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Showing content with the highest reputation on 04/09/2023 in all areas
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3 points
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This is my proposal for the revival of the Shepard Station project. @Design Team (I am not sure who to ping, I'd appreciate some help in making them aware of this). I am interested in developing Shepard Station again and getting it added to the game, but I have read mixed opinions on the matter of adding another map to the game from some people and wish for a clear answer on whether or not the design team thinks itd be good for the game. We had a few days of tests on this map a while back now, and it had its challenges but I think the majority of the playerbase thought it was fun and an interesting map to play on. The map has been updated to the latest version of our codebase, and has already been through a meticulous review process, and as a result is basically in a merge ready state. Of the 4 maps currently in rotation 3 are of extremely similar layout, a central box hallway with spurs off it that house all the different departments. The design of Shepard Station was done in careful consideration of the current game's needs, but also with a unique take on game balance which informed its design. My case study was the Cyberiad, which is about 1/3 maints. Originally, 7 years ago or so, the Cyberiad was less than 1/4 maints and with them all being more isolated. Over the years on the Cyberiad the maints have gotten more bloated and more connected, which I feel like is a worse outcome for the game. So antags need maints, as a place to loose people following you, as well as a place far from too many eyes to get up to mischief. Larger and more interconnected maints only serve to increase foot traffic in these areas due to them being more of a destination and a shortcut. This has eroded the efficacy of the maints as a gameplay element, as well as segregated the antags from the rest of the players due to the uncanny effectiveness of the maints. On Shepard I returned to a 1/4 maints ratio, and along with the rest of the station made them a whole lot more separated. This is probably the most contentious design element of shepard, so I took the time to explain my reasoning above. My intent with the design was to balance the smaller and less connected maints with longer travel times (as well as retractable space bridges, which I never got to implementing but would act as a further aide to antags [Can implement if needed]). I understand its a radical step, but I felt good taking it as I believe there isn't alot of difference in playstyles between the maps. And I think maps supporting a different playstyle would enliven the game greatly. The maints are still connected, and you can make a grand circuit from engineering's lobby through science, and service to cargo. Theres a larger maint surrounding medbay and SouthWest Dorms too on the opposite side of the station as the aforementioned grand circuit. And lastly a diagonal cut from service to engineering's lobby through the center. Also there being many more seperate smaller areas of a similar volume to that of the cyberiad means each has a less chance of being searched or traveled through making each do their job better. Anyone worrying about the travel times; I'd argue they are only an ever-present issue for sec, and I've taken the liberty of increasing the segway count to 4 as well as adding a shortcut for them through the command module. For the long travel times of late arrival scientists I've since added another hallway going directly east from engineering for this explicit purpose (but it lead to EVA, and dead ends in science for all other roles) It's a larger map by a bout another 1/6 of the cyberiad's in turf count alone, but I think with paradise's pop its warranted (we might have to consider limiting it from being played on low pops). It also demands a different playstyle out of antags and sec, assigned patrols of areas probably being encouraged, as well as a more high stake field for antags, and the time to perform them in. Last but I think not a small point is that Shepard has more windows, its too easy to forget you're in space on other maps I feel, and with them you'll encounter it more often :P. 4 tile wide main hallway!! Thanks for reading through all of this for those that did. I am excited about the new maptick-threading that we've gotten from the byond devs, and wouldn't be proposing readding shepard otherwise. I think with the new addition of the maints above the station, and the hallway to science from engi the map might play alot better. LMK what you all think, design team especially. EDIT: I also removed all the lattices and nearby-station-areas from around the station, hopefully to drastically cut down on lighting costs.1 point
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Of all the species in SS13, vox are undeniably the cutest, I mean just look at them! They're space chickens! They're even cute enough that NanoTrasen recognised it and turned them into a plushie (That goes skreee, how cool is that?). Every time I play a shift with a vox coworker I am struck with an overpowering urge to pet them. In conclusion, vox are adorable and I love them.1 point
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(we probably shouldn't be reviving 5 month dead threads) but I'll throw my 2 cents in here since this is being talked about again. Lets define the issues being discussed first: There is not enough RP between antagonists and security officers Roleplay at its most basic level is putting yourself into a certain role or position with motivations, believes, and core values which heavily influences the choices you make in-game. In this case, we're talking about how players act when they envision themselves as security officers and how they act when they envision themselves as traitors. I do not believe people have an issue roleplaying as these roles, you just don't like how these positions interact with each other when players are roleplaying in them. Furthermore, you think that because of the design of our game mechanics, the roleplaying leads most often to violence instead of interactions you consider more valuable like in-game chatting, bartering, and non-violent exchanges between officers and traitors. So I'll impart my first suggestion here, don't try to force player behavior, incentivize them to act in the way you want. Traitors are still nonetheless violent and intense when pursuing what you consider to be minor objectives, they know that if they get caught its likely game-over unless they prepared by not bringing and s-class or committing 400+ crimes. Security does not know the level of intensity of antags so changing their objectives while hijack/murder/etc objectives still exist will not lower their level of escalation, so antagonists will match this by always being violent even if they have minor objectives. You need to give players rewards for being non-violent. There is absolutely zero incentive not to be violent in antag/sec interactions (besides being punished for breaking server rules) which IMO is poor gameplay overtime. Officers first need some sort of progression structure that can be sped up by being corrupt, such as being able to get slightly better equipment with space cash (so briberies :)). 2nd, one thing that could be implemented that will also fix a lot of other issues is implementing buyable / choosable objectives instead of handing them out at round-start. Players should be able to choose objectives that match their playstyle. These can even be objectives--like you were saying--that are minor enough that it won't land them in perma, which means traitors get a much more softer start to their round which won't merc them for a minor mistake.1 point
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Hihi voxie love you too ! Is friendly biped interested in some shines ? Very cheap yaya1 point
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To anyone that trys to push Conrad just know he has masters all of the science. He will make a prod and leave you hogtied in maint. ALSO LOOKS ITS ME MY 1ST ART YAY THANKS I LOVE HIM you like in my top 100 favorite players now kitty.1 point