Reenable Away Missions
- kazeespada
- Joined: Wed Jan 21, 2015 4:29 am
- Byond Username: Kaze Espada
Reenable Away Missions
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!
- PKPenguin321
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Re: Reenable Away Missions
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
i have three other top secret characters as well.
tell the best admin how good he is
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- kazeespada
- Joined: Wed Jan 21, 2015 4:29 am
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Re: Reenable Away Missions
Im mostly just salty that they got disabled right when I added tree cutting.
- oranges
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Re: Reenable Away Missions
Hey, mine was only a test, this is probably grangran codecuck at it again.
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Re: Reenable Away Missions
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.
- MMMiracles
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Re: Reenable Away Missions
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.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.
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).
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Re: Reenable Away Missions
Emitter Maze and Wild West need to go. Space Battle might as well, but it's still being maintained so I dunno.
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Re: Reenable Away Missions
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.
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Re: Reenable Away Missions
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.
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Re: Reenable Away Missions
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.
Oh and allow a little knowledge of what is coming so the deadly away missions are just dead drops that eat assistants.
- PKPenguin321
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Re: Reenable Away Missions
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
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Reenable Away Missions
Well I think maps are generated before the mode type is chosen but I guess it could work.
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Re: Reenable Away Missions
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.
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- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
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Re: Reenable Away Missions
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.
- 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.
- InsaneHyena
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Re: Reenable Away Missions
No, thank you. Enough is enough, I'm sick of this motherfucking nuke op gear on my motherfucking station!
- Helios
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Re: Reenable Away Missions
Bring back Beach as the sole away mission
- Dawgas
- Joined: Thu Feb 04, 2016 8:50 am
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Re: Reenable Away Missions
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
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
its disgusting when you find out when you're consistently right all along and nobody listens
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- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
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Re: Reenable Away Missions
No, If you want away missions make them a separate mode. Splitting round playerbase into two groups sucks.
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Re: Reenable Away Missions
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
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
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Re: Reenable Away Missions
Take it from someone who does the shit that helped the removal.Zilenan91 wrote:Emitter Maze and Wild West need to go. Space Battle might as well, but it's still being maintained so I dunno.
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.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- kevinz000
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Re: Reenable Away Missions
Remove the spawn at the gate.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.
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
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
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Re: Reenable Away Missions
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).
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).
- PKPenguin321
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Re: Reenable Away Missions
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
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Reenable Away Missions
There were some on Space Battle I think. Either way it was still a loot hut.
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- MMMiracles
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Re: Reenable Away Missions
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.
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- kazeespada
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Re: Reenable Away Missions
You burn those stechkins on the massive fucking swarm of faithless that storm you right before the gateway.Zilenan91 wrote:Wild West has stechkins everywhere though
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Re: Reenable Away Missions
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.
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.
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- TGMC Administrator
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Re: Reenable Away Missions
why would you stechkin faithless when you can just get the dualsword?
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- Drynwyn
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Re: Reenable Away Missions
Replace blood with styptic powderZilenan91 wrote:You can get pooped on by RnG if you melee them en masse.
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.
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Re: Reenable Away Missions
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.
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- kazeespada
- Joined: Wed Jan 21, 2015 4:29 am
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Re: Reenable Away Missions
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
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- kazeespada
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- Cobby
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Re: Reenable Away Missions
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
- Luke Cox
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Re: Reenable Away Missions
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.
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Re: Reenable Away Missions
That's was actually the plan. The only away mission enabled was going to be beach, but beach was completely broken.Helios wrote: Bring back Beach as the sole away mission
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.
- kazeespada
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Re: Reenable Away Missions
Cabin is slightly more loot filled then beach. Nothing to bad though. The strongest loot on the map is probably the single riot shotgun.palpatine213 wrote:That's was actually the plan. The only away mission enabled was going to be beach, but beach was completely broken.Helios wrote: Bring back Beach as the sole away mission
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.
- cocothegogo
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Re: Reenable Away Missions
How the fuck do you manage to completely break a z level that literally consists of some sand and some water sprites?
- Zellion
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Re: Reenable Away Missions
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.
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Re: Reenable Away Missions
They're cool a couple of times and then you know them and they're not worth doing anymoreZellion 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.
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- TGMC Administrator
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Re: Reenable Away Missions
Lucky they're optional.
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Re: Reenable Away Missions
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.lumipharon wrote:Lucky they're optional.
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Re: Reenable Away Missions
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.
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- TGMC Administrator
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Re: Reenable Away Missions
I unno, do actual station related things for 20 minutes then send a borg through to scout it out or some shit.Kor wrote: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.lumipharon wrote:Lucky they're optional.
- kazeespada
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- Helios
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Re: Reenable Away Missions
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 roomKor wrote: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.lumipharon wrote:Lucky they're optional.
- TechnoAlchemist
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Re: Reenable Away Missions
Kaze please remove the bunnies from cabin or at least stop them from emoting every time they move it is very spammy
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