Okay, I did some thinking on the way home. IF I can get a good understanding of SS13's code, here's what I'd like to play...and thus try to make.
- Recommission SS13 as a mining station. Now Toxins has a reason for existing! Explosive mining!
- Reclaim mode. The station is down and you don't know why. Fix it, and in the process, probably discover why (if anything). It might be nothing...
- Mining mode. The station is always attached to an asteroid (which, actually, can be pressurized as long as you mine carefully). Extract some ore. Maybe something horrible lurks inside the asteroid. It might be nothing... When you mine out enough ore to fill the station's hoppers (should take quite a while), you can feel free to call the departure shuttle without the station having to blow up first. No more drawn-out three hour games!
- The arrival shuttle and the bridge both have *secure crates* that can't be opened until the Big Event happens. Often they are empty.
What can go wrong in Mining Station 13?
- Traitors, like normal! Except they don't want to escape on the shuttle. No, their mission says "escape the station", which could mean the shuttle--but their radio can ALSO call a Syndicate escape craft, smaller than the shuttle, which docks to one of three other docking bays of the traitor's choice. The crew gets a warning that an unknown craft is approaching when it gets called, and then four minutes later, "Unknown craft is docking at auxiliary bay C in one minute". Seriously, traitors always die from random griefing before the shuttle arrives.
- A black hole! Hey, you never know what you can find while mining. For some reason, you set off some alien device in the heart of the asteroid. Better escape, it's going to expand over time.
- A plague! In the asteroid or on the shuttle.
- Aliens! They may have pods in the asteroid, or on the reclaimed ship. When the pods are found, dead players can press a button to put themselves back in the pool for aliens. Dead players are chosen first, and then random living players, until the number of aliens would equal half the number of living humans. They burst from their pods and have to kill everyone, while the humans have to hold the fort until the shuttle arrives. The *secure crates* have guns, and a couple of sentry turrets! Gene-hacking a dead alien may give you a way to kill the rest faster!
- Some mining missions are combined with an Artifact inside the asteroid. If possible, bring it to the departure shuttle when you evacuate, and you can feel better about yourself! (The Traitor, of course, often wants to escape alone with it in his private escape pod.) So the Traitor sometimes has advance warning about what's going to happen.
- Of course the Traitor, true to Aliens mythos etc, may actually be working for CentCom while the other crew are expendable...
To keep things moving, the Captain is (plotwise) encouraged to keep the mission going. IE, the crew MUST restore the station, the crew MUST keep mining, it's their mission. And the crew is encouraged to start to feel disgruntled towards the captain if he advocates not mining/etc (because that's where the miners get their "paychecks", etc).