This PR makes a few tweaks to the Terror Spider away mission, with the
goals of:
1) Making it harder to cheese the mission.
2) Making the loot you get from it more likely to be useful to the rest
of the station.
The specific changes are:
1) The Mother room's vent has moved two tiles west, and three tiles
north. This ensures it is visible from everywhere in the room, and upon
slaying the mother, spiderlings are more likely to find their way out,
and less likely to get trapped on corners.
2) The Combat RCD in Engineering has been replaced with 25 silver and 20
uranium. RCD-cheese was becoming too common, the combat RCD is very
strong in general, and this was an opportunity to provide a reward
(minerals) which can be used by the station overall, not just the people
on the mission.
3) The Research Notes have been removed from the awaymission R&D and RD
office rooms. They're now stored in the science storage vault, meaning
you have to beat a boss to get them. In addition, their
combat/materials/eng/biotech levels have been changed from 2 to 4, to
reflect the fact it now takes many times longer to get them.
Additionally, there is now only one set of Research Notes, not two. I
did this because people were using the notes to get R&D working right
away in the gateway, then producing all the tools they need from within
the gateway. I'd rather they got those tools from the station, or at
least had to scavenge for them. I also don't want people running in,
just to grab the notes and run out again, so now, they're harder to get
(but more worth it when you do get them).
4) Invulnerable walls have been added around the Queen's room, and the
hidden spiders behind blast doors removed. People were cheesing those
spiders every round anyway by building walls in front of the doors they
were behind, using metaknowledge. I would rather have more spiders in
the mission roaming around unpredictably, than having some endlessly
waiting behind specific locked doors. The addition of invulnerable walls
within the normal walls also prevents people making use of the caves to
cheese spiders with suffocation - or setting up gauntlets there - which
is an extremely cheesy tactic I have seen used before.
🆑 Kyep
tweak: Terror Spider away mission is now harder to cheese.
/🆑
Tweaks MoonOutpost19 to improve it. Changes:
- Fixes duplicate blast doors on the same tile.
- Makes it possible to complete the mission.
- Adds atmos and powergrids.
- Makes it possible to take over UO19, and repair it to functionality.
This mission:
- Doesn't actually work, and hasn't for a long time. It isn't currently
in the rotation, and for good reason.
- Is fundamentally badly designed, having no random elements, and being
easy to cheese. E.g: it contains syndie mobs whose bullets get stuck on
glass walls, while you can shoot them freely.
- Is a loot pinata, containing a Syndie L6 SAW machinegun, deathsquad
armor, a unica auto-revolver, amongst other things.
🆑 Kyep
rscdel: Deleted 'challenge' away mission.
/🆑
Fixes:
- Spiders can no longer get stuck in vents, because they coccooned a mob
on top of a pipe, and it broke the pipe. Similarly, spiders can no
longer coccoon anchored objects of any kind. Fixes bug #6221 properly.
- Spiders will no longer ignore mechs and space pods. This was leading
to people cheesing the away mission with a ripley and a mech-mounted
drill.
- Prince, Queen, etc in away missions no longer stand still like
statues. Grays still stay on their vents.
- White spider in away mission can no longer infect people in a way that
makes it possible to transfer spiderlings to the main station.
- White spider eggs no exist for two minutes longer than they should
after hatching from someone.
- Signs in the away mission no longer contain the text 'improper'.
- Spiderlings that hatch in the away mission with an opened queen lair
no longer get stuck.
- Two misplaced lights in the away mission have been fixed.
- Queen nests in the away mission which live for a very long time can no
longer depressurize their area by smashing walls.
Updates:
- Webs spun by white spiders will infect humans who are silly enough to
walk into them. Hardsuits protect against this.
- Spiders will now be quicker to open doors. This should stop them
getting hung up on doors they can open.
- Empress has been tweaked to have an 'erase brood' ability (wipes
infestation, for adminbus), and her spit does BURN instead of TOX.
- Fixes broken spider vision.
- Mother: spiderlings spawned from the death of a mother now grow up
faster than normal, as they were already mostly-grown.
- Gray: gray spiders spin webs, and regen, faster. They were rebalanced
because they were quite weak compared to reds and greens.
- Queen: queens now get a boost to egglaying speed once they reach 10,
and then 20, eggs laid. This will occur 20 and 40 minutes, respectively,
after she has nested, assuming she lays all eggs she can. This is
intended to break stalemates and force people to actually confront the
queen, rather than simply endlessly killing her minions but leaving her
alive.
- UO71/awaymission: reduces WAEGs in start room to 3, adds two to
armory, moves borg illegal module to syndicate room to make it much
harder to obtain. Also removes retro laser gun from armory. Overall,
this is a nerf to the amount of loot available from the mission, and it
makes some of the best loot much harder to get.
Changes:
1) Clownplanet awaymission map file no longer contains a bunch of
references to objects that don't exist in the code.
2) It does, however, contain a load of bananium ore, next to the crown.
There is still no combat in this mission, and not much in the way of
items, either, except for the rare bananium. This is more a relaxed,
story mission. I'd really like to improve it, but not sure how. At least
I can make sure it doesn't contain invalid references.
🆑 Kyep
fix: Clown planet away mission is no longer horribly broken.
/🆑
Attempts to make centcomAway.dmm into a viable away mission:
- Deletions: centcom ID (all-access ID!), mateba gun (auto-revolver!),
centcom ID console, comms console, centcom officer's jumpsuit, HoS'
locker (yes, with spare HoS gun), tons of riot shields, retro energy
guns, etc. Basically all the combat-oriented loot a greytider could ever
want that WAS free for the taking in this mission.
- Mob additions: armed russian looters all over the place. You'll now
need your wits about you to survive in here.
- Item additions: minor loot (RCD+ammo). That's it. This place has
enough neat stuff (fully operational genetics lab, for example) to be
viable in terms of rewards without additions.