# Game Systems
Antares has some game systems that are very different from most of SS13, but not without good reason (at least, in my opinion). Some people may initially hate the idea of some of these, but I believe they're good design, consistent with the design philosophy of Antares, and leads to interesting gameplay.
Some servers (such as Eris, Lifeweb, IS12, etc) have some of these features, but many won't be familiar with them.
## Stats
Yes, RPG-like stats. There are 4 main stats:
- Robustness
- Endurance
- Dexterity
- Intelligence
These are calculated at round-start, calculated with your traits/quirks (see other section), your selected job, selected species, and a little bit of RNG.
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**Robustness** is your strength value--how well can you wield melee weapons, how hard do you punch, and how easy is it for you to get out of grapples or binds?
**Endurance** is your health/stamina value--how much of a beating can you take, how resilient are you to pain, and how steadfast are you in the face of hunger and thirst?
**Dexterity** corresponds to everything you do with your hands or legs--how fast can you crowbar a door open, how well can you wield guns, and how much can you be slowed down?
**Intelligence** corresponds to everything you do with your brain--how well can you remember facts about others, how adept are you at operating computers, and how fast are you at administering medicine or surgery? This is the only stat that can act as a hard gate--low-intelligence characters will be completely unable to do certain things like surgery or netrunning.
Stats can be viewed at any time in your character menu. All in all, they mostly affect you in very obvious ways, and all are useful in their own regards.
Why do stats exist? Primarily to create distinctions between player characters and jobs outside of "how well equipped are you at round start". A fist fight with a mercenary versus a fist fight with an artifact researcher are bound to go much differently (robustness), and this changes how you approach the game. Not everyone will be able to do everything, and some characters will always be better than others.
### Loved / Hated Foods
This is basically what it says on the tin.
You really like or really hate certain types of flavors (salty, sweet, sour) or specific foods (cake, burgers, junk food) or types of foods (vegetarian, meat, exotic).
This means you can't just slam down 4no raisins at round start and gives the innkeeper/attendants some variety to work with--can't just cook the same thing for everyone, now.
## Roundstart Dormitories and Station Meetings
In normal SS13, you usually spawn at your job and can begin working immediately. Not in Antares! That's a little boring and means roundstart is always deterministic. One advantage that SS13's system does have is that it makes it easier for new players to find where they're going, but it can often leave them confused as to where they are as well.
In Antares Expedition, everyone spawns in the ship dormitory, usually in their own room. Everyone is given some time to check their character sheets, traits, relationships, etc before they must go out into the common area connecting the dorms together. There, everyone can mingle, share ideas for what to do next, and foster their relationships.
The dormitory is closely connected to the canteen, and some people start out hungry/thirsty at roundstart. Not everyone has to eat right now (that'd be hell for the innkeeper) but a lot will.
Crewmembers can only be let out of the dormitory if they have head access, or once the captain or HoP lets everyone out (In Antares, a captain or HoP is required for the round to start). Crewmembers can then proceed to their jobs, or the canteen, or anywhere else depending on what they've decided.
At roundstart, all heads spawn in the same room as the captain, and can begin the station meeting. The captain can call in the rest of the crew to the meeting room, but this is not strictly necessary. The captain and heads decide what to do based on the report given to them by Antares Central, the crew manifest, and the list of expeditions they can embark on. This lets all the heads get to know eachother and build a more interesting roleplay dynamic as everyone voices their opinions. After this is over, the heads can proceed to their department and begin working.
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Why is all of this done? One simple reason, really: it forces people to interact.
In SS13, it's not uncommon for you to spawn in your job's location and then literally never see anyone for the rest of the round. This is frankly a travesty in a multiplayer game based on intrigue like SS13. It's partly solved by better job design and less singleplayer gameplay, but I think forcing people together in some situations is also really good for roleplay and intrigue in the same way.
Some more miscellaneous benefits to this kind of system:
- Assassins/traitors are able to see their target, their job and where they're going.
- Gives people a better idea of what jobs are on the station, or what nobody is available to do
- Gives people a good idea of how many people are on the ship that round.
- Lets people coordinate between departments before the round starts
- Less deterministic--now you have to talk to people, maybe get food/a drink, listen to the station meeting, THEN proceed to your job.
- Lets new players latch onto others and follow them around to find out where everything is on the station
- Gives people explicitly time to look at their character sheets/traits/etc as mentioned before, as well as ponder their wardrobe.
## Roundstart Ship Randomness (Ship Traits)
This one is fairly self-explanatory, really. A lot of things on the ship will be randomized roundstart to create more interesting and less deterministic rounds. Some servers call these 'station traits' which I think is apt (except its a ship so its ship traits!!)
For example:
- Broken machines/computers at roundstart, prompting the mechanic or cyberneticist to come fix and interact with others
- Broken lights, windows, etc that mechanics must fix that potentially allow for thieves or spies to flourish
- Especially undersupplied/oversupplied warehouse and logistics
- More resources/less resources for the undership
- More dangerous or less dangerous expeditions available at roundstart
- Some people start drunk/high/hungover
- More trash around the station
Can't think of much more but theres some decent ones
## Dynamic Mode Events/Antags
Not much to add here, Antares will be using the dynamic mode for its expedition gameplay. Station events will still exist (though will be rare since enough chaos will be generated already), and the dynamic mode system will be used to spawn antagonists such as cultists, thieves, etc.
## Mood System
Not much to add here as well either, really. Mood systems are fairly common in SS13, but here's some elaboration on what that means really.
'Mood' is affected by many things such as
- eating really good food (+),
- seeing dead bodies (-),
- being an antagonist (+),
- seeing a friend or family member get hurt (-),
- being in a clean area (+),
- overdosing (-),
- getting high (+) etc.
Higher mood gives you benefits such as minorly increased stats and less chance of negative ailments from medication. Low mood makes you slower, adds screen grain (maybe) and if especially low makes you hallucinate or pass out.