# Syndicate Station 13 ## Abstract **Nanotrasen, the main corporation and bases of most SS13 servers,** we start in Nanotrasen, we live in Nanotrasen, and we die in Nanotrasen, but have you ever wondered what's on the other side? There is a high amount of gameplay, lore, and RP that can be obtained through making a specific station map that supports a Syndicate Station with **different laws and rules of behavior than Nanotrasen.** We see the Syndicate send all sorts of wicked things to Nanotrasen; hired changelings, infiltrators, sleeper agents, and nuclear operatives showing different types of morals and systems of operations. This is where we can explore more deeply into the different rules of behavior players would have under the Syndicate, which this text will describe at a higher degree later on, but basically **a more goal-oriented and tyrannical station** as a reference like the *Galatic Empire* from *Star Wars*. ## Intro The station will be a mesh of all the syndicate factions into one station, with each faction of the Syndicate supporting the creation of one or multiple departments in the station, such as: **Command:** MI13 **Security:** The Gorlex Marauders **Engineering:** Cybersun Industries **Science:** Waffle Corporation **Medical:** Interdyne Pharmaceutics **Supply:** Black Market Operators **Service:** Donk Company **Silicons:** S.E.L.F This will create a special system based on the interests of factions and the rule of the station being less about cooperation and respect in the chain of command for just being a part of it and more about fear and keeping control over the factions. ## Station Features 1. The station will give most departments sufficient resources to do their job more efficiently, such as **fully upgraded machines, more workspace, and more general round start resources.** 2. The station will be designed to fit into a more Syndicate theme, with **jobs and access changing to fit the general theme of the corporation's purposes.** 3. Station machines will be altered **to be emagged or to be their Syndicate variants** ## Goals ### Map Goals - [ ] - Make station walls and floors more Syndicate-like. - [ ] - Change machines to be max upgraded, Syndicate Variant, or Emmaged - [ ] - Add more round start resources for jobs - [ ] - Change departments to have more space for job purposes. - [ ] - Change door access to fit the syndicate more ### Code Goals - [ ] - Change some antag UI to fit the Syndicate Station theme - [ ] - Modify centcom messages to fit into the Syndicate Station theme. - [ ] - Make a system to load the mining station at runtime - [ ] - Create a syndicate mining station to replace the normal one for syndiestation - [ ] - Add a system to check if the station is syndie station (probably a station trait) - [ ] - Replacing basic station spawned cosmetic things like posters - [ ] - Change items or other things descriptions that reference Nanotrasen (Might not be neccesary for somethings  since the syndicate steals supplies from nanotrasen) ## Non goals #### 1. Making a station that is basically just a reskinned Nanotrasen. #### 2. Making everyone in the station just an antag with no basic rules. ## Policy Differences Some things are bound to be different in what's acceptable in the Syndicate compared to Nanotrasen; of course, the basic rules will stay the same, but there will need to be a slight relaxation of some rules for the Syndicate to run as the Syndicate should run in an RP scenario. This mostly boils down to giving more leeway for people to act in a more Syndicate-themed way, being able to disregard others for achieving goals related to one faction's objectives, and letting non-antags undermine *Escalation Policy* ## Summary The main purpose of this is to make a new, fresh station gameplay type that takes off the focus of Nanotrasen and puts a focus on the deep and interesting world of the Syndicate. This changes how rounds go from jobs grinding to get the resources they need to do stuff to jobs starting with those resources and just getting right into it, making crewmembers more prepared to start with combat or their gimmicks as increased resources also call for an increased amount of threats. The syndicate having multiple factions conflicting with each other and outsiders conflicting with them will make very intensive fast paste rounds. The change in setting and relaxation of escalation rules to achieve one's goals will lead players into doing things they cannot do RP-wise in a basic Nanotrasen station, leading to possible interactions that simply aren't possible in other current maps. The increase in factions and lore within a station will also cause some cemented internal conflict, and players will learn a little more about the wide universe and lore of SS13.