
colonial marines doesn't have the traditional jobs you'd see on goon, hippie, or tg as they wouldn't fit into the gametype). plus you have scp items which give the wearer unique powers, abilities, and other crazy shit that will need to be coded in.Īlong with this, having an scp gamemode will require most of the jobs which ss13 has to be scrapped and replaced with relevant ones (e.g. not moving when in a frontal cone of you) and player mechanics (such as blinking for that scp). The whole scp thing is very complicated, with specific mob ai (e.g.

But it doesn't seem like it'd be too hard to make one.Ĭreating an entirely new gamemode in ss13 takes time, effort, and dedication to the idea, alien colonial marines didn't just magically appear after someone spat out the idea, it was developed over years from the first design for the gamemode.
