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Mecha Gamemode: Jockeys Feedback & Stuff


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Posted (edited)

ok i wanted to make a mecha focused gamemode so i made a mecha focused gamemode here

https://github.com/Aurorastation/Aurora.3/pull/17148

here's the copypasted description:
 

Added a new gamemode, Jockeys, featuring a new antag, Jockey. A mecha-antag focused gamemode. Minimum two antags, minimum ten players on the server for it to roll.

They start in a little antag base and teleport onto the ship similarly to how ninjas do. They have a workshop attached to their base with almost every piece of mecha equipment in the game available to them, so each player can construct their own mech they want to play with.

The jockeys themselves are equipped with a silenced pistol in a holster and a spare magazine in their pocket, and have a 10TC uplink in the other pocket.

To deal with sustained power issues, I've added min nuclear core power cells that store lots of power and regenerate 10% of it every 30 seconds.

image.png.fce47243b544617e2946bccae7a9c322.png

hopefully its inclusion as a gamemode can reveal some clunky things we can fix later on

lemme know your thoughts on it

Edited by geeves
  • Like 3
Posted
4 minutes ago, greenjoe said:

Does it have special parts like the ones for the adhomian tanks from the adhomai arc?

Those may be neat to have for certain gimmicks

i coded up a spawner that spawns in every subtype of the core components of the mecha, so if it's in the codebase it'll be in the workshop ya

Posted

Alright that's cool

Though I think one kind might need to be looked into being fixed, I remember a NKA tank being invisible in the event.

Posted

I'm personally a big fan of mechs and the mech mechanics in game, and with the armory Security is packing and the tools operations can order balance might need to be adjusted all depending. I love the idea for this game-mode but I was wondering what style of gimmicks would go well with it?

Posted

Pilots, prepare for Titanfall.

 

I love this idea. Mechs are really cool, but rarely used due to them only really being available with a machinist (Or through the uplink iirc). I echo Noble's concern regarding balance; I know security have the PEAC, but in using this about a week ago against a traitor with a mech, I found it fairly lacking, though I will admit my aim was awful. But balance is always a thing that can be adjusted, and the core concept is awesome.

Posted

not sure about balance, in my experience mechs have always felt kinda weak, but having a gamemode entirely centered around it will bring in a lot of good feedback on how to balance it

as for gimmicks, no idea, i'm not very smart, but people can make their jockey anything from hired mercs to corporate wreckingballs, up to them really

  • Like 1
Posted

I like high intensity rounds, it is no secret that I find preferable to either entertain conversations and mess with characters or high intensity, high adrenaline and high destruction rounds, plus we have a lot of cool things that we basically never use, which is a travesty.

This could help on both of those fronts, therefore, it has my support.

Posted

I feel like this could be really cool to play around with, especially if it ends up in any of the multi antag gamemodes, I would love to see for example, a group of mercs backed up by the two mech drivers. Also as mentioned already METAL CRUSHERS LETS GOOOOOOOOOOOOOOOOO

Posted

This sounds like it has potential. I think most of these gamemodes being tested need to be tested and thrown out if they don't work rather than have a bunch of worry and debate over them. Aurora's been a bit stagnant on gamemodes for a while.

Posted

OH HELL YEAH, METAL CRUSHERS!

I can't wait to see that in the game, that's going to be siiiick! Make sure to include some kind of paper with instructions on how to actually build an exo, though, you don't want to end up with an antag that actually doesn't know what to do with all these parts!

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