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SpaceTimeNow

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Everything posted by SpaceTimeNow

  1. viewtopic.php?f=12&t=5355 All i really see is there is an inconclusive topic that just died out. First off, players should already know that they are not allowed to carry lethal weapons as scientist, but somehow they don't know this. Lockboxes are there to remind even the slowest scientist that it is illegal to carry lethals, they have to force a box open that they have no access to. It's a clear cut case for everyone involved, if a scientist is carrying a lethal he has forced it open and even the slowest security should know that this is illegal. Appart from the fact that the lockbox slows you down an you have to fire of a EMP. Back to topic: Security is already performing very poorly as it is, robbing them of their only ingame support to sort of track what going on (Security Records) is just hurting everyone. The security records are locked with security access, that's a given fact! That the Security huds allow you access to security records has everything to do with an oversight of the person who coded them and nothing to do with an engaging mechanic, it's just a trollfest. It is simply a bug. Either make the security record part of the the HUDs only usable with security ID or lock this thing away in a locked box. There first solution would problably make more sense, but the second will most likely be easier to implement.
  2. Totally supporting this and honestly there is no reason to argue about this. Either security huds cannot be used without securty ID access. Or put it in a locked box, locked by simple security ID. Wardens and who else is asking for weapons could still be turned down by a scientist / RD. The lockboxes simply protect the entire crew from the disability of almost every science player to properly RP, which would arm themselfs any chance they get. And i have still no idea why Robotics weapons doesn't come in a locked box. If science is unable to keep in RP and work with security and command in regards to weapons, then they must be stopped via ingame means.
  3. TIL you can upgrade cameras. But back to topic: I am a huge fan of randomizing stuff on the station. I would go even further and say there should be a very slim chance for the cameras to deactivate mid game, effectivly shutting down meta gaming. But it is true that certain areas should be procted from this, obvious example the AI core, since the AI is heavly depending on it beeing working and the AI is the only one who can give access to that area. Actually there should be breaking stuff on the station fairly regulary, not to annoying, just enough to make it believable that a camera or APC could break on it's own. Vendormats, apcs, a few light here and so on...
  4. I am talking about the medical stats of a person. For me this just looks like a clusterfuck of information and it's very difficult to get a good quick read on the targets current condition. It literally hurts my eyes trying to read this, because there is absolutly no guidance for the eye. You have to parse the text word by word for keywords like tiny, morderade, burn, bruise, head, chest and when i reached the end, i have already forgot how hurt the head is. You can't just look at this and tell which are the 3 most injured parts of the body. The only usefull information you quckly can get from this is (if you know what you are looking for): - He seems asleep - He is not breathing - He has a pluse So i know he sustained so much damage that he started suffocating, but i have no idea what to patch up first. I don't want so see numeric values like with a scanner but it needs better formatting and maybe some highlighting. No full on sentences please.
  5. Well fair enough, but given your explanation, i would count you as willing OOC. I didn't say that mindslave won't work in this situation, i just said that i think there could be more compelling IC reason than just an implant that forces you to do so. True, just money is a very bad motivation in ss13 since it is round based and doesn't carry much meaning. But if this is combined with the person getting his own traitor objectives, like helping the person that recruited you + maybe a bonus objective from the syndicate, he would have as much motivation as someone who signed up for beeing a traitor at round start. I would argue that is a risk you have to take, you need to get a feeling of how the person behaves before making him the offer. Once he accepted the offer he is officially a member of the syndicate and has no reason to betray you, because he needs to help you in order to "win" his objective. If he refuses the offer, he probably would rat you out and you need to deal with him. I think the reason why people rat out syndicate members almost every time is that there is no compelling reason not to. There is no way for a crewmember and a syndicate member to work together, even if they both wanted to. The server rules basicly don't allow a non antag to act how they would need to in order to be useful. So of course when people find out someone is a syndicate they run to security in order to "sell" their information there, mabye get a medal or something, because they can't do the opposite and work with the syndicate. The possibility of beeing willingly mindslaved is not very attractive to a player, because as the name suggest, it makes you a slave, nobody wants to be a slave. Mindslave is the same as becomming a traitor AI (borg), the chances that you will die are astronomicly high, because you usually get the order to kill your target as soon as possibly and at all costs. I can accept emagging as a borg, because if i play borg i am already aware at round start that i might be subject to strange laws. If am am playing a normal crewmember i might not be in the state of mind where i want to follow someone elses orders, maybe i just want to dick around as civ drinking at the bar and don't give a shit. Of course you can try to enforce that via OOC means, but you cannot just force someone to play something he doesn't want. I don't see how this rule can be propperly enforced. The person who mindslaves someone against his ooc will and sends that player basicly on a suicide run is practically breaking rule 6. Additionally how can you know if someone doesn't acually has to go SSD. There is no rule that i have to play a round until it's over. If I know that I have one hour left to play I will choose a non critical role and play as long as i can, knowing that i might need to stop playing at a moments notice. If someone just comes up to me and suddenly makes me an antag, you cannot expect me keep playing even if i have to deal with irl stuff. Instead punishing someone for not doing something, we should rather encourage (create engaging ingame means) and reward (e.g. gain one karma if the person who recruited you achieves his goals) someone if he does it.
  6. Actually, whenever the chef messes up their recipe and creates a burned mess, that contains carbon among other things. Hydrogen is definitely a more difficult one to obtain though. I definitely can support salting the salted pistachios, if only to make things actually sensible. Hey Chef, make me some of your burned mess and a bag of that space metal bacon please!
  7. Yeah, you can do that and have 2tc left over. I've done it a couple times. Tabling someone also gives a long enough window and they're unlikely to radio it in time. Personally I'm not a huge fan of mindslave implants as a concept (it's a substitute for roleplaying getting someone onto your side as an antag and gives you freedom to pull bullshit like making someone suicide). There are perfectly valid roleplay alternatives (explosive implants, briefcase full of cash). It turns an interesting gimmick for a traitor into something far more easily achieved through using a win button (which antags have enough of already) All of the above. From a roleplay perspective this would be much better way. Now that i think about it, the whole existance of a mindslave implant is fundamently wrong. If the other player is willing to help you, then the only purpose a mindslave implant serves is to antag someone (Giving him the right to kill someone, on a server rule level). In this case a offer of money or a position in the syndicate would make much more sense. When the other player is unwilling in the first place, then he will most likely not cooporate and just SSD, or fart on a bible, or whatever kids do these days. So what's the point of even having a mindslave implant? You cannot force the actual person sitting in front of the computer to do what you want, that is not how this works.
  8. I am just not sure if a EMP will 100% disable coms, i thought it was a chance, but i might be wrong. But yes, you will need some more compact tool to initiate the EMP than a grenade. A grenade would be relativly useless because it would announce your malicious intentions and there is a good chance your target will just run off. A emp pen with a weak emp would be great, it should not be super deadly to IPCs and maybe only mess with headsets and maybe other itmes.
  9. Don't get me wrong, i think a slime gun sounds fun and i appreciate the effort, but i don't understand how this would change anything regarding how security operates. You literally cannot harm someone with a taser, unless you use the taser to bash in your targets face. So i don't see why it should replace the taser, but i could see this as a science option. I would totally enjoy splattering goo everywhere across the hallway when chasing a target even if it's only to see the janitors face afterwards.
  10. Going a bit off topic here, but we should defenatly introduce ways to scramble or silent coms for antags. Many neat tools like implants and stuff are not used because incap people without them screaming is basicly impossible. I mean yes, it was right to remove the insta stun from the parapen, but it was literally the only option to ensure someone won't scream over coms. All we need is some sort of impulse, like EMP, but that ensures that headset don't transmit. I think it's only a chance with EMP and it will only mute recieving and not transmitting, but might be wrong here.
  11. Yep it's the worst if you can't stand up because of pain, i guess it mostly happens because of broken limbs. They apply pain or weaken you but don't appear to be actually worsen your condition, which can be very frustrating because the game doesn't provide you with a conclusion of either dying or beeing able to do something to survive. What you described sounds cool but from what i know about about the damage system it's not that easy to achieve, everything is actually based on how much damage you sustained, what's broken in your body, what body parts are missing and stuff like that. So in order to achive the effects you descriped there must be a reason for them happening, like a chemical that is released in your body or something that would change the actual damage,pain or weakness of your character. Maybe something like this would be possible: a critical / unconscious character transforms food (energy) periodically into adrinaline which helps counteract the weakness and pain for a short amount of time and will hopefully allow you to move again or scream for help. Once your energy runs out, toxin slowly builts up. So you either can use the short periods of adrenaline to move yourself to safety or you will die because your body runs out of energy. Either way it's guaranteed you come to some sort of conclusion.
  12. Worst game mechanic ever! Although I have to admit, that I have never given much thought about how i could remove my own hand, but chewing on it until it falls off would definitely not be the first thing that comes to mind. I think handcuffs themselfs are fairly well balanced, you can break out somewhat quick if nobody is looking and you can run away while beeing cuffed. Seems resonable to me. The buckle to a chair and the pull mechanic are to OP and should be nerfed somehow. Additionally you should be able to activated airlocks while cuffed, maybe with a short delay. I don't see why you are unable to operate a airlock while your hands are cuffed, it's not like you are inside of a straight jacket. Nothing in the game suggest i need to use my hands to operate a airlock and it just opens for me. In case i need to press a button or something i could allways turn around and push it (assuming my hands are cuffed on the back)
  13. With this logic we could just replace all those airlocks with doors that everyone could just simply open, because we supposedly have armed guards everywhere ready to chop you up. Getting solid proof in ss13 is allways a bitch. Pretty sure that you would need two people for this, i might be wrong though.
  14. Last test before the shuttle arrives (room as also only half emptyish when i started filling it): A little bit more obstruction in a small room ca 150 secs.. Just think about how long it would take if this room had no own working vent and would have to fill via the bottleneck of the one airlock...
  15. I just did a pretty simple test on paradise. I sucked the air out of of this room, obviously i didn't want to wait for linda to get a complete room to 0kPa. So the room was around 5 to 15 kPa -ish, for the sake of it, let's call that an empty room. (Ignore the unmarked vents, they hat no gas to release) I hit the refil option on the air controls and the tiles with the blue marked vents where instantly on 300 kPa, i immediatly set the vents and scrubbers to off. So there is no more outside influence of gas beeing pumped in or out. Linda needed 90 seconds to equalize all tiles to around 90 to 95kPa -ish!! Keep in mind this is almost the perfect situation for Linda, fill a small room, with a overdimensioned amount of vents and without any walls or glass inbetween creating bottlenecks.
  16. I mean sure, why not. But at that point i have to wonder if it's worth the coding (range detection, visual indicator, make NPC huggers follow the queen ...) considering that a player honsetly wouldn't be able to perfom better than a NPC. At this point you can just stick to the queen and jump nearby targets. Considering that a queen usually does not move that much you could just have the stationary facehugger NPCs that also jumps intruders atomagicly. Also the facehuggers beeing linked to the Queen would be a obvious meta tell that if you see a facehugger, then there is a queen nearby. The great part about PC facehuggers is that they can roam the station and create panic and generate new xenos while not giving up the position of the nest (ventcrawl), which is a critical advantage. But this freedom and versatility is also the main downsite of PC facehuggers, because it usually leads to meta gaming like searching the perfect target as ghost or go after someone because you hold a grudge.
  17. Indeed pets should definitely have a elevated status and cannot be considered food or testsubjects, but i think i wouldn't hurt to also take into account of the death a random monkey was nessesary for the line of work: food, genetics, stuff like that. Whereas mudereing a random monkey in the hallway would be a crime.
  18. Sounds fun, but every replacement item would have to be done "handcrafted" (coded). I mean if a coder is up to it, it would be even better. But how about a less fancy version and creating a single item that is a "chameleon pojector for items". It takes on the icon, sprite and maybe the size of the item it is used on. Maybe you could also buy another item that could reset the chameleon item projector so it could be turned into somethign else. The new fake item doesn't work at all, you can just carry it around and move it around in your bags and stuff like that. But once you try to use it, for example the HoS laser, it won't change firemodes or shoot at all.
  19. The idea of xenos is great, they are a lot of fun to play. The new won abillity for them to literally ambush you from the ventilation system is brilliant. It can really create this fear of beeing constantly hunted and you have to keep on guard all the time. About the Xeno Mode: The Xeno mode itself was kinda meh. It was a interessting thought to give them a shuttle, AI and Borgs, but that was totally out of place and ultimately not thought through or at least not coded to completion. The AI was boring as hell and the borgs and shuttle didn't fit at all. Xenos should be part of other gamemodes or be side events, i do totally agree that right now xenos happen far to infrequent and that's really a shame considering how fun they can be. Alternatives Xenos could be a constant threat on the mining asteriod and beeing spawned at round start or when ghosts arrive to take control of them. That would require the Mining Outpost and the Research Outpost to play a much bigger role. You suddenly need your own Mining Security and possibly a Medic, which could lead to some fun gameplay. Or xenos could simply be spawned in by admins more frequrently, not in the middle of a full out war between nukies and the station, but in cases where the entire station is literally waiting for the last antag to steal some magboots i see totally no harm in it. Yes, an antag might be killed by a xeno and "loose" his round, but honestly this game is not about a single person having fun but rather the entire station. Facehugger problem It would be cool to have player controlled facehuggers but i totally see the powergaming implications of that. If we cannot get player controlled facehuggers going, then xenos need another buff for the early game. It's all uppon the queen to incapacitate a crewmember, get them "face hugged" and get the Xeno ball rolling. Which is almost impossible without your target screaming ";HALP XENOS AT THE INCINERATOR!" at which point the armory will be raided and the poor queen will be lasered to death. A queen should have a abillity to toally suppress every coms singnal in a certain radius around the queen for a decent duration. Not a scrambled signal like "%h§)") which everyone could meta game as "Xenos on board", just not send the coms singal at all. Later in the round the queen usually stands behind in the lair and hunters and sentinels will roam the station, at which point that powerfull ability will be not that usefull anymore.
  20. The idea of adding high security vents might be a good alternative to just welding the vent shut, but since all races are pretty much balanced in strength and weaknesses right now, i don't think slimes will get the ventcrawl back. It simply can be abused to much. People could just enter via vents and exit via disposals, or just send the items via disposals. At which point you would have to have secure vents almost everywhere in order to deal with the Slimepeople and xenos would be totally screwed. And before we start adding secure vents at round start, where xenos can't pass or only pass while getting damaged, we would have rework the entire pipe situation on the station. There are so many cases where you have to exit a vent and enter a scrubber in order to somehow reach your destinaton. Additonally you sometimes randomly switch from a dirstri pipe to a waste pipe and it's really easy to overshoot while traveling through pipe systems (lag and walls blocking sight) and you exit the vents simply by accident.
  21. Thanks for the detailed answer. So from what i gather Linda waits until the difference of pressure is worth calculating and then "moves gas". I would need more information about what actually happens when it moves gas, but i have the subjective feeling that this "moving gas" is terribly inefficient and just transfers tiny amounts of pressure, because two tiles next to each other can have quiet some difference in pressure for quiet some time. It just seem to keep transferring tiny amount of pressure over and over, if we would transfer more gas at once it would resolve the entire situation much faster and probably in less cpu cycles. In other words: You guys are saying it takes x amount of time to dig a hole and the only way to dig this hole in less amount of time is to dig more often. I don't understand why we can't use a bigger shovel and move more dirt at a time. Well i am probably unaware of what actually happens, when Linda happens. I just hope we can turn Linda into something that actually does what it's supposed to do. I just had a round where the windows at the brig shuttle were breached for quite some time (probably like 15 minutes or more) and the air alarms in the long hallway were stating blinking yellow. I mean come on, in it's current form Linda is a non solution.
  22. I get where you comming from but it already distributes gases everywhere, just a smaller amount at a time, so it needs to run the code anyway, i don't think increasing the amount that is transported will cause much of a difference in performance. I am glad to be proven wrong but most people seem to go of what they heard from other people, which in turn probably heard it from someone else too . I would really appreciate if someone could get some hard data on that. I would do it myself but i don't know shit about byond coding, compiling and running a testserver. And frankly i don't have the time to get into that, much less for actually coding it.
  23. Slightly of topic, but now that i think of it, it's totally true. I think the Medbay even has two APCs serving the entire hallways at the same time. Which via ingame means is not even possible to setup. Some air alarms serve multiple rooms and disposals are very rare. It seems that the entire basic logistics should be redone.
  24. Not quite that simple. The holopad speech code is a bit insane, iirc, and it bypasses the language systems with magic. From what i have seen of ss13 code everything would fit that description. Haha You could allways hack a :h to the beginning of each text if the AI is speaking while holopad active
  25. Hmm, i actually didn't knew about that addion to Vandalism. Thanks! But i guess my point still stands, why not make it's own law again. Animal cruelty beeing a vague addition (only mentioning Pun-Pun and Ian) to vandalism is unnecessary confusing.
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