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Re: Abduction [Gamemode]

Posted: Sun Apr 26, 2015 11:39 am
by Miauw

Bottom post of the previous page:

but yeah i would be against these sprites for on-station stuff because they're so jarringly different, but landing in something that looks so alien compared to the station probably contributes to the experience :V

Re: Abduction [Gamemode]

Posted: Sun Apr 26, 2015 12:37 pm
by imblyings
It was good to be let off the leash :^)

thanks anturk

Re: Abduction [Gamemode]

Posted: Wed Apr 29, 2015 2:21 pm
by peoplearestrange
Looks god damn amazing. It is jarringly different to the station, but I think that really works with the game mode. Its like a "oh shit where the fuck am I now?!" kinda experience. Nice work!

Re: Abduction [Gamemode]

Posted: Thu Apr 30, 2015 11:42 am
by Incomptinence
Is this in rotation yet? It should be seems to not ruin everything or have demigod code babies.

Re: Abduction [Gamemode]

Posted: Thu Apr 30, 2015 1:43 pm
by AnturK
Forgot to post the latest update here:
https://github.com/tgstation/-tg-station/pull/9185

Mostly fixes and admin buttons this time though. The only new feature is buying spare equipment for experimentation points. Baton is priced at 2 points so you can't arm scientist from the get go.

Re: Abduction [Gamemode]

Posted: Sun May 03, 2015 10:20 am
by Tokiko2
This gamemode is amazingly entertaining and very playable in lowpop. Consider lowering the required player amount even further, maybe 12? Keep in mind that in lowpop this usually means that half the players will latejoin anyway.

Also, I think that the round should not instantly end if there is only one abduction team and they complete their objective. Is there any need for this to happen? You could have centcom send in a forced emergency shuttle or something.

Re: Abduction [Gamemode]

Posted: Tue May 19, 2015 9:53 pm
by CPTANT
So what does everyone think of the gamemode?

Personally I find it lacking, it just feels one-dimensional in what the abductors do. Its virtually always just find an isolated guy, bag him and bring him up. there is never the WHAT WILL THEY DO NEXT most other gamemodes have.

Personally I think abductors would be way better as a random addition to existing rounds like the ninja or revenant than as a seperate gamemode.

Re: Abduction [Gamemode]

Posted: Tue May 19, 2015 9:57 pm
by Incomptinence
Real fun to watch and I hope real fun to do looks like a good one.

Re: Abduction [Gamemode]

Posted: Wed May 20, 2015 1:34 pm
by Cheimon
I enjoy this roundtype, it's nicely different and the gameplay is fun. Abductors are tricky to hunt as security but it can be done and it's very rewarding when you succeed. Doesn't seem to be poorly balanced, and it's very fun to watch if you die (and honestly, that's the mark of something good to me).

Re: Abduction [Gamemode]

Posted: Wed May 20, 2015 3:58 pm
by Gun Hog
Is this mode enabled on Sybil? I have not seen them show up in the rotation list there, nor have I seen an abduction round at all lately.

Re: Abduction [Gamemode]

Posted: Wed May 20, 2015 4:20 pm
by DemonFiren
I think the ayys are a random, rare event, much like the lusties.

Re: Abduction [Gamemode]

Posted: Wed May 20, 2015 5:25 pm
by AnturK
Right now it's admin-only. I'll add rare-event version once the feature freeze ends.

Re: Abduction [Gamemode]

Posted: Thu May 21, 2015 4:54 am
by Incomptinence
Round type version has merits. I think it is like competing teams to catch and release the most humans?

Re: Abduction [Gamemode]

Posted: Thu May 21, 2015 4:58 am
by Tokiko2
I agree with that. It should be avaible as both event and roundtype, just like blob. Maybe even consider a traitorabduct combination gamemode similar to traitorchan?

Re: Abduction [Gamemode]

Posted: Thu May 21, 2015 9:36 am
by DemonFiren
Maybe abductor-chan is better, for maximum paranoia.
"So, which one of the three Captains is the real one, again? Oh, wait, there goes a fourth."