Away missions 2: Rebirth
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Away missions 2: Rebirth
I've fixed up away missions so they actually can run without crashing the server now.
However, content wise they havent been balanced and there's still likely a number of bugs remaining with them.
HOW TO ENABLE AWAY MISSIONS ON YOUR SERVER:
1. In your tg-station folder, go to _maps/RandomZLevels/fileList.txt and remove the # in front of the away mission maps you want to enable.
2. IMPORTANT! Go to your config folder and uncomment or add this line without the quotation marks to your space_levels.txt: "Away Mission;8;unlinked". MAKE SURE THIS LINE IS ONLY UNCOMMENTED WHEN AWAY MISSIONS ARE ENABLED OR IT WILL CAUSE RUNTIMES!
3. You can set the delay before the gateway is enabled in the game_options.txt config.
Feedback for content balancing and bugs welcome.
Also, I need someone to help me with the Active turfs at rounstart mapping issue I've been running into.
However, content wise they havent been balanced and there's still likely a number of bugs remaining with them.
HOW TO ENABLE AWAY MISSIONS ON YOUR SERVER:
1. In your tg-station folder, go to _maps/RandomZLevels/fileList.txt and remove the # in front of the away mission maps you want to enable.
2. IMPORTANT! Go to your config folder and uncomment or add this line without the quotation marks to your space_levels.txt: "Away Mission;8;unlinked". MAKE SURE THIS LINE IS ONLY UNCOMMENTED WHEN AWAY MISSIONS ARE ENABLED OR IT WILL CAUSE RUNTIMES!
3. You can set the delay before the gateway is enabled in the game_options.txt config.
Feedback for content balancing and bugs welcome.
Also, I need someone to help me with the Active turfs at rounstart mapping issue I've been running into.
- Aranclanos
- Joined: Tue Apr 15, 2014 4:55 pm
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Re: Away missions 2: Rebirth
you can fix the bugs, balance and other minor things, but doing so you aren't change what away missions are at the end.
They are awesome the first round, filled with discovery and wonder, but once you played them once or twice they won't change. They'll be the same maps where you arrive, loot it and come back to the station to play SS13.
They are awesome the first round, filled with discovery and wonder, but once you played them once or twice they won't change. They'll be the same maps where you arrive, loot it and come back to the station to play SS13.
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- Joined: Fri Mar 13, 2015 10:26 pm
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Re: Away missions 2: Rebirth
Away Missions work best as one off, rare events yeah.
Unless we get some decent random generation going and some interesting enemies, traps etc. Might give it more replayability.
Roles for ghosts might also breathe life into it.
Still glad to have let a new batch of players experience the exploit free wonder so thank you for that.
Unless we get some decent random generation going and some interesting enemies, traps etc. Might give it more replayability.
Roles for ghosts might also breathe life into it.
Still glad to have let a new batch of players experience the exploit free wonder so thank you for that.
- oranges
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Re: Away missions 2: Rebirth
I'm still 100 percent behind the idea of making them an entire roundtype, it can be set to a low percentage, so you see them quite rarely, and they'll be an occasional change of pace from our usual rounds.
- DrPillzRedux
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Re: Away missions 2: Rebirth
Goons adventure areas can be accessed anytime. People don't go to them often for a few reasons. I'd think about them.
You have do to some math to access them.
You have to find the secret coordinates if you don't know them already. You still have to do math.
The loot is fucking great, including syndi gear and weapons, but enemies are deadly as fuck and there's puzzles.
Enemies gib the shit out of you and stun lock you.
You absolutely must prepare before you enter them or you die.
Their portal drains energy very fast, so a good power supply is needed.
Their areas are the same every round and after 2 years of analyzing them for endgame, it's still interesting.
You have do to some math to access them.
You have to find the secret coordinates if you don't know them already. You still have to do math.
The loot is fucking great, including syndi gear and weapons, but enemies are deadly as fuck and there's puzzles.
Enemies gib the shit out of you and stun lock you.
You absolutely must prepare before you enter them or you die.
Their portal drains energy very fast, so a good power supply is needed.
Their areas are the same every round and after 2 years of analyzing them for endgame, it's still interesting.
thot_slayer wrote:don't be a degenerate online if you don't want people to treat you like a degenerate morty
bandit wrote:what is this
a correct post by pillz
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Re: Away missions 2: Rebirth
That's essentially what I'd like to aim for. Something like what goon has. Their areas haven't grown stale and are good end game content.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Away missions 2: Rebirth
this actually sounds like an awesome idea. when i joined /tg/ the gateway was already disabled so im really behind any away missions being active. the only problem i can see that might have already been known about/have rules in place for is the "fucking off into space" principle: that is, when engineers grab a hardsuit and fuck off into space when they are needed around the station. who gets to go on away missions, and under what circumstances? like i dont think the captain should be able to goose step straight into the gateway at the first call of aaaawperatives and whatnot. again, this is something that has probably been discussed but help a newfag catch up yeah?oranges wrote:I'm still 100 percent behind the idea of making them an entire roundtype, it can be set to a low percentage, so you see them quite rarely, and they'll be an occasional change of pace from our usual rounds.
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Re: Away missions 2: Rebirth
Stuff like the nuke disk and the nuke cant be sent through the gateway.Deitus wrote:this actually sounds like an awesome idea. when i joined /tg/ the gateway was already disabled so im really behind any away missions being active. the only problem i can see that might have already been known about/have rules in place for is the "fucking off into space" principle: that is, when engineers grab a hardsuit and fuck off into space when they are needed around the station. who gets to go on away missions, and under what circumstances? like i dont think the captain should be able to goose step straight into the gateway at the first call of aaaawperatives and whatnot. again, this is something that has probably been discussed but help a newfag catch up yeah?oranges wrote:I'm still 100 percent behind the idea of making them an entire roundtype, it can be set to a low percentage, so you see them quite rarely, and they'll be an occasional change of pace from our usual rounds.
oranges idea was to make the crew need to go retrieve an item from an away mission or something to succeed. While that sounds cool, I'm worried about people leaving the station and the possibility of no one being left to call the shuttle.
As for the gateway itself, I'm thinking of adding some extra requirements to operate it, such as it draining tons of power like a power sink.
- Thunder11
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Re: Away missions 2: Rebirth
This is an automated public service announcementKor wrote:Away Missions work best as one off, rare events yeah.
Unless we get some decent random generation going and some interesting enemies, traps etc. Might give it more replayability.
Roles for ghosts might also breathe life into it.
Still glad to have let a new batch of players experience the exploit free wonder so thank you for that.
REMIE ALREADY CODED A WHOLE RANDOM GENERATOR GO USE IT ALREADY
This was an automated public service announcement
Spoiler:
- DaemonBomb
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Re: Away missions 2: Rebirth
I like this idea, it'd require the engineers to harden the powernet and set up for it. Maybe make the power drain increase with every person who goes through, so not everyone could fuck off into it.palpatine213 wrote: As for the gateway itself, I'm thinking of adding some extra requirements to operate it, such as it draining tons of power like a power sink.
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- Luke Cox
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Re: Away missions 2: Rebirth
DaemonBomb wrote:I like this idea, it'd require the engineers to harden the powernet and set up for it. Maybe make the power drain increase with every person who goes through, so not everyone could fuck off into it.palpatine213 wrote: As for the gateway itself, I'm thinking of adding some extra requirements to operate it, such as it draining tons of power like a power sink.
Thunder11 wrote:This is an automated public service announcementKor wrote:Away Missions work best as one off, rare events yeah.
Unless we get some decent random generation going and some interesting enemies, traps etc. Might give it more replayability.
Roles for ghosts might also breathe life into it.
Still glad to have let a new batch of players experience the exploit free wonder so thank you for that.
REMIE ALREADY CODED A WHOLE RANDOM GENERATOR GO USE IT ALREADY
This was an automated public service announcement
Implement both of these immediately
- Not-Dorsidarf
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Re: Away missions 2: Rebirth
fucking turn off all the pre-WJ away missions are you insane
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
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Re: Away missions 2: Rebirth
Are you kidding? The outposts with the CO2/Plasma atmospheres were the best ones.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Not-Dorsidarf
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Re: Away missions 2: Rebirth
Saegrimr wrote:Are you kidding? The outposts with the CO2/Plasma atmospheres were the best ones.
I said pre-Wj, ie: Give The Crew Admin Kit: The Mission
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.
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Re: Away missions 2: Rebirth
The host is the one who decides which away missions are loaded. They are all turned off by default.
I'm not dropping the pre WJ away missions for now for various reasons.
The biggest reason is that I want to push away missions to be challenging end game things. No offense to WJ, but while his maps are very polished, they are more of a roundstart away mission rather than an endgame one due to mainly being just areas to explore.
I might rebalance difficulty and loot of some of the away missions, but most of the admin kit items you refer to were supposed to only be found in, and specifically made for those away missions(I'm assuming you are referring to the map specific loot).
The issue I've run into on gateway powersinks is that the singulo makes so much power that it's extremely difficult to find a well balanced drain level for it. Also the gateway was changed to use apc power for some reason at some point in time, I need to work on changing that.
I'm not dropping the pre WJ away missions for now for various reasons.
The biggest reason is that I want to push away missions to be challenging end game things. No offense to WJ, but while his maps are very polished, they are more of a roundstart away mission rather than an endgame one due to mainly being just areas to explore.
I might rebalance difficulty and loot of some of the away missions, but most of the admin kit items you refer to were supposed to only be found in, and specifically made for those away missions(I'm assuming you are referring to the map specific loot).
The issue I've run into on gateway powersinks is that the singulo makes so much power that it's extremely difficult to find a well balanced drain level for it. Also the gateway was changed to use apc power for some reason at some point in time, I need to work on changing that.
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Re: Away missions 2: Rebirth
We tried the gateway being a powersink originally it was dumb.
If we want quiet missions as well as the murderfests we should put them in different folders and have the gate time be dependent on which folder it picked from. No sense in waiting half an hour for the beach
If we want quiet missions as well as the murderfests we should put them in different folders and have the gate time be dependent on which folder it picked from. No sense in waiting half an hour for the beach
- DrPillzRedux
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Re: Away missions 2: Rebirth
Make the gate consume power rapidly for when it's on. Allow people to turn it off to conserve power. That way there's a cost to it and a risk if you aren't maintaining the station. Engine fails? Gate's staying down.
thot_slayer wrote:don't be a degenerate online if you don't want people to treat you like a degenerate morty
bandit wrote:what is this
a correct post by pillz
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Re: Away missions 2: Rebirth
That could be amusing if you have to power the other side, in order to get back.
- Luke Cox
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Re: Away missions 2: Rebirth
If we're really worried about people fucking off through the gateway, we could make a new Away Team job.
- JackHunt
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Re: Away missions 2: Rebirth
That's some stargate shit right there. Sounds awesome and thematic if somewhat of a pain from a gameplay perspective.lumipharon wrote:That could be amusing if you have to power the other side, in order to get back.
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Re: Away missions 2: Rebirth
Do it. We need more non-assistant jobslots anyway, and I'm sure assistants would happily sign up for that instead.Luke Cox wrote:If we're really worried about people fucking off through the gateway, we could make a new Away Team job.
Bonus points for equipping them like a mini ERT squad with a commander, 2 secmen, a medic, and an engineer. Secmen/commander get laser guns, medic/engineer gets laser pistols and so forth, with appropriate hardsuits to match. To stem abuse (i.e. people signing up just for the free gear), throw the equipment point in the introduction areas to every away mission, geared as severely or lack thereof as the difficulty of the mission, along with some rechargers. Around halfway through, several ZPMs or whatever could be found, and they'd allow travel back to the station for the rest of the round, bringing any loot and equipment they garnered back with them.
Mite b cool. Especially since then you could have 'UNSCHEDULED OFFWORLD ACTIVATION' events with ops invading from the gateway for maximum cool.
- oranges
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Re: Away missions 2: Rebirth
COUGH GAME MODE COUGH
I'm telling you guys, they're WAY WAY too disruptive to round meta to work in any other fashion
PERIOD, DOT, END OF STORY
I'm telling you guys, they're WAY WAY too disruptive to round meta to work in any other fashion
PERIOD, DOT, END OF STORY
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Re: Away missions 2: Rebirth
I think something helpful would be a simple addendum to head of staff rules basically requiring you to resign from important positions to go on away missions.
The only downside is changeling/sacrifice objectives where the target fucks off into a gateway and gets himself trapped.. or takes traitor objective items with them.
The only downside is changeling/sacrifice objectives where the target fucks off into a gateway and gets himself trapped.. or takes traitor objective items with them.
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