the Supermatter seems like it's just stellar phenomena. A dead eldritch being like Ratvar is likely a source1, so could likely explain this as a creature type that formed ON supermatter that formed around, or under the influence of this dead god. This section is highly susceptible to change however. +So turns out the Supermatter seems like it's just stellar phenomena. A dead eldritch being like Ratvar is likely a source of chaos, so could likely explain this as a creature type that formed ON supermatter that formed around, or under the influence of this dead god. This section is highly susceptible to change however. Additionally 99.9% of the time in lore, this is totally stable, hence why the negative effects aren't mentioned, it's just that ss13/14 rounds are always hellshifts. # Technical Considerations From 84f3d89e53128b652712e63041134e8059834d2f Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 12 Apr 2026 20:49:48 -0400 Subject: [PATCH 10/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index deec2ae0..07d9a389 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -41,14 +41,14 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **CM Infected Abilities:** -- Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. +- Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae, buzz when talking.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. **Infected Borg Abilities:** -- Early-mid-W.I.P -- Mid-Late-W.I.P -- Endgame-W.I.P +- Early-mid- Reimplements a little bit of flat damage resistance, and includes a light amount of regeneration. Immunity to radiation, and Flames. **L.E.D has a yellow glow.** +- Mid-Late- Can tank damage from nearby infected crew. Can ignore Do-after Interruptions. **Start buzzing when talking.** +- Endgame- Provide an active shield to nearby infected crew when living, thus needing to be taken down first. **Morphs into a mechanical bee automaton** **Engineering Centric Abilities:** - Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make traps + atmos from the start. @@ -56,7 +56,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. **R&D Centric Abilities:** -- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Can change batteries to make them run more efficiently. +- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Borgs can reflect shots struck at them early. Can change batteries to make them run more efficiently. - Mid-Late- Generates even more points, as well as acting as a protolathe that can create any item that science has researched, accessible or not through the regular protolathe. - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. From 356dcc08e63ddb6725f7ca22cd81bd2000ee6727 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Mon, 13 Apr 2026 18:42:23 -0400 Subject: [PATCH 11/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 07d9a389..5b0656bc 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -46,7 +46,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. **Infected Borg Abilities:** -- Early-mid- Reimplements a little bit of flat damage resistance, and includes a light amount of regeneration. Immunity to radiation, and Flames. **L.E.D has a yellow glow.** +- Early-mid- Reimplements a little bit of flat damage resistance, and includes a light amount of regeneration. Immunity to radiation, and Flames. 0th law to protect all station cores at all costs, I.e AI core, Chrystaline Matter, Supermatter, tesla, Singulo, etc. **L.E.D has a yellow glow.** - Mid-Late- Can tank damage from nearby infected crew. Can ignore Do-after Interruptions. **Start buzzing when talking.** - Endgame- Provide an active shield to nearby infected crew when living, thus needing to be taken down first. **Morphs into a mechanical bee automaton** From 495479aafc7cead5dc78d2addf1e49b66cfb9a72 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Tue, 14 Apr 2026 02:36:46 -0400 Subject: [PATCH 12/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 5b0656bc..a49e69ae 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -52,7 +52,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta **Engineering Centric Abilities:** - Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make traps + atmos from the start. -- Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to immense knightly levels. +- Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to strong knightly levels. - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. **R&D Centric Abilities:** @@ -80,7 +80,7 @@ SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs In addition to that. The chrystaline matter is also susceptible to lawyers, the magistrate, and IAA, as it has to work with deals at the start, depending on how airtight those deals are, it reduces how strong it's able to get before it's forced to go loud. Not to mention security can assigned infected crew to be suspects. In addition, before the physical changes start, science can make an oubliette to cure the influence. However once they start having major physical changes, surgery, is the only lasting cure. ## Chrystaline Meta-shield -CTM - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- +Public knowledge - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- - Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on the Supermatter, and Chrystaline Matter, and apply cooling if neccesary. - Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. - Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- From 04c1260eb7d1a1238f176ff89b1dcc88d0484d3a Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Wed, 15 Apr 2026 14:28:15 -0400 Subject: [PATCH 13/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index a49e69ae..2951700a 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -37,8 +37,8 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta **Core CM Abilities:** - Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. -- Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. -- ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. +- Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. **Space Turns a yellowish green** +- ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **Space turns GOLD** **CM Infected Abilities:** - Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae, buzz when talking.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. From 8d897541590e0c02472791d9a8e5684ed7673430 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Wed, 15 Apr 2026 14:40:08 -0400 Subject: [PATCH 14/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 2951700a..cc40e9b7 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -81,7 +81,7 @@ SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs ## Chrystaline Meta-shield Public knowledge - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- -- Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on the Supermatter, and Chrystaline Matter, and apply cooling if neccesary. +- Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on the Supermatter and apply cooling if neccesary. - Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. - Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- - Alert four - Deep Topaz Alert - HATCHING - Chrystaline HyperStructure failed. Contain the Chrystaline Delamination with whatever means are available, cooling is highly effective, HEV, and Radiation, suits are reccomended. From e3612dd8f18a45535c37bdad5727583a8c65176d Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Wed, 15 Apr 2026 14:40:46 -0400 Subject: [PATCH 15/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index cc40e9b7..00630670 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -81,7 +81,7 @@ SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs ## Chrystaline Meta-shield Public knowledge - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- -- Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on the Supermatter and apply cooling if neccesary. +- Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on supermatter related entities and apply cooling if neccesary. - Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. - Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- - Alert four - Deep Topaz Alert - HATCHING - Chrystaline HyperStructure failed. Contain the Chrystaline Delamination with whatever means are available, cooling is highly effective, HEV, and Radiation, suits are reccomended. From 24f4bd47cf7f4be621a5e4e9d216003331545fce Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 17:35:01 -0400 Subject: [PATCH 16/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 00630670..0c7079f4 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -35,28 +35,32 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta ## Chrystaline Matter Power Growth. +- In order to allow CTM to go through, This can appear roundstart being shipped to the station as if it was an antag, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. **Core CM Abilities:** +- EEPY/passive - Able to convert machines for personal use, VERY limited range of spread, can overcharge power cells to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Able to infect but **ONLY** with the help of an engineering tool, and thus used as an alternate execution method. can infect borgs, but a limited number. - Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. - Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. **Space Turns a yellowish green** - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **Space turns GOLD** **CM Infected Abilities:** +- EEPY/Passive - Inbuilt toolset, gets weaker in the cold, vulnerable to cold, has to obey Hive orders. - Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae, buzz when talking.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. **Infected Borg Abilities:** +- EEPY/Passive - 0th law to protect all station cores at all cost, and **L.E.D has a yellow glow.** - Early-mid- Reimplements a little bit of flat damage resistance, and includes a light amount of regeneration. Immunity to radiation, and Flames. 0th law to protect all station cores at all costs, I.e AI core, Chrystaline Matter, Supermatter, tesla, Singulo, etc. **L.E.D has a yellow glow.** - Mid-Late- Can tank damage from nearby infected crew. Can ignore Do-after Interruptions. **Start buzzing when talking.** - Endgame- Provide an active shield to nearby infected crew when living, thus needing to be taken down first. **Morphs into a mechanical bee automaton** **Engineering Centric Abilities:** -- Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make traps + atmos from the start. +- Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make atmos from the start. - Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to strong knightly levels. - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. **R&D Centric Abilities:** -- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Borgs can reflect shots struck at them early. Can change batteries to make them run more efficiently. +- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Borgs can reflect shots struck at them early. Can change batteries to make them run twice as efficiently. - Mid-Late- Generates even more points, as well as acting as a protolathe that can create any item that science has researched, accessible or not through the regular protolathe. - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. @@ -66,27 +70,26 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage **Cargo Centric Abilities:** -- Early-Mid- Generates basic materials. +- Early-Mid- Generates basic materials and spesos. - Mid-Late- Generates advanced materials. Can enhance Proto-Kinetic equipment, as well as further enchance hardsuits. In addition, Pressure immunity is gained by infected crew. Can create more deadly guns - ENDGAME- Gains the ability to perform a radioactive fireball attack. Can damage large portions of non Hive infrastructure. Can create powerful high strength armaments it or it's crew can use. It and it's crew gain resistance to blunt damage. -**Security Centric Abilities:** -SCRAPPED: Reasoning is that for this antag to not get rushed down, the HoS needs to not be aware of the severity of which it can escalate to, But due to this very nature, it being able to turn sec into an Antag effectively highly damages the crew's chances of fighting back once deals are broken and it's declared hostile. - ## Chrystaline Matter Counters Cold atmospheres can weaken the Chrystaline Matter and Infected crew, it doesn't result in death, but it does apply some breathing room if needed. Hot atmospheres consequently strengthen them. Atmos & Cosmic Cult as such can do some decent damage to their capabilities. The bread and butter of the chrystaline matter is radiation and heat damage, meaning engineering is equipped to counter it as long as they can bypass the heat, and actively destroying the Chrystaline Matter crystal can work. + In order to give the chrystaline matter a healthbar/ and damage it. It needs to be below -5 degrees Celsius. Otherwise attacks would just rebound off! + In addition to that. The chrystaline matter is also susceptible to lawyers, the magistrate, and IAA, as it has to work with deals at the start, depending on how airtight those deals are, it reduces how strong it's able to get before it's forced to go loud. Not to mention security can assigned infected crew to be suspects. In addition, before the physical changes start, science can make an oubliette to cure the influence. However once they start having major physical changes, surgery, is the only lasting cure. ## Chrystaline Meta-shield -Public knowledge - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- +- Public knowledge - A handful of crew will be lightly influenced by the Chrystaline Matter, this is intentional as it becomes even more stable when deals are struck with these people, and provide more specialized benefits to the crew. People under a light influence behave more efficiently as crew. Treat these crew, and the chrystaline matter, as neutral entities for the purposes of negotiation. In addition, the Chrystaline Matter provides these benefits: -List of beneficial effects of the Chrystaline Matter- +- CTM - A list of the side effects, with a big warning to only start trying to cool and damage the CM, **IF** it's overstepping it's bounds and limitations due to ratvars influence somehow getting intense enough to wake up the insect inside. - Alert one - Light Topaz Alert - 12 crew or 15% tile conversion - Increase in local radiation levels detected and increased status of mental distress, Please check on supermatter related entities and apply cooling if neccesary. - Alert two - Topaz Alert - 18 crew or 15-20% tile conversion as tiles would start being trapped guarenteed crew would start showing signs of being infected, and this is when more air tight deals are meant to fall through.- Large spike in local radiation levels, and composition scans report a shift in station composition, please investigate in order to shield the affected areas and prepare radiation and fire suits for general use, in addition: If deals are being violated, please rectify it as per the level of vandalism caused. - Alert three - Deep Topaz Alert - 24 crew, 30-40% tile conversion(either being met causes hatching) - Chrystaline HyperStructure is indicated to be failing, please cool it down immediately- - Alert four - Deep Topaz Alert - HATCHING - Chrystaline HyperStructure failed. Contain the Chrystaline Delamination with whatever means are available, cooling is highly effective, HEV, and Radiation, suits are reccomended. - Alert five - Final Topaz Alert - 95% tile conversion/Total Living Crew Conversion - Total station Delamination detected. Consider all crew lost. -- Note: I initially intended for the Chrystaline Matter to have the majority of it's information exposed by the CTM at round start. However, I have been informed that any HoS worth their salt would just shoot down the chrystaline matter despite it being the round's main push force, and deal with the consequences from CentComm for destroying something meant to explicitly improve station productivity. ## Administrative & Server Rule Impact - Does this feature introduce any new rule enforcement challenges or additional workload for admins? It involves CTM and metashield weirdness, so yes, it would require some admin oversight to make sure people don’t rush the supermatter whilst it’s behaving. From 41c3de7141a4b44eff8e9fed238dfde5fb3a85e5 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 17:44:29 -0400 Subject: [PATCH 17/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 0c7079f4..fcb1a5bf 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -36,6 +36,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta ## Chrystaline Matter Power Growth. - In order to allow CTM to go through, This can appear roundstart being shipped to the station as if it was an antag, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. + **Core CM Abilities:** - EEPY/passive - Able to convert machines for personal use, VERY limited range of spread, can overcharge power cells to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Able to infect but **ONLY** with the help of an engineering tool, and thus used as an alternate execution method. can infect borgs, but a limited number. - Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. @@ -43,7 +44,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **Space turns GOLD** **CM Infected Abilities:** -- EEPY/Passive - Inbuilt toolset, gets weaker in the cold, vulnerable to cold, has to obey Hive orders. +- EEPY/Passive - Inbuilt toolset, gets weaker in the cold, vulnerable to cold, has to obey Hive orders. Generates resin as well, but far slower. - Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae, buzz when talking.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage. @@ -55,12 +56,12 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - Endgame- Provide an active shield to nearby infected crew when living, thus needing to be taken down first. **Morphs into a mechanical bee automaton** **Engineering Centric Abilities:** -- Early-Mid- Able to RCD unlimitedly, can generate lots of power. Able to make atmos from the start. +- Early-Mid- Can generate lots of power. Able to make atmos from the start. Able to produce various gases. - Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to strong knightly levels. - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. **R&D Centric Abilities:** -- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Borgs can reflect shots struck at them early. Can change batteries to make them run twice as efficiently. +- Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Can change batteries to make them run twice as efficiently. - Mid-Late- Generates even more points, as well as acting as a protolathe that can create any item that science has researched, accessible or not through the regular protolathe. - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. From fdfc2b1cb1c50a7875e4fb392cfe5f2ff77831bf Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 17:55:19 -0400 Subject: [PATCH 18/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index fcb1a5bf..26ecff48 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -35,10 +35,10 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta ## Chrystaline Matter Power Growth. -- In order to allow CTM to go through, This can appear roundstart being shipped to the station as if it was an antag, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. +- In order to allow CTM to go through, This can appear roundstart in place of AI, maybe??, either that or being shipped to the station, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. **Core CM Abilities:** -- EEPY/passive - Able to convert machines for personal use, VERY limited range of spread, can overcharge power cells to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Able to infect but **ONLY** with the help of an engineering tool, and thus used as an alternate execution method. can infect borgs, but a limited number. +- EEPY/passive - Able to convert machines for personal use, VERY limited range of spread, can overcharge power cells to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Able to infect but **ONLY** with the help of an engineering tool, and thus used as an alternate execution method. can infect borgs, but a limited number. Can Multiclass from it's initial pick Through: Healium<->Med, Engineering<->Tritium, Cargo<->Nitrium, R&D<->Proto-Nitrate - Early-Mid- Infecting wires. Able to anchor and unanchor itself. Eye in the Sky Gameplay. infecting floor tiles. Subverting machines in order to make use of them for it's own needs, using them in the same way the AI can use those machines, such as camera routers & Comms Servers. buffing machines it infects to be faster and more resource efficient. Antag Chat. **CAN ONLY SPEAK IN COMMS** can convert crew & Borgs 3 starting infected. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can signal and coordinate on a navmap the infected have access to. Can also signal tiles for infected. Has a research tree like structure that can be used to get various departmental abilities, alongside the abilities it passively gains. Can Overcharge any power cell to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. - Mid-Late- Constructing Subnodes to perform functions for other departments then the chosen one, Infecting walls. Converting mindshielded crew. Causing wire burns along wires it infects if chosen. generating flammable gases. heals infected crew. Increases the ambient temperature if allowed. able to teleport to any other infected tiles. HATCHING(instantly transitions to endgame). Can Overcharge any power cell to 4 times capacity. **Space Turns a yellowish green** - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **Space turns GOLD** From babd84a32d5ff5bd810ca265204605dd59811dc9 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 18:30:58 -0400 Subject: [PATCH 19/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 26ecff48..cd94d001 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -2,7 +2,7 @@ | Designers | Implemented | GitHub Links | |---|---|---| -| SIU + Snippet from Joaco545 + snippet from Dicerson + Snippet from Neadsy | :x: No | TBD | +| SIU + Snippet from Joaco545 + snippet from Dicerson + Snippet from Neadsy + Scrambleking | :x: No | TBD | ## Overview @@ -33,6 +33,10 @@ Eventually depending on it's position, potentially corrupting the silicons into NOTE: HATCHING =/= ROUND END, HATCHING = ALL HANDS ON DECK SCENARIO I.E NUKE BEING ARMED. Effectively it's an antagonist NT wants that turns a chosen department into antags by association, as well as generally rules lawyering deals. +## Possible AI replacement? + + As an alternate form of the antag that Scramble has brought up, this could be an AI replacement. It would be far more engaged in the round by providing various services and boons other then just open, closing, bolting, and shocking doors, as well as having an additional pull and tug against the various departments, whilst giving engineering additional things to do to optimize and set up after their initial round start. Focusing on itself, ensuring it has the right gases to survive, and providing the resources to everyone. Instead of hovering over everyone, and thus pin pointing where antags are, and thus validhunting. It would also be at a mild tension with NT, needing it to survive, and persist. Needing to play nice lest it get thrown out, and if it plays nice. It can get more gases, get stronger, and maybe start being able to work towards hatching, and thus adding a good bit of push and pull to the whole role in general. Not to mention the infection based method of execution encourages a little bit of slight command based corruption, when someone is being too much of an issue. Effectively giving the role it's own unique jobs and dependencies, and giving it more interactions with engineering and sci. + ## Chrystaline Matter Power Growth. - In order to allow CTM to go through, This can appear roundstart in place of AI, maybe??, either that or being shipped to the station, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. @@ -56,16 +60,19 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - Endgame- Provide an active shield to nearby infected crew when living, thus needing to be taken down first. **Morphs into a mechanical bee automaton** **Engineering Centric Abilities:** +- EEPY/Passive - Generates a little power. - Early-Mid- Can generate lots of power. Able to make atmos from the start. Able to produce various gases. - Mid-Late- Facilitates easier creation of metallic hydrogen. Can enhance metallic hydrogen gear to strong knightly levels. - ENDGAME- Gains a knightly dash with a lance it can make, gains the resistances that the metallic hydrogen armor gives. **R&D Centric Abilities:** +- EEPY/Passive - Generates some points, and charges batteries faster. - Early-Mid- Generates points at a fair rate, increases general speed, health, resistance, and damage of infected borgs by a fair margin. Can change batteries to make them run twice as efficiently. - Mid-Late- Generates even more points, as well as acting as a protolathe that can create any item that science has researched, accessible or not through the regular protolathe. - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. **Medical Centric Abilities:** +- EEPY/Passive - Heals crew slowly - Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heavily heal the crew alongside infected. - Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. - ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage From 01128bd2944f52695e5276d2ce776f013bbc2f61 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 22:31:39 -0400 Subject: [PATCH 20/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index cd94d001..0f9fbc2d 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -72,8 +72,8 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. **Medical Centric Abilities:** -- EEPY/Passive - Heals crew slowly -- Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heavily heal the crew alongside infected. +- EEPY/Passive - Heals crew slowly up to crit. +- Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heal rads up to crit. - Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. - ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage From 111493d04583a8d180e11c82b310a4a8aefa4fe3 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 22:35:55 -0400 Subject: [PATCH 21/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 0f9fbc2d..518675bf 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -78,7 +78,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage **Cargo Centric Abilities:** -- Early-Mid- Generates basic materials and spesos. +- Early-Mid- Generates basic materials and something that could be sold. - Mid-Late- Generates advanced materials. Can enhance Proto-Kinetic equipment, as well as further enchance hardsuits. In addition, Pressure immunity is gained by infected crew. Can create more deadly guns - ENDGAME- Gains the ability to perform a radioactive fireball attack. Can damage large portions of non Hive infrastructure. Can create powerful high strength armaments it or it's crew can use. It and it's crew gain resistance to blunt damage. From 9fd7b363eb32f79f75d93c9f466f4c26f3087e45 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Thu, 16 Apr 2026 22:44:57 -0400 Subject: [PATCH 22/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 518675bf..70bb79d0 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -72,8 +72,8 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- It and crew can cause detonations at themselves at will. Gain immunity to explosive damage. Can cause EMPs, localized teleportation of non infected crew, heat spikes, chemical anomalies, you name it, and cause the criticality effects to occur at will. **Medical Centric Abilities:** -- EEPY/Passive - Heals crew slowly up to crit. -- Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heal rads up to crit. +- EEPY/Passive - Heals crew slowly. +- Early-Mid- Generates lowgrade medical chemicals. Gains the ability to heal faster. - Mid-Late- Generates mid-high grade medical chemicals. Gains the ability to revive crew alongside the infected. Additionally, revived and healed crew are resistant to radiation, and gain a virus that converts them over the course of a few minutes. Infected can heavily heal others. - ENDGAME- Very viral, spreads like zombies, infection takes course over a minute. infected crew has immunity to poison damage From 74e707737ee00e9b5ab703512029e32d46d75945 Mon Sep 17 00:00:00 2001 From: terorion2006-beep Date: Sun, 19 Apr 2026 00:55:34 -0400 Subject: [PATCH 23/23] Update SupermatterAntag.md --- src/design-proposals/SupermatterAntag.md | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/design-proposals/SupermatterAntag.md b/src/design-proposals/SupermatterAntag.md index 70bb79d0..a95e988b 100644 --- a/src/design-proposals/SupermatterAntag.md +++ b/src/design-proposals/SupermatterAntag.md @@ -33,13 +33,14 @@ Eventually depending on it's position, potentially corrupting the silicons into NOTE: HATCHING =/= ROUND END, HATCHING = ALL HANDS ON DECK SCENARIO I.E NUKE BEING ARMED. Effectively it's an antagonist NT wants that turns a chosen department into antags by association, as well as generally rules lawyering deals. -## Possible AI replacement? +## Passive Variant - As an alternate form of the antag that Scramble has brought up, this could be an AI replacement. It would be far more engaged in the round by providing various services and boons other then just open, closing, bolting, and shocking doors, as well as having an additional pull and tug against the various departments, whilst giving engineering additional things to do to optimize and set up after their initial round start. Focusing on itself, ensuring it has the right gases to survive, and providing the resources to everyone. Instead of hovering over everyone, and thus pin pointing where antags are, and thus validhunting. It would also be at a mild tension with NT, needing it to survive, and persist. Needing to play nice lest it get thrown out, and if it plays nice. It can get more gases, get stronger, and maybe start being able to work towards hatching, and thus adding a good bit of push and pull to the whole role in general. Not to mention the infection based method of execution encourages a little bit of slight command based corruption, when someone is being too much of an issue. Effectively giving the role it's own unique jobs and dependencies, and giving it more interactions with engineering and sci. + The passive variant compared to the hostile variant, is a roundstart ghostrole that appears nearby to the supermatter, it sometimes appears and in comparison to the hostile variant, only hass access to the passive abilities of each department and it's core passive abilities, and can only get it's departmental NOT core early-mid abilities when fed with certain gases, Tritium for engineering, Healium for medical, Nitrox for Cargo, and Proto-Nitrate for science. + The hostile variant appears roundstart nearby to the supermatter, but is not a ghostrole, but by nature that shouldn't change things too much. ## Chrystaline Matter Power Growth. -- In order to allow CTM to go through, This can appear roundstart in place of AI, maybe??, either that or being shipped to the station, but only able to access the EEPY/passive abilities + the early/mid departmental abilities. + **Core CM Abilities:** - EEPY/passive - Able to convert machines for personal use, VERY limited range of spread, can overcharge power cells to 2 times capacity. Immunity to Burn, Poison, Shock, and Radiation. Resistance to piercing and slashing. Able to insta-ash infected griefers. Able to infect but **ONLY** with the help of an engineering tool, and thus used as an alternate execution method. can infect borgs, but a limited number. Can Multiclass from it's initial pick Through: Healium<->Med, Engineering<->Tritium, Cargo<->Nitrium, R&D<->Proto-Nitrate @@ -48,7 +49,7 @@ Effectively it's an antagonist NT wants that turns a chosen department into anta - ENDGAME- **Is a big ole Bee Queen instead of a rock**. Can use both a player, and eye in the sky pov, albeit the latter makes it form a protective shield but stand still. Can speak in standard chat, rather then only various comms. Causes heavy Radiation, and Burn damage with basic attacks. Can grab crew and break them over the knee to make them dead crew. Converts dead crew into more infected with a numpad action. Can revive dead infected with a fairly long do-after. Emits a high amount of radiation, and heat into the atmosphere. Can Overcharge any power cell to 8 times capacity. Can fly in space, Immune to pressure. Has two handslots, and a natural inventory. **Space turns GOLD** **CM Infected Abilities:** -- EEPY/Passive - Inbuilt toolset, gets weaker in the cold, vulnerable to cold, has to obey Hive orders. Generates resin as well, but far slower. +- EEPY/Passive - Inbuilt toolset, gets weaker in the cold, vulnerable to cold, has to obey Hive orders, Immune to Radiation and Fire. Generates resin as well, but far slower. **has glowing yellow eyes and antennae, buzzes when talking** If exposed to enough radiation, the Mid-late physical effects of **gaining bee like wings, abdomen, and fuzz**, as well as the ability to make resin atmos/circuits. is granted, to add further plausible deniability to the chrystaline matter. - Early-Mid- Inbuilt tool set, includes effectively everything in an engineer's tool belt. Gets strengthened and healed by hot gases. Gets weaker in the cold. Can make Hive Resin Tiles, windows, doors, and walls by generating the resin passively at a rate roughly matching the experimental RCD in terms the ratio to material:what's constructed. Immunity to Burn, Shock, & Radiation damage. Vulnerable to cold damage. **Has glowing yellow eyes, and antennae, buzz when talking.** CQC attacks & Punches deal light Radiation, Burn, and Physical damage. Note: due to interactions with changelings, changelings will get ashed by this antag if converted, and are encourages to pull whatever stops to run away it can. - Mid-Late- Can build hive resin traps(Pits, Permanent Holofans, Hotpipes, Radzones, Blowdarts), circuits, wires, and atmos pipes. Gains pressure immunity. Can perform a leap, which can be an attack if harm is the mode selected. **Gains bee like wings, an abdomen, and the fuzz one would associated with a bee as physical signatures**. Can perform rituals to create a workstation that can make hive based hardsuits, voidsuits, jetpacks, and lances that can be used in harm dashes, These lances can be charged to deal Radiation, Burn, and Physical damage. Can perform conversion rituals on their own on any hive tile. - ENDGAME- **Goes full bee in terms of apperance**. CQC attacks & Punches deal moderate Radiation, Burn, and Physical damage. Gains a stinger that can begin a viral infection that converts a crew member after a minute if they aren't shoved in the oubliette. Passively heats up the atmosphere around them, and emits radiation. Can perform rituals to convert crew, including mind shielded crew at higher speeds on any hive tile. Can construct hive based shuttle components. Gain resistance to slashing and pierce damage.