Reenable Away Missions

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
Post Reply

Bring Back Away Missions?

Yes
17
49%
No
15
43%
Abstain
3
9%
 
Total votes: 35

User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Reenable Away Missions

Post by kazeespada » #157561

Someone disabled away missions, and there was no lead up to it at all. At least oranges had the decency to give a vote before removing the AI. Bring back away missions!
Image
Image
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Reenable Away Missions

Post by PKPenguin321 » #157563

They need some work, honestly. I like the concept, but they just end up arming up the whole crew with nuke ops gear/eating half the crew due to being super lethal.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #157566

Im mostly just salty that they got disabled right when I added tree cutting.
Image
Image
User avatar
oranges
Code Maintainer
Joined: Tue Apr 15, 2014 9:16 pm
Byond Username: Optimumtact
Github Username: optimumtact
Location: #CHATSHITGETBANGED

Re: Reenable Away Missions

Post by oranges » #157574

Hey, mine was only a test, this is probably grangran codecuck at it again.
Scott
Github User
Joined: Fri Apr 18, 2014 1:50 pm
Byond Username: Xxnoob
Github Username: xxalpha

Re: Reenable Away Missions

Post by Scott » #157576

Away missions is a concept that needs to be canned. All it accomplishes is removing players from the station. Things should happen in the station.
User avatar
MMMiracles
Code Maintainer
Joined: Fri Aug 29, 2014 2:27 am
Byond Username: MMMiracles
Github Username: MMMiracles

Re: Reenable Away Missions

Post by MMMiracles » #157580

Scott wrote:Away missions is a concept that needs to be canned. All it accomplishes is removing players from the station. Things should happen in the station.
Away missions only do this because majority of the missions we have enabled are a mixture of loot pinatas or death incarnate (unless you employ masterful cheese tactics on NPCs). So what if players want to go out and explore an area that's different from the station they've played on multiple times? Maybe we should add more on-station content if people are running off at the first chance to jump into the away missions.

Also, not to toot my own horn or anything, but I've gotten positive feedback from multiple people on the caves mission and to some extent, snowdin, for an actual attempt at balance between loot and threat level. When I find the motivation to keep working on missions, I still plan on re-balancing existing ones or opting for removal of the lesser ones (challenge mission suc bic dic).
Spoiler:
Hints:
------
Submitted by: sandstorm

The best way to get a girl/boy friend is to click on them say "hi" then push enter
then say "your cute" then push enter,wait until they say somthing back if they
don't go for another.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #157581

Emitter Maze and Wild West need to go. Space Battle might as well, but it's still being maintained so I dunno.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
Cheimon
Joined: Tue May 20, 2014 6:53 pm
Byond Username: Cheimon

Re: Reenable Away Missions

Post by Cheimon » #157654

There just aren't that many good maps. There's no real consistency between loot/death/fun expectations, it takes a lot of players away from the station, and it's just a bit of a weird concept. Having a clear 'other' area adjacent to the station isn't fundamentally problematic, that's what the mining asteroid is, but without more clear direction this stuff isn't good enough to be in game at the moment.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #157698

Honestly, I love wizard academy but I still think the simple mob wizards are too strong. They REALLY shouldn't have blink, that makes it way too easy for them to escape, meaning that you HAVE to fight them at range, unable to do so at melee. If that nerf goes through I think this mission will be actually completable.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
Incomptinence
Joined: Fri May 02, 2014 3:01 am
Byond Username: Incomptinence

Re: Reenable Away Missions

Post by Incomptinence » #157722

Away missions are a solid concept we just need to do away with the ones that make the crew indistinguishable from nukes ops with no challenge or a little cheese.

Oh and allow a little knowledge of what is coming so the deadly away missions are just dead drops that eat assistants.
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Reenable Away Missions

Post by PKPenguin321 » #157726

It'd be cool if we could work away missions into a gamemode. They start with a centcomm announcement like blob saying that the crew needs to absolve a situation in the "Beta X235 Sector" or some other jargon, then the crew gets to prepare during the 10-15~ minutes the gateway has to warm up. Away missions would have a bunch more antagonist spawners for ghosts so that the crew can have an absolute war. Only problem is that we'd need more away missions like Lava Land, and we'd need to give away missions an objective, such as "Ensure the death of the grand wizard teacher," or "Detonate the syndicate base with their own nuke," or "Destroy the time machine that is creating a temporal rift to the past" (that last one is for the medieval mission).
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
Incomptinence
Joined: Fri May 02, 2014 3:01 am
Byond Username: Incomptinence

Re: Reenable Away Missions

Post by Incomptinence » #157729

Well I think maps are generated before the mode type is chosen but I guess it could work.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #157731

I would love for admins to set the mission to wiz academy and pimp the shit out of it with tons of gear and antags, make the round extended, and tell the crew to gear up because it's go time.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
Oldman Robustin
Joined: Tue May 13, 2014 2:18 pm
Byond Username: ForcefulCJS

Re: Reenable Away Missions

Post by Oldman Robustin » #157971

Get rid of the fucking Nanotrasen v. Syndie one with the NT private security or whatever.

- Buckets of guns
- Gateway at the entrance for easy retreating/resupplying/healing
- Tons of ways to abuse LOS and aggro mechanics
- Eshields, eswords, free genetics powers, and room full of magic spells


IMO the whole "away mission has a room full of crazy OP loot but you would never find it unless you ghosted and learned about it" meme needs to stop. Use whatever code lets you randomize loot in contained and go that route for dispersing goodies, or put them behind a challenge that can't be cheesed, but just cramming a bunch of OP shit into a secret room that only a few veterans will use metaknowledge to find is a pretttttty shit mechanic.
Image
User avatar
InsaneHyena
Joined: Thu Aug 27, 2015 9:13 pm
Byond Username: InsaneHyena
Github Username: InsaneHyena
Location: Russia

Re: Reenable Away Missions

Post by InsaneHyena » #157977

No, thank you. Enough is enough, I'm sick of this motherfucking nuke op gear on my motherfucking station!
Bring back papercult.

Image
User avatar
Helios
Joined: Mon May 05, 2014 5:07 pm
Byond Username: Shodansbreak

Re: Reenable Away Missions

Post by Helios » #158007

:xeno: Bring back Beach as the sole away mission :xeno:
User avatar
Dawgas
Joined: Thu Feb 04, 2016 8:50 am
Byond Username: Dawgas

Re: Reenable Away Missions

Post by Dawgas » #158017

hi, this thread from like, three and a half years ago or whatever is still relevant today
based TLE, etc

https://www.theforgottenzone.com/hosted ... =9&t=10984

while some minor fears haven't come to pass, ultimately away missions are in about the same state as far as gameplay goes since their implementation

in this time we only have wjohnston's missions as good ones and they're what away missions should've been at that point - remove not keep around and be nostalgic about
remove conversion based antags and entirely RNG based game mechanics 2010 and every year after that forever and ever amen
its disgusting when you find out when you're consistently right all along and nobody listens
Spoiler:
post 66444, singulo.io /tg/ board, probably deleted by the poster like a bitch:

You're the guy who was the reason we had to add a specific rule to the rules that you can't suicide when you're converted, because you'd do it EVERY SINGLE TIME.

You followed around people you liked constantly, every single round you'd be stalking someone. God forbid anyone try to become them, because you'd every few minutes show up and interrogate them to make sure it's actually them.

You're the guy who murderbonered half the station during a cult round as a nonantag because you don't like cult. When most of the cultists were already dead.

You're the guy who thinks himself really edgy, your roundstart activities always involved stealing tools, grabbing a gas mask, and running around maint looking for bodies, in between bouts of running to your friends to ensure they're okay.

You are the worst kind of person, and I wish you'd go back to not playing.
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Reenable Away Missions

Post by Lumbermancer » #158025

No, If you want away missions make them a separate mode. Splitting round playerbase into two groups sucks.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
Buggy
Joined: Sun Jan 24, 2016 3:54 am
Byond Username: Buggy1234

Re: Reenable Away Missions

Post by Buggy » #158086

I fixed up the beach away mission, so we could just enable that, but unfortunately I can't use the new map merge tool so I can't actually make a PR for it that doesn't have 5,000 line edits
User avatar
kevinz000
Joined: Fri Nov 14, 2014 8:41 am
Byond Username: Kevinz000
Github Username: kevinz000
Location: Dorm Room 3

Re: Reenable Away Missions

Post by kevinz000 » #158098

Zilenan91 wrote:Emitter Maze and Wild West need to go. Space Battle might as well, but it's still being maintained so I dunno.
Take it from someone who does the shit that helped the removal.
Wild west is one of the more balanced missions.
There's no reason to remove lethal missions. You have to accept the risk of death to go in.
User avatar
kevinz000
Joined: Fri Nov 14, 2014 8:41 am
Byond Username: Kevinz000
Github Username: kevinz000
Location: Dorm Room 3

Re: Reenable Away Missions

Post by kevinz000 » #158099

Oldman Robustin wrote:Get rid of the fucking Nanotrasen v. Syndie one with the NT private security or whatever.

- Buckets of guns
- Gateway at the entrance for easy retreating/resupplying/healing
- Tons of ways to abuse LOS and aggro mechanics
- Eshields, eswords, free genetics powers, and room full of magic spells


IMO the whole "away mission has a room full of crazy OP loot but you would never find it unless you ghosted and learned about it" meme needs to stop. Use whatever code lets you randomize loot in contained and go that route for dispersing goodies, or put them behind a challenge that can't be cheesed, but just cramming a bunch of OP shit into a secret room that only a few veterans will use metaknowledge to find is a pretttttty shit mechanic.
Remove the spawn at the gate.
Someone who knows what they're doing can still clear the gate with two medikits.
Make mobs be smarter. Use snpcs. Or something. Also the Los thing even most players don't do it well enough to not get wrecked by a vet curving their boolets around corners.
Genetic powers need more challenge. More mobs with smgs lol
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Reenable Away Missions

Post by lumipharon » #158130

Having small groups of Snpc's in missions (as a kind of boss or 'elite' enemies) would be really neat.

For example, if the snowdin ops were SNPC's, so when a player gets close enough to the syndie outpost the sleepers open and they all run around and grab medkits/loot the armoury, then viciously defend the base, healing each other with kits and sleeper etc.
THAT would be entertaining (although cheesable with xray lasers but eh).
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Reenable Away Missions

Post by PKPenguin321 » #158169

put in some of those new mech pilot mobs
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158176

There were some on Space Battle I think. Either way it was still a loot hut.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
MMMiracles
Code Maintainer
Joined: Fri Aug 29, 2014 2:27 am
Byond Username: MMMiracles
Github Username: MMMiracles

Re: Reenable Away Missions

Post by MMMiracles » #158225

Syndicate mobs actually gib upon death now, so there's literally no loot from them anymore. This also makes wild west and space battle significantly more difficult as there's no more free guns.
Spoiler:
Hints:
------
Submitted by: sandstorm

The best way to get a girl/boy friend is to click on them say "hi" then push enter
then say "your cute" then push enter,wait until they say somthing back if they
don't go for another.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158227

Wild West has stechkins everywhere though
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #158249

Zilenan91 wrote:Wild West has stechkins everywhere though
You burn those stechkins on the massive fucking swarm of faithless that storm you right before the gateway.
Image
Image
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158250

There's like infinity boxes of 10mm ammo on the outskirts of the first base.


Also you can just run around all of those faithless, there's literally no point in fighting them unless you have a death wish. Just run straight for the gate and you should be able to get out in time unless you get absolutely rekt by RnG.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Reenable Away Missions

Post by lumipharon » #158251

why would you stechkin faithless when you can just get the dualsword?
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158252

You can get pooped on by RnG if you melee them en masse.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
Drynwyn
Joined: Fri Apr 18, 2014 5:09 pm
Byond Username: Drynwyn

Re: Reenable Away Missions

Post by Drynwyn » #158430

Zilenan91 wrote:You can get pooped on by RnG if you melee them en masse.
Replace blood with styptic powder
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158438

Had 3 healing viruses a nuke op hardsuit and a tactical turtleneck on, like 60 melee armor. Didn't stop them from chainstunning me with RnG knockdowns until I died. The faithless need the RnG knockdown or else they're a joke.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #158471

I just made a brand new RP away mission. Like beach, but more fun. Plus, there is some loot like chainsaws and a riot shotgun. Also, theres a recyclerlumbermill saw that gibs anyone who touches it
Image
Image
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158472

pr it
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #158477

Image
Image
User avatar
Cobby
Code Maintainer
Joined: Sat Apr 19, 2014 7:19 pm
Byond Username: ExcessiveUseOfCobby
Github Username: ExcessiveUseOfCobblestone

Re: Reenable Away Missions

Post by Cobby » #158517

We should add more space exploration maps and less gateway missions, although gateway missions are pretty cool if they aren't just 'free stuff lmao'.
Voted best trap in /tg/ 2014-current
User avatar
Luke Cox
Joined: Sat Dec 06, 2014 8:52 am
Byond Username: NocturnalQuill
Location: Prisoner Transfer Room

Re: Reenable Away Missions

Post by Luke Cox » #158574

What we need is more variety. Some can be syndicate/xeno deathtraps, some abandoned stations, and some completely benign (i.e. shop). Also, give roles to ghosts wherever possible, like the wizard academy.
Image
Shadowlight213
Joined: Tue Nov 11, 2014 9:34 pm
Byond Username: Shadowlight213
Github Username: Shadowlight213

Re: Reenable Away Missions

Post by Shadowlight213 » #158604

Helios wrote::xeno: Bring back Beach as the sole away mission :xeno:
That's was actually the plan. The only away mission enabled was going to be beach, but beach was completely broken.
I think the two major things away missions need are making rcds not work on them (or make all the walls indestructible but that seems like overkill) and a change to how they are loaded so they can be changed using verbs rather than be locked to a config.
All of the missions are still enabled on basil by the way.
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #158606

palpatine213 wrote:
Helios wrote::xeno: Bring back Beach as the sole away mission :xeno:
That's was actually the plan. The only away mission enabled was going to be beach, but beach was completely broken.
I think the two major things away missions need are making rcds not work on them (or make all the walls indestructible but that seems like overkill) and a change to how they are loaded so they can be changed using verbs rather than be locked to a config.
All of the missions are still enabled on basil by the way.
Cabin is slightly more loot filled then beach. Nothing to bad though. The strongest loot on the map is probably the single riot shotgun.
Image
Image
User avatar
cocothegogo
Joined: Tue Nov 25, 2014 10:11 pm
Byond Username: Cocothegog0
Location: Brazil

Re: Reenable Away Missions

Post by cocothegogo » #158660

How the fuck do you manage to completely break a z level that literally consists of some sand and some water sprites?
User avatar
Zellion
Joined: Sat May 10, 2014 2:26 am
Byond Username: Zellion

Re: Reenable Away Missions

Post by Zellion » #158666

I might be the only one but I kinda liked the away missions that didn't have any enemies and was just explorable with some cool outfits or such. The xeno research station and the abandoned station were really cool.
onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
Byond Username: KorPhaeron

Re: Reenable Away Missions

Post by onleavedontatme » #158911

Zellion wrote:I might be the only one but I kinda liked the away missions that didn't have any enemies and was just explorable with some cool outfits or such. The xeno research station and the abandoned station were really cool.
They're cool a couple of times and then you know them and they're not worth doing anymore
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Reenable Away Missions

Post by lumipharon » #158933

Lucky they're optional.
onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
Byond Username: KorPhaeron

Re: Reenable Away Missions

Post by onleavedontatme » #158947

lumipharon wrote:Lucky they're optional.
Really sucked to gather an away team, get cooperation from various departments to arm up, etc, then wait 20 minutes only to end up in an empty room.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Reenable Away Missions

Post by Zilenan91 » #158953

I still think that we should keep Wizard Academy in after Cabin gets finished, it's still the best one we have by far. There are some good arguments you could make for some nerfs for it too.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Reenable Away Missions

Post by lumipharon » #159003

Kor wrote:
lumipharon wrote:Lucky they're optional.
Really sucked to gather an away team, get cooperation from various departments to arm up, etc, then wait 20 minutes only to end up in an empty room.
I unno, do actual station related things for 20 minutes then send a borg through to scout it out or some shit.
User avatar
kazeespada
Joined: Wed Jan 21, 2015 4:29 am
Byond Username: Kaze Espada

Re: Reenable Away Missions

Post by kazeespada » #159173

Cabin is ready.
Image
Image
User avatar
Helios
Joined: Mon May 05, 2014 5:07 pm
Byond Username: Shodansbreak

Re: Reenable Away Missions

Post by Helios » #159199

Kor wrote:
lumipharon wrote:Lucky they're optional.
Really sucked to gather an away team, get cooperation from various departments to arm up, etc, then wait 20 minutes only to end up in an empty room.
You know the solution could be if it's a non-hostile away mission, it's visible from round start as opposed to a non-hostile one. Like a fire alarm light in the gateway room
User avatar
TechnoAlchemist
Joined: Fri Nov 21, 2014 2:39 am
Byond Username: TechnoAlchemist

Re: Reenable Away Missions

Post by TechnoAlchemist » #159397

Kaze please remove the bunnies from cabin or at least stop them from emoting every time they move it is very spammy
Post Reply

Who is online

Users browsing this forum: No registered users