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Showing content with the highest reputation on 02/22/2022 in all areas

  1. As a CE, I can testify that the mortal enemy of any experienced engineer and engine tech is the slime. They can put a player into crit in seconds (and kill them only a few seconds later), they're difficult (if not impossible) to kill alone, even with fire extinguishers, and they get a pass to basically just grief as much as they want. It's just not fun. I cannot count the amount of times a slime is the only reason an engine totally delammed. Destroying the air alarm, the APC, the pipes, the filters, and even the doors to the SM chamber. I've seen them do it all. And to add insult to injury, I have never seen nor heard of a slime even get a note for delamming an engine. In fact, I have seen multiple admins justify their right to delam at will simply because "They are considered an antag." I've seen slimes go around station and kill handfulls of people for no real reason other than "unga", including the captain, and get told nothing. Even hijackers, terrors, blobs, and xenos get told to ahelp before hand as a rule of thumb. Slimes can spawn and instantly make a delam unsalvageable in actual seconds with no repercussions. Who is this fun for besides them? The slime's ability to kill a healthy individual in mere seconds with said individual having a slim chance of getting away is just not fun. The slime's ability to trash the station without repercussions is fun for nobody. Sure it gives engineers work to do, but it's all easy work until you get ambushed, eaten, and left for dead in maints. It's not fun to get ambushed, eaten, and left for dead in maints. I would know. Happens to me all the time. It's not fun for the entire crew to have their round cut a full hour (or more) short because an amateur antag pulled a pipe up and winds up spawning a slime that trashes the air alarm, the APC, the door, and every pipe they find, and becomes responsible for a tesla being spawned. We came to play a game, not go home early. So, if we're not having fun, who is? Just the slime? Isn't the point of a game to have the most people have fun as possible? I know that the hijacker and other critter antags like terrors, xenos and blobs are allowed to kill at will, but they actually have a reason. I have my own opinions on hijacker's abilities in this regard, but that's a whole other post. Not to mention that that horse has been beaten, burried, dug up, and beaten again. DISCLAIMER: I don't think slime should be removed. I don't think slimes shouldn't be allowed to kill people or to cause damage to the station. What I DO think: Slimes should be held up to some sort of standard. If there is a standard in place, I am not aware of it and I have certainly never seen it enforced. Maybe these unknown standards are regularly enforced, but I find the notion that in my personal experience, and in the personal experiences of people I have spoken to about this, that we have never seen a slime player actually get in trouble or even talked to for these actions difficult to believe. If you guys have had different experiences, please feel free to share. And if there ARE standards they are held up to that I am not aware of, please make me aware of them so I can ahelp it in the future.
    3 points
  2. The flow of information from SS13 can be pretty hard to manage. The purpose of this proposal is to provide users a tool to manage the information. With this proposal, the current chatOutput window remains, no matter what, and accepts 90% of the to_chat messages. (by souce code reference, not by frequency of use.) So all your in-game messages to the user ("You feel a tiny prick!", "Joe Diphtheria coughs!", <object description text>, "The glass table breaks!", "You feel like having some nicotine right about now!") -- These all stay as they have been, along with any channels you haven't messed with. However, the current headset TGUI gets expanded. Right now it looks like this... With this proposed change, Instead of just a column of checkboxes, there's now a new grid of radio buttons. Now for each channel, you can can choose (in columns) among: "A / B / C / Main / Mute" "Mute" is the same as the current "Unchecked" behavior. Put it in mute and you don't hear it. "Main" is the same as the current "Checked" behavior -- the chatter from that channel is mixed in with all other chatOutput messages. The new behavior -- If you have any channels sorted into the "A/B/C" categories, then your chat window splits into (up to) four panes. How many panes it splits to depends on how many different categories you have configured using the radio buttons). Here's an example comms setup: (you'll have to imagine the tgui for this part, I haven't prototyped it yet.) A - Antagonist (this is the roll-up of traitor comms, changeling hivemind, spider talk, whatever kind of baddie you are) A - Command (This also sets the routing for CentCom / ERT / Deathsquad / Admin messages too) A - Security B - Engineering B - Science B - Medical Main - Supply Mute - Service B - Procedure C - Common So that's me as a player expressing comms preferences of: Most important -- Antag / Command / Security (So if you're an antag, antag comms matter. If you're a captain or head, then Cmd/Sec matter. If you somehow are actually hearing radio chatter from all three of these channels simultaneously, then you're you're definitely living your best life.) Moderate Importance - Engi / Sci / Medical / Procedure (Three of these departments kinda matter, and I guess I'd better at least keep that IAA asshole engaged, so he doesn't go faxing CC over nothing... (Again!) ) Low Importance - Common (The gretytde wasteland needs its own (ignorable) window.) Main output - Supply, plus All the other in-game messages. (That QM doens't know how to shut up, I'll stick him with the rest of the stuff, like getting shot) Muted output - Service (I can't possibly be bothered with whatever the bartender is yammering on about.) Not everybody's headset will have all comms, but you can still configure the routing for irrelevant channels. So you can set up, "yeah if I roll antag some other round, then I want that in my "most important comms" channel. Maybe types of comms that your current headset doesn't support are greyed out, to make it clearer. All this gets stored in a user pref so it's persisted from round to round. With that config you get a client that looks like this: Note that each of the four chat panes is lightly background-colored -- green / blue / grey / white -- to help tie it to the tgui columns so the channels make sens connect up from a visual presentation. Next steps: Also provide a mechanism to pop green/blue/grey panes out into a full window, allowing them to be tiled onto a second monitor. Make it per-user, with prefs saving so it lasts across rounds, not just a proof of concept. ... profit?
    2 points
  3. Agreed -- Also the idea of having "hivemind' controllable through.. a headset, and spidertalk for spiders who... don't have headsets, is mixing an OOC setting into an IC equipment device. So yes, needs to be its own setting. Also channel muting since it's a per-selected-role round-start setting, agreed, should be on the headset (and not persisted) From the admin persepctive, yes, that's easy to select subsets of messages to get routed -- anywhere we call to_chat, we can tie it to a window preference. Talked a bit with Mochi, I'm gonna go look at the tgchat implmementation and get some ideas about how they do stuff too.
    1 point
  4. This is against the rules already. Ahelp this.
    1 point
  5. 1 point
  6. Hey. 2021 was hell. But whatever, "Just go."
    1 point
  7. Oh? You're approaching me? Instead of running away you're coming right to me? I can't harmbaton the shit out of you without getting closer Oh ho! Then come as close as you like
    1 point
  8. I agree, remove slime "people" or at least forbid them from leaving xenobiology. Also not to be that person who points out "Balance" in roleplay game but vox are 1000 times worse than slimepeople but have same revival methods, so giving slimes another revival method that vox dont have access to ain't too nice.
    0 points
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