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 Post subject: Abyss/exploratory puzzles
PostPosted: Sun Aug 16, 2015 10:08 pm 
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Post ideas for randomly generated puzzles for the abyss and wasteland here.

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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Sun Aug 16, 2015 10:44 pm 
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Puzzle ideas I was told to put in the thread.
  • Bank of toggle switches: A pile of toggle switches that each toggle multiple doors (with overlap). Toggle the switches just right to open all the doors. For added difficulty, remove the ability to see what doors you're toggling past the outermost closed one.
  • Lasers and mirrors: Direct lasers to targets using mirrors. You probably know this one.
  • Double-key lockout: Turn two keys in separate locations at the same time. Bring a friend, and remember there's no radio reception in the depths of Europa.
  • Sliding block puzzle: AKA Sokoban. Slide blocks onto switches. You probably know this one too.


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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Sun Aug 16, 2015 10:58 pm 
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Joined: Thu Jul 09, 2015 7:10 pm
Posts: 7
Idea dump for what we already have:

Puzzle Endgame
- Mariana Trench Portal
As you get further and further into the puzzle, you begin to encounter more bodies and solved puzzles, until finally you reach a portal. Going through, it seems about the same, underwater as well. The only things of note are a load of sub wrecks from obviously different time periods. The farthest one from the portal is a rusted wreck with only one thing visible on it: The words Challenger.

- A view of an eldritch location
You get to a glass floored area, with a deep abyss below it. At the bottom you can see something small, but only something small. Consider the fact that you can see it from what could possibly be thousands of miles down. What could it be?


Puzzles themselves
Sokoban puzzles
Mazes
Atmospheric puzzles (I'm so sorry non atmos techs)
Bank of toggle switches
Bank of toggle switches that turn each other when toggled
Lasers and mirrors
Double Key Lockout


Puzzle Inspirations
Image
Image
Image


Puzzle Themes
Eldritch
Ruins


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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Tue Aug 18, 2015 10:32 am 
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Over at vgstation we have emitters that emit continuous beams vs blasts. There are even prisms, which combine for bigger beams, mirrors to reflect beams at a 90 degree angle, and splitters that act similarly to gas filters (cuts the beam in half, sending one beam through the splitter and the other reflected at a 90 degree angle.)

Mazes might work if they're randomly generated, have hazards and traps, and are BIG.

I suppose atmospheric puzzles might be fun, I'm seeing a water flow puzzle being preferable over this though like pushing a key into a prize bin.

Sokoban puzzles might work too, but be prepared for HUGE conflicts between those that wanna think vs those that jump in head first after the puzzle gets fucked up.

Toggle switches need a binary framework like redstone in minecraft. I don't think anyone's done that, but I suppose it could be done if a coder is dedicated enough.

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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Tue Aug 18, 2015 2:51 pm 
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Skowron wrote:
Sokoban puzzles might work too, but be prepared for HUGE conflicts between those that wanna think vs those that jump in head first after the puzzle gets fucked up.


This is worth it just for the hilarious nerd slap-fights we'll get to see, imo.


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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Tue Aug 18, 2015 4:46 pm 
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Skowron wrote:
Toggle switches need a binary framework like redstone in minecraft. I don't think anyone's done that, but I suppose it could be done if a coder is dedicated enough.

I have good news for you. Door control buttons (like in the Boxstation mech bay) already toggle every door with the same ID. If you block one of the two mech bay doors while they're closing, you'll end up with one up and one down, swapping back and forth.


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 Post subject: Re: Abyss/exploratory puzzles
PostPosted: Thu Aug 20, 2015 11:17 am 
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Joined: Wed Jun 24, 2015 9:00 am
Posts: 13
I've always thought that the strength of away missions in normal ss13 was their ability to break up the normal format and offer something new and interesting (even if not all the missions fully utilized the possibilities). The problem is if its too interesting and/or easy to get to, everyone is constantly there for the week after it gets added, and then no one goes because they've already seen what it had to offer.

So I suggest that there be some randomly generated puzzles/threshold guardians which require specialist departments to get involved, or at least require several people to get past. For example:
  • A door which requires science to be fairly high on the tech-tree, i.e. needs a plasma-cutter to get through, or a certain element to be applied to it. Examining the door could give hints as to what might be necessary to use on it.
  • Some kind of monster or guardian (kraken? swarm of carp?) which would require SolGov security's help to take out, or at the very least some serious weaponry.
  • A barrier which require's a Civil Engineer's expertise and equipment to traverse, such as a wall that can only be broken by emitter beams, or a submarine with hackable doors equipment.
  • Some kind of abandoned Atlantean mech or something which would require robotics to transfer a crewmember brain into it. Once installed, the brain could use the mech to remote access the doors open, and lead the expedition inside.
I suppose this would be more applicable for a big maze/dungeon type of puzzle, and smaller puzzles would probably detriment from putting too much of a barrier onto figuring it out. Personally though, I always liked when the station organized a big expedition into space, or to the derelict, or into the gateway; usually everyone involved was able to contribute to the mission in some way, and it gave you a better appreciation for your fellow crewmembers when they're you're only distraction from the cold void of space and the unknown horrors that lurked at your destination. I think a big semi-random puzzle or dungeon could fit the theme and tone of Europa really well, and would cause some interesting dichotomy between wanting to stay safe inside, and wanting to risk your life in the deeps in search of ancient treasures.


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