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Mission Help!

PostPosted: Sun Apr 15, 2018 7:09 pm
by General Incursion
Mission #518666: Inferno: Hell Unleashed

Any help would be wonderful guys!

Re: Mission Help!

PostPosted: Sun Apr 15, 2018 7:11 pm
by steve2275
max will do what he can

Re: Mission Help!

PostPosted: Sun Apr 15, 2018 7:16 pm
by General Incursion
Thank's guy!

Re: Mission Help!

PostPosted: Sun Apr 15, 2018 7:36 pm
by Burn
steve2275 wrote:max will do what he can

Which wasn't much.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 7:00 am
by Bun-Bun
Since Burn shutdown the discussion in the Bug thread (and rightly so) I figured we could take over this dead (but still front paged & aptly named) thread to air our complaints (and suggestions) about missions instead of making a new one.


So anyways,

As much as I like a good 1-11 mission I'm getting rather annoyed by the feeling that I HAVE to fight in them or not bother deploying at all. It seems like so often if I deploy into a lesser mission I'm either by myself or it's 4-6 Cons vs 0-1 Bots (which isn't good for anybody). I think part of the problem is that most of the active Bots cluster lower than my current levels (4-6)

Can I propose an experimental mission:
2 level 4-5 Cons
Vs
At least 4 if not 6 or more level 3 (maybe 2-4) Bots

(The key is to not make the levels on each side too crazy. Example: 2 level 5's against 4-6 level 1-3, the level 5's are gonna win almost every time.)

Yes it's heavily favored towards the Bots in most cases but it might encourage them to deploy if they can make decent Xp & aren't worried about getting gang banged by Cons and it gives mid-level Cons access to some more opponents instead of the virtual dead zone that exists now.

This is just off the top of my head (which has been pickled in NyQuil this week admittedly) but might be worth exploring/tweaking.
Maybe also a version that goes the other way (lower level Cons outnumbering higher level Bots) if there is a need for such a thing.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 7:06 am
by Burn
Bun-Bun wrote:Can I propose an experimental mission:
2 level 4-5 Cons
Vs
At least 4 if not 6 or more level 3 (maybe 2-4) Bots

Tried something similar to that the other day, sprokitz didn't like it.

Shoot me over some mission texts, firm levels and bots per side and I'll put it in.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 10:19 am
by Psychout
Burn wrote:
Bun-Bun wrote:Can I propose an experimental mission:
2 level 4-5 Cons
Vs
At least 4 if not 6 or more level 3 (maybe 2-4) Bots

Tried something similar to that the other day, sprokitz didn't like it.

Shoot me over some mission texts, firm levels and bots per side and I'll put it in.

Something like this? Don't know if there is anything else you need.
level info wrote:Bots: 6 x L2-3
Cons: 2 x L 4-6
Location: Vos

:BOT:
Mission Title [Bots] wrote:Punch's Rookie Goldmine
Mission text [Bots] wrote:Autobots, we have intel that Counterpunch has hired a crew and is planning to hit an energon delivery as it passes through the Vos-Tarn border. The only forces we have in the region is you rookies, so Prowl has signed off on you all taking them out. Spring a trap, take them down and see what you can bring back for your faction.

Good luck soldiers! Punch, out.
Victory Text [Bots] wrote:YEAH!! Go team rookie!! The bigger they are, the harder they fall! Good work Autobots, the shipment is safe and you've had a great payday too!
Defeat Text [Bots] wrote:They got the shipment! Gah! ...never mind soldiers, you did the best you could. Regroup, and meet us back to base, and let me debrief Prowl for you...

:CON:
Mission Title [Cons] wrote:Counterpunch's Ambush
Mission text [Cons] wrote:Listen up! This Counterpunch, I've got a lead on some energon being shipped over the Vos-Tarn border. Its supposed to be a 'secret' shipment, and I've got intel that it'll only have a bunch of short-aft rookies guarding it, so it'll be easy pickings.
What do you say aft-holes, who wants some extra spending money?? You got 5 milli-cycles to decide and follow me...
Victory Text [Cons] wrote:Bah! The shipment was worthless, but we had a great time slagging those rookies. Decepticon carnage!! WOOO!!
Defeat Text [Cons] wrote:How did Punch know where to send those rookies, and where did that coward Counterpunch go? This disaster was his idea, something doesn't add up about this...
I'm planning out an arc of Counter/Punch missions so this is good practice if it works.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 4:03 pm
by Burn
Psychout wrote:Something like this? Don't know if there is anything else you need.

If ya'll could follow Psychout's format there that would be awesome. I just had to copy and paste nearly everything.

That particular mission is now loaded in and should be active. It's got a weighting of 20 so that should mean it'll generate fairly often, DEPENDING of course on how many other missions are in the system for that level range. It also had a lead time of 20 mins plus a 20 min run time.

Plus an energon/XP payout of 800/800.

Ideally I'd still like to get a bunch of new missions prepped and loaded into the system as inactive, have Ryan then turn off ALL missions and then run through and activate the news ones.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 4:12 pm
by Psychout
:-D

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 4:22 pm
by Psychout
As a follow up thought, and in the style of lop-sided missions, we could do the same at level 0 & 1.

Create a 'training' mission with a bunch of (4-6) level 0s vs a few (1-2) levels 1s, to show how ram works best when you outnumber them even at level 0, and the level 1 side of it as an 'Avoid' mission, using in-character text with italic meta subtitles, it might help the level 0s get a better idea of how to play the game, and could even link in here as somewhere to ask questions?

If we really put our mind to it, we could do the same for repair and strafe in the same style, but at a slightly higher level? (especially if we can get the Int min req. back in)

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 4:30 pm
by sumowrestler
Psychout wrote:As a follow up thought, and in the style of lop-sided missions, we could do the same at level 0 & 1.

Create a 'training' mission with a bunch of (4-6) level 0s vs a few (1-2) levels 1s, to show how ram works best when you outnumber them even at level 0, and the level 1 side of it as an 'Avoid' mission, using in-character text with italic meta subtitles, it might help the level 0s get a better idea of how to play the game, and could even link in here as somewhere to ask questions?

If we really put our mind to it, we could do the same for repair and strafe in the same style, but at a slightly higher level? (especially if we can get the Int min req. back in)

This idea could work out quite well. I wonder how useful it would be for the [tag] research though.

Re: Mission Help!

PostPosted: Sat Oct 06, 2018 4:35 pm
by Psychout
[TAG] can look after itself, the Rabbit has that well under control (when he's not dying of man-flu).

I'm thinking of this as more of an educational mission to give the 0s a foot up, as I'm sure even the highest level players here will still have nightmares over the torturous days of getting **** xp from hideous level 0 missions. Its a wonder we can keep any players beyond it at all sometimes.

Re: Mission Help!

PostPosted: Sun Oct 07, 2018 8:16 am
by Psychout
https://www.seibertron.com/heavymetalwa ... n_id=94214

Finally found one. Let's hope enough bots join to make a decent payday out of my toaster.