Stop removing modes from rotation ya nerds

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Stop removing modes from rotation ya nerds

Post by Incoming » #214555

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There is absolutely no reason to remove fully functional modes from rotation. You can set a round type as rare as you want it, but keeping that outside chance of getting fucked by something exotic is important to keeping things diverse and exciting.

Bring back Abductor/Gang/Meteor/Monkey

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Re: Stop removing modes from rotation ya nerds

Post by calzilla1 » #214556

WAIT THEY BROUGHT BACK FUCKING BLOB?! Fucking hell, no one likes blob... or at least the fuck ton of suicides tell me that
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Re: Stop removing modes from rotation ya nerds

Post by Wyzack » #214566

BRING BACK ALL DISABLED MODES


EXCEPT THE ONES I DONT LIKE

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Re: Stop removing modes from rotation ya nerds

Post by Owegno » #214567

Monkey and Meteor are broken. Abductor is a side antag and nobody likes gang. All is well.
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Re: Stop removing modes from rotation ya nerds

Post by Incoming » #214569

MSO just made changes to space movement specifically so meteor wouldn't be a laggy mess.

If monkey is broke it's fairly recent, but it will get fixed a lot faster if people tell us what's wrong with it.

People seemed to be enjoying abductor and there's nothing wrong with a lower intensity round every now and then.

Someone out there must not hate gang, maybe.

Listen I'm not asking for some great revival here I'm just saying that up until fairly recently all these modes were on (monkey a little less so but still).
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Re: Stop removing modes from rotation ya nerds

Post by Owegno » #214572

Monkey is supposed to end on antag death (Or I assume so from the check antag panel) but that does not happens. Every round I have seen would of just become extended only 20-50% of the crew were dead forever. Also the crew wins 100% of the time.

I say meteor is broken because it is shit mechanically. There is little gameplay other than loot one of the few space suits and wait while the station is deleted, or go hide on mining.

I will admit I have no real issue with abductor as they create low intensity rounds akin to extended.
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Re: Stop removing modes from rotation ya nerds

Post by Saegrimr » #214582

Honestly I like abductor better as a side-antag in the middle of a round rather than its own roundtype.

Fuck meteor though, its just Extended for 20 minutes while everybody hides in the space bar/hotel.
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Re: Stop removing modes from rotation ya nerds

Post by onleavedontatme » #214583

Saegrimr wrote:Honestly I like abductor better as a side-antag in the middle of a round rather than its own roundtype.

Fuck meteor though, its just Extended for 20 minutes while everybody hides in the space bar/hotel.
Space ruins with teleporter ruin meteor more than I thought was possible.
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Re: Stop removing modes from rotation ya nerds

Post by Professor Hangar » #214584

Not long ago we had a meteor round on one of the ministation maps.

I think we had ONE person survive to the end of the round, and expired shortly after end text.
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Re: Stop removing modes from rotation ya nerds

Post by Cik » #214585

meteor is dumb because there's nothing to do

it creates no conflict because there's no actual chance of survival

engineering has no ability to turn the tide at all, there's no incentive to fortify anything, the only thing that does anything are the force fields and they can't really be manufactured and require no power so there's no power supply protection issues either

basically engineering is barely there as a department and it's supposed to be their antag but there's nothing to actually do because >barely there as a department
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Re: Stop removing modes from rotation ya nerds

Post by WJohnston » #214588

I actually rather like abductor as a mode, from what I've played of it. Four teams is just more fun than one. It currently is ONLY developed enough for a side antag, however. It lacks a lot of substance and tactic, and has a super counterproductive penalty for purchasing more equipment. Wouldn't it be nice to spend some of those hard earned points to make your job easier WITHOUT it detracting from your total score? It doesn't matter anyway because all there is to buy right now is replacement equipment, which is a shame.
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Re: Stop removing modes from rotation ya nerds

Post by IcePacks » #214682

abductor is fun to play against as security

it's less about stopping the antags and more about watching the chaos that unfolds, really
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Re: Stop removing modes from rotation ya nerds

Post by 420goslingboy69 » #214852

Abductor is a fun and interesting round. No remove
Also funny to see aliens get found out at roundstart like 50% of the rounds because some agent/scientist teleports themselves in not knowing how to play
i play :):):):):)autumn sinnow
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Re: Stop removing modes from rotation ya nerds

Post by Reyn » #215175

Bring back everything other than meteor/asteroid. And yes. BRING BACK SHADOWLING
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Re: Stop removing modes from rotation ya nerds

Post by TehSteveo » #215195

Reyn wrote:Bring back everything other than meteor/asteroid. And yes. BRING BACK SHADOWLING
Shadowling is dead. Creator removed it from the code.
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Re: Stop removing modes from rotation ya nerds

Post by Cuboos » #215196

TehPear wrote:
Reyn wrote:Bring back everything other than meteor/asteroid. And yes. BRING BACK SHADOWLING
Shadowling is dead. Creator removed it from the code.
Why
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Re: Stop removing modes from rotation ya nerds

Post by DemonFiren » #215198

If I had to wager a guess, codebaby that nobody else should touch and it's better removed than fixed.

But that's just my faith in humanity talking, so I'm almost literally pulling this out of my ass.
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Re: Stop removing modes from rotation ya nerds

Post by TehSteveo » #215199

Cuboos wrote:
TehPear wrote:
Reyn wrote:Bring back everything other than meteor/asteroid. And yes. BRING BACK SHADOWLING
Shadowling is dead. Creator removed it from the code.
Why
That would be a question you'd have to ask Xhuis. All I know he's the one who wanted it gone. Truth be told, shadowling wasn't that bad. It just had really huge momentum swings in whether or not the shadowlings would be ones to hatch in light or if they thrall all of security and command.

Edit: Apparently Xhuis wants to rework Shadowling, but from the ground up. https://github.com/tgstation/tgstation/pull/18951
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Re: Stop removing modes from rotation ya nerds

Post by Davidchan » #215207

Cik wrote:meteor is dumb because there's nothing to do

it creates no conflict because there's no actual chance of survival

engineering has no ability to turn the tide at all, there's no incentive to fortify anything, the only thing that does anything are the force fields and they can't really be manufactured and require no power so there's no power supply protection issues either

basically engineering is barely there as a department and it's supposed to be their antag but there's nothing to actually do because >barely there as a department


Functionally fixing meteor is easy on paper, the hard part is properly coding it to work as it should.

Ideally, Meteor would your standard survival game mode with automated CC announcements giving a short warning about the direction the next wave is coming from and an estimated mass and type of meteors inbound (I.E. a pseudo-crytpic message about the estimated tonnage of rock inbound with detected minerals that a nerd could reasonably deduce if it would be a large wave of rocks or just a few heavy ones).

Teleporters would have to be disabled or only work on the station Z level, with all other Z levels (save for mining) being inaccessible or outright deleted to discourage/prevent players from running away and just trying to wait out the round until they can pressure admins into ending the round.

Warnings would give engineers and those helping them 3-5 minutes to move field emitters into place and set them up, reinforce areas that can't be covered and repair what ever else. Every few survived waves cargo would receive a relief package being supplies that can be used to rebuild, more field emitters to protect the station or other high value items or bonus points to buy things that might help.

Initial waves are small and from one direction, increasing in number, variety and even having multiple directions so that one or two sides of the station in its entirety could be targeted at once. Rogue meteors that aren't announced or only given a brief warning that can strike anywhere on the station to fuck things up could also increase in frequency. Meteor penetration would also need to be toned down significantly given how common it is for tungska and other types of meteors to pierce 20+ tiles in a row without stopping. Cause that was a great idea.

This mode of course isn't worth the time to most coders because a significant number of tg regular players refuse to take part in a round in which they are not allowed to murder and vent violence, and since there is no feasible means to stun prod and toolbox a meteor into submission no amount of work would bring it down up to tg standards.The only solution to that would be have a random chance each wave that xenos, swarmers or some hostile side antag like spiders or a demon have a chance to spawn at the location of a meteor strike and wreck havoc while the crew is trying to make things work.
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Re: Stop removing modes from rotation ya nerds

Post by InsaneHyena » #215208

Remove clock cult too.
Bring back papercult.

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Re: Stop removing modes from rotation ya nerds

Post by ShadowDimentio » #215213

Blob: Increase, it's fun and doesn't happen enough.
Traitorchan: Remove. Changeling is still cancer and until you bring back parasting and remove immortality it always will be.
Double agents: It's fine but should be lowered as it's just traitor with more kill objectives.
Traitor: Increase slightly reflecting the traitorchan removal.
Clockcuck: Switch odds with regular cult, as it's worse.
Cult: See above
Extended: Change to a event mode with much more frequent events, increase slightly.
Nuke: Fine.
Rev: Fine.
Wizard: Increase with blob, it doesn't happen ei nuff
Ayy: I thought it was a fun gamemode, bring it back.
Gang: Good riddance to bad gamemodes I say
Meteor: The event gamemode suggested would basically be meteor but more interesting, keep it removed.
Monkey: Get these garbage memes outta here
Changeling: If this ever comes back without parasting I'll kill myself
Rangin Mages: Should come back, wizard never comes up ei nuff.
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Re: Stop removing modes from rotation ya nerds

Post by InsaneHyena » #215218

> Gang was removed from the rotation
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Bring back papercult.

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Re: Stop removing modes from rotation ya nerds

Post by Cobby » #215219

I'm biased af when it comes to this, but I love cult rounds [blood or clockwork], and think the only way to improve it [since the major complaint is everyone is trash when it comes to those gametypes] is to up the chances so people get more practice.

Also blob is my least favorite gamemode. Of all the rounds I've seen, I have only seen one that was a close game [the crew won because smart people got a hold of xrays]. Of all the games, blob is definitely my least favorite [Is the crew fighting you early? - Lose ; Are they spread out? - Win ;; [Lategame] Do They have xrays? Yes - Lose ; No - Win]. Not much deviation [if any] from that formula.

I'll take gang back with like a 1% [although you'll just create the cult syndrome I brought up earlier], but the other ones aren't really fun and I'm glad they're gone outside of badmin options.
Owegno wrote:Monkey is supposed to end on antag death (Or I assume so from the check antag panel) but that does not happens. Every round I have seen would of just become extended only 20-50% of the crew were dead forever. Also the crew wins 100% of the time.

I say meteor is broken because it is shit mechanically. There is little gameplay other than loot one of the few space suits and wait while the station is deleted, or go hide on mining.

I will admit I have no real issue with abductor as they create low intensity rounds akin to extended.
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Re: Stop removing modes from rotation ya nerds

Post by Davidchan » #215223

Gang mode was just fine until security took it as their god given mission to red text anyone and everyone.

Monkey just generally lacked anything good about it, a rehashed or better version that gives the monkey more to do than random vent crawling, biting people and dying almost instantly. There is no build up for the mode and the only goal of the monkey(ies) is to spread the disease. Though I guess if we give them too much it just becomes a rehashed xenos or spiderbus even

Changeling and all related modes are just broken, changelings are ludicrously powerful and require almost no effort on part of the ling to reach said power. What happen to the old days of Lings having to actually eat people to get their powers? Start them off with parasting and make every power they earn after that acquired randomly by eating a person. Eating monkeys should just restore their chem gland and not give powers, to include unmonkeys.

Shadowling was fine by account, against just comes down to security's general hard on for red texting and declaring absolute martial law the second a thrall was spotted.

Ayyductors I tend to agree on not being strong enough to hold a round by themselves unless they were some how given the ability to trigger events on the station or use their science points to spawn hostile or unusual creatures around the station to give the crew something to do between ayyductions.

Adding back Zombies with a 1% could be entertaining, they were kinda dumb on their own but could make for interesting rounds when given a chance.
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Re: Stop removing modes from rotation ya nerds

Post by PKPenguin321 » #215253

shadowling was removed because he wanted to rework it into an antag kind of like abductors where it's more side antaggy but it never happened
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Re: Stop removing modes from rotation ya nerds

Post by aranamor » #216561

Meteor is good, people are just salty that there's nobody to blame and therefore valid. With a little preparation it's completely survivable, if round-ending the way Wizard is. Meteor Shields exist to cockblock it but Space God forbid you little weirdos ever cooperate on a project. Meteor every day for a week because somebody in charge was feeling malicious was not fun. Meteor in the mix of round-ending awful things happening is. Also, raise the weight of extended. Shit always degenerates into mass hysteria anyway, the sole difference is again that there's no immediate valid so you can't 'win'.
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Re: Stop removing modes from rotation ya nerds

Post by onleavedontatme » #216562

it's completely survivable
That's the problem. Going to another Z level or standing in the center of the station for an agonizing 40 minutes of lag and nothing else happening is not fun.
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Re: Stop removing modes from rotation ya nerds

Post by ShadowDimentio » #216566

ShadowDimentio wrote:Extended: Change to a event mode with much more frequent events, increase slightly.
Meteor: The event gamemode suggested would basically be meteor but more interesting, keep it removed.
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Re: Stop removing modes from rotation ya nerds

Post by MrEousTranger » #216582

round down all the percentages on the existing list and add it to extended.
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Re: Stop removing modes from rotation ya nerds

Post by peoplearestrange » #216715

Honestly Im more sad that Shadowling was COMPLETELY removed from the code. Like even the sprites...

Also I know it was buggy but shame HoG never got fixed/finished, because that could actually be pretty fun.
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This is my moment, what are you doing?!
Anonmare wrote:Oranges gestures at the thread, it shudders and begins to move!
Saegrimr wrote:
callanrockslol wrote:all you have to do is ban shitters until the playbase improves/ceases to exist, whichever comes first.
IM TRYING
Screemonster wrote:hellmoo is the mud for grown adults who main reaper in overwatch
Kor wrote:
confused rock wrote:...its like if we made fire extinguishers spawn in emergency boxes and have them heal you when you put out fires rather than them being in wall storages...
Are you having a stroke
bandit wrote:you are now manually GLORFing
MrStonedOne wrote:The best part about the election is when I announce my pick because I'm just as surprised as everybody else.
PM:[USER]->IrishWristWatch0: Yeah, im make it on but how im make the station to to sun and not go to sun

OOC: Francinum: Five Rounds at PAS's
"You are destinied to defeat Dr. Uguu and his 5 Robot Masters
(All-Access-Man, ShootyBlackCoat Man, ChloralHydrate Man, Singulo Man and TeleportArmor Man)"
I'm a box
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