So what are the exact rules on away mission antags/spawns?

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onleavedontatme
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So what are the exact rules on away mission antags/spawns?

Post by onleavedontatme » #141794

I captured someone as wizard earlier and was thinking about forcing them to removr my implant or something but then I remembered Dante got permad for that.

What exactly are you allowed to do? How much can you test the boundaries of the game? What counts as exploits and what counts as clever experiments?
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Re: So what are the exact rules on away mission antags/spawn

Post by DrPillzRedux » #141796

There's a reason they're called WIZARD ACADEMY DEFENDERS.

Key words, DEFENDERS.

Attacking the station is not defending. It's attacking.

>b-but they're attacking to defend

Look up the definition of defend.
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Re: So what are the exact rules on away mission antags/spawn

Post by CPTANT » #141798

DrPillzRedux wrote:There's a reason they're called WIZARD ACADEMY DEFENDERS.

Key words, DEFENDERS.

Attacking the station is not defending. It's attacking.

>b-but they're attacking to defend

Look up the definition of defend.
Pfff, the entire point of the game is that things escalate in unforeseen ways.

The wizard finding a way to leave the academy was exactly such a "oh shit" moment that makes the game great.

If you don't want it happening write better code. Don't punish players for being creative as antag.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: So what are the exact rules on away mission antags/spawn

Post by Steelpoint » #141800

That's like congratulation the Captain for incinerating all antagonist objectives, and criticising anyone else who questions it as wanting to stifle creativity.

Sure, its possible for the Defender Wizard to be able to leave. But its not only poor sportsmanship but just being all around against the whole concept of the Defender Wizard that can go on to fuck up the round.

This is the kind of thing that will get the Academy removed from the game.
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Re: So what are the exact rules on away mission antags/spawn

Post by CPTANT » #141810

Steelpoint wrote:That's like congratulation the Captain for incinerating all antagonist objectives, and criticising anyone else who questions it as wanting to stifle creativity.
Those 2 things do not sound remotely similar at all. One is metagaming and the other is using regular game mechanics to escape from somewhere.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: So what are the exact rules on away mission antags/spawn

Post by Steelpoint » #141831

I'm annoyed because its people like you who make it we can't have nice things.

The purpose of this Wizard exsisting is to remain and defend the map he is on, not to find a damn way to escape for the 100th time (oh so original) and kill everyone on the station. If you want that wait until you actually get a proper Wizard round.

The sooner someone gets in a proper code solution (make it you can't remove the implant ever) the better.
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Re: So what are the exact rules on away mission antags/spawn

Post by CPTANT » #141833

Steelpoint wrote:I'm annoyed because its people like you who make it we can't have nice things.

The purpose of this Wizard exsisting is to remain and defend the map he is on, not to find a damn way to escape for the 100th time (oh so original) and kill everyone on the station. If you want that wait until you actually get a proper Wizard round.

The sooner someone gets in a proper code solution (make it you can't remove the implant ever) the better.

I'm annoyed because you can't see a regular away mission turning into an extreme threat to the station IS a nice thing.

It is nice because it was unexpected, people copying that shit *1000 is not, which is why you should put up a code solution or make rules covering it.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: So what are the exact rules on away mission antags/spawn

Post by TheNightingale » #141835

See it like this. An Engineer who releases the singularity because they knowingly left the PA on +2 would get Engineering jobbanned. An MD who melts people's stuff by putting acid in cryo would get Medical jobbanned. So a wizard defender who doesn't defend the wizard academy gets antag jobbanned.
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Re: So what are the exact rules on away mission antags/spawn

Post by CPTANT » #141836

TheNightingale wrote:See it like this. An Engineer who releases the singularity because they knowingly left the PA on +2 would get Engineering jobbanned. An MD who melts people's stuff by putting acid in cryo would get Medical jobbanned. So a wizard defender who doesn't defend the wizard academy gets antag jobbanned.
A traitor with an hijack objective who doesn't hijack the shuttle doesn't get antag banned.
A ling that doesnt absorb people doesn't get antag banned.
etc etc
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: So what are the exact rules on away mission antags/spawn

Post by Steelpoint » #141837

The purpose of the Defender Wizard is to Defend the academy.

That's his only purpose to exist and as such I propose it be made a administration ruling that away mission antagonists MUST obey their objectives, in this case to remain at and defend the Wizard academy from any and all intruders.

His job is not to go on the offensive, leave that to the admins.

I don't see the DefWiz as a true antagonist, but mearly as a playable NPC.

If this situation is going to cause us this much trouble then we're better off just disallowing people from playing as the DefWiz alltogther.
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Re: So what are the exact rules on away mission antags/spawn

Post by Stickymayhem » #141839

So make Wizard Defenders an objective stating they must stay and defend the academy, like ninja with reducing casualties.

Problem solved. It's a code oversight not a rule issue.
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Re: So what are the exact rules on away mission antags/spawn

Post by TheNightingale » #141841

That implies they'd follow their objective. In the end, it all boils down to antagonists taking every opportunity to kill everyone.
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Re: So what are the exact rules on away mission antags/spawn

Post by DrPillzRedux » #141842

Except if you have a clear statement saying you must stay, then you will. Like revs and gangs when they're converted or deconverted. Not following that gets them banned.

Though removing the defender would be the wiser move given what little loot is at the academy plus the rediculously powerful wizard npc's all over.
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bandit wrote:what is this

a correct post by pillz
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Re: So what are the exact rules on away mission antags/spawn

Post by Zilenan91 » #141881

Nah the defender is probably the best part about the academy away mission, he should stay.
Spoiler:
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Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: So what are the exact rules on away mission antags/spawn

Post by Screemonster » #141941

Steelpoint wrote:I don't see the DefWiz as a true antagonist, but mearly as a playable NPC.
This is basically how away missions are done on other stations I've played on that make heavy use of off-station PvE raids and the like. The away mission antags are there so the crew can have something a little more unpredictable/intelligent than just seeding the map with a crowd of mobs.
I remember one that had a clown NPC driving a HONK mech, backed up by clown mobs, to act as a boss fight. The honker blast fuckin' rekt the party.
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Re: So what are the exact rules on away mission antags/spawn

Post by oranges » #141946

anyone but dante would've probably got away with a slap on the wrists but dante was already on the watchlists
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Re: So what are the exact rules on away mission antags/spawn

Post by TehSteveo » #141950

Stickymayhem wrote:So make Wizard Defenders an objective stating they must stay and defend the academy, like ninja with reducing casualties.

Problem solved. It's a code oversight not a rule issue.
Except they ignore that said objective and murderbone anyway. Which is something we allow the antagonist to do. Yet, then again ninjas are rare and don't constantly respawn in an away mission when they die.
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Re: So what are the exact rules on away mission antags/spawn

Post by Cheimon » #142066

CPTANT wrote:
Steelpoint wrote:I'm annoyed because its people like you who make it we can't have nice things.

The purpose of this Wizard exsisting is to remain and defend the map he is on, not to find a damn way to escape for the 100th time (oh so original) and kill everyone on the station. If you want that wait until you actually get a proper Wizard round.

The sooner someone gets in a proper code solution (make it you can't remove the implant ever) the better.

I'm annoyed because you can't see a regular away mission turning into an extreme threat to the station IS a nice thing.

It is nice because it was unexpected, people copying that shit *1000 is not, which is why you should put up a code solution or make rules covering it.
But it's not unexpected for players to twist any status into "I can murderbone at last". It's happened again and again.
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Re: So what are the exact rules on away mission antags/spawn

Post by Takeguru » #142245

oranges wrote:anyone but dante would've probably got away with a slap on the wrists but dante was already on the watchlists
Pretty much.

free dante 2015
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Re: So what are the exact rules on away mission antags/spawn

Post by oranges » #142293

no I didn't mean they didn't deserve it, just that if you aren't a continuous shitter you can probably get away with it now and again.
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