SpaceTimeNow
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Everything posted by SpaceTimeNow
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Well that point i don't really understand. Correct me if i am wrong, but Linda has to work something like this: Every 100 ticks (or what ever the equivalent for byond is) Linda somehow moves "10 units of gas" from tile A to tile B. There are two obvious ways to speed up the process: 1. make Linda move "10 units of gas" every 20 ticks (obvious performance impact, because Linda needs to process 5 times as often) 2. make Linda move "100 units of gas" every 100 ticks (Obviously the numbers are completely made up to explain my point) How is No. 2 impacting performance and can't we maybe use a mixture of the two to get a more resonable atmos situation while not impacting performance to much?
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This right here is a problem with Air Alarms, not with LINDA, as they weren't designed or programmed for LINDA's way of handling atmos, nor do I think they were meant for ZAS either. Also from how the coders talk of Atmos code, it touches an expansive part of the code of the game to the point it is a hellish nightmare to do anything with. It's not quite that easy, it obviously has other gameplay implications too, the air alarm part was just an example to showcase what happens. We are talking about the physics beeing faulty (or so slow to the point where they appear to be faulty) in a game that is heavily based on it. It makes no sense to have two completely different atmospheres inside the same room. In addion to this, hull breaches have become a non issue, you litterally could just add another vent in order to keep te atmosphere stable. And on the flip site, fires are also a non issue. Atmospherics was an essential part of what made ss14 special, now it has devolved to merely a gimmick. I think this is incredibly sad, since i really loved doing atmos related stuff.
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I don't know why or how someone though removing Animal Cruelty from Space Law was a good idea. Nobody cares about animals that are just mindlessly sitting in an office or just wander in a circle like "Coffee". But the moment a player enters such an NPC it channels the inner douchebag in some people and they see a chance to grief someone without beeing bothered by admins and now they are not even bothered by security? Sorry but i fail to see how this is in line with what the server stands for: Having fun and even more important, provide fun for each other. Personally i would even go so far and make senseless killing an OOC issue, but that is for the admins to decide. Obviously that would add to the high workload the admins already have. What i want to see changed is is the IC side of things. There needs to be at least some repercussions if you are beeing a total douchebag to another player.
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Like i said, didn't acutally look at the code and i don't know enough about how byond works, so i can't really know what actually happens there and at what point it becomes a performance issue. But i fail to see how it would impact performance if Linda would just move more gas every time she moves gas. Nowadays the time it takes to multiply a value should be negligible.
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I think playing AI should be more then just beeing a voice on the station that decides if it wants to open an airlock for someone or not. I really like the idea of interacting with the crew on a more personal level and appear as some sort of entity in front of them that they can talk with. Currently that is only possible via the hologram emitters and lets just say this feature has not been maintained very well. My list of suggestions: 1. There are countless areas where holopads have been forgotten to be mapped in, we should add them. 2. There is some sort of bug which in certain situations won't allow you to appear on a hologram projector. I think it happens if you leave the range of the holopad and then try to reappear (but i am not 100% sure) 3. Since we have the new AI radio where you can access channels via shortcuts like :c we could finally get rid of :h for holopad. If you are projected on a holopad you should default to talking via holopad and not talk locally at your core. The need to talk locally at your core has been reduced to the occasions where someone is standing inside your core or when coms are out and you have to talk via intercoms again, which would both still be possible, just not while you are visible as a hologram. 4. add a verb to activate the nearest holopad in relation to the AI eye and make the hologram appear on the AI eye (only if in range of course). Using the verb again makes the hologram disappear. 5. Are there really no new unique sprites for AIs availiable? Why does the AI have to actually "move" (arrow key) to turn and cannot just face a other direction (Ctrl + arrow key)? Moving in a circle to face someone is super awkward. 6. Make the "Change Hologram" to look like a crew member function propperly. Why doesn't the sprites turn, it looks super lame. I probably could think of way more that could be done, but this would aready be awesome to see.
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I have allways been a big fan of atmos beeing "somewhat realisticly" simulated in SS13. Since Linda is around, atmos has become very illogical, to the point of beeing flat out annoying. First off: Yes i do totally understand that linda is way better for the server performance, which makes sense right? Making atmos act a lot slower oviously reduces the stress on the server. Comarision of the two systems: I have to admit i havn't looked at the exact changes between the previous system (i think it was called ZAS) but from what i have observed and what i gathered from some converstations, the main difference between those two systems appears to be the following: ZAS: When a new gas was intodruced to a room then ZAS would almost instantly distribute the gas equally accross the room. Linda: When a new gas is introduced then it is only spread to the nearest tiles of the gas source and expands very slowly from tile to tile until i eventually equalizes accross the room. Both system could not be further appart from each other. Both systems obviously can not be called a truely realistic simulation, but at ZAS was believable and Linda is not. Why Linda fails Linda extremly fails to propperly distribute pressure accross the room, because it has very slowly jump from tile to tile. So Linda allows for totally illogical situations where one part of a room could be a flaming plasma inferno and the other could be open to space at 0kPa and it would take quite some time for this situation to resolve. ZAS would have dealt with fairly quick by constantly equalizing the pressure accross the room instantly and thereby allowing more gases to be vented (deleted) into space. You can easly observe this if you overpressurize a room and slowly move away from the vent while using an atmos scanner and scan every tile. Same oviously happens if you syphon air. The bigger the room gets the more difficult it is to get it to a certain pressure. Why it annoys me so much Let's say i want to get a room back to 103 pressure, i will set the room to fill in order to speed the process up. The vent starts pushing out air, which will pile up on the vent tile and its neighboring tiles. At a certain point the the atmos controls will show the room at 103 (it' probably the avarege of all tiles in the room) and you stop the fillng and set it to filter, at which point everything should be fine, right? No! You still have this giant pile of pressure on your vent and the surrounding tiles wich will continue to slowly creep around the room and you can see the atmos alert suddenly showing you an overpressurization. Setting of this rediculous loop where you start overshooting the syphoning or filling the area. You spend a ridiculous amount of time guesstimating and waiting for it to equalize. What's my intention with all this? The easy and lazy fix: Issn't it possible to speed up Linda to where it tries to spread air more frequently with neighboring tiles or where it simply spreads a higher amount of gas? Probably this solution will be difficult to balance because if it's to fast then plasma firest would have a bigger impact on the station again. But couldn't that be counteracted by simple making floor tiles melt faster, a plasma fire would fairly quick kill itsself by venting itself into space. The way more elaborate fix: Seperating the spreading of gas from the spreading of pressure, making pressure equalize way faster accross the room but keep the slow speed on the actual gases spreading. In other words, the gas (let's say plasma) is comming out of the vent and pushes the other gases away. So you have a high amount of toxin near the vent and almost pure air at the far end of the room. I know there aren't that much atmos enthusiasts and this might no be such a hot topic for most of you, but i would really appreciate if we could do something about this.
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Strip the syndiborg of it's remote abilities, one would think NT would not allow every borg in the histroy of ever access everything they own. That a emaged NT borg has remote access makes sense though, but is the AIs own fault if it not checks up on it's borgs. The Syndiborg should get a hacking tool that potentually grants access to everything, maybe with a 4 tile reach or something like that. It needs like 5 seconds (maybe longer for airlocks) to hack something and the AI gets notified about the attempted hack (just like a pAI hack). Time to potentually bolt airlock and cut power or set turrets to lethal borgs, or whatever the AI comes up with.
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This. And i allways thought this forum was meant to discuss stuff and possibly make changes to how things are or are supposed to be. Seems like a pretty weak way to try to end such a discussion.
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Can we please make self harm and suicide a bannable offense?
SpaceTimeNow replied to Jack Fractal's topic in Suggestions
As for, should suiciding/ self harm be bannable in general? No. Should people turn down their frequency and only do it with the propper RP behind it? Yes. The obvious part is suiciding in the brig. It's done to annoy the officers or as a last resort to make themselfs somewhat relevant that round. Both not good reasons to impact someone elses experience in such a obnoxious fashion. It breaks the immersion and makes it really difficult to take your job as a officer serious. There were times where i cared about this self harm brats and it annoyed the crap out of me. You have to somehow restrain them, provide them medical attention, explain to others why you are dragging a bleeding and screaming idiot behind you. And all that, just for them to return in the cell and do the same again. FUCK THAT! If you kill yourself in a cell for no apparent reason and present me with that shitty of RP. I will just disregard your existance and let you suffocate and maybe throw your dead body out of security. If you are lucky you might be found and cloned, i don't care. Since it is the overall theme of the rules of Paradise to provide a fun enviroment for everyone (not just yourself), i would like admins to discourage such shitty behaviour and give such players a warning or whatever seems resonable. What i don't mind for example is a certain slime person that roams the station and inflicts self harm all day every day. Sometimes it's funny, sometimes it's not, but the point is, he does not force it on me. He does not come into the brig and tries to make it my problem if i don't want to. (at least that is how i perceive it) He/she is having fun and asking other to engage with this sort of RP and that is perfectly fine with me. -
Not sure if this post is still relevant but i just want to add that i think it's wrong to remove the forced slow (which you could just turn to run again anyway). It's a tool to tell someone: "Hey, i could just have shot you with this click but i am giving you the option to surrender". If you remove that slow, this option is no longe viable because they would just continue running to gain distance on you. Hence this whole game mechanic becomes useless, except for maybe some heavy RP situations, where both sides already silently agreed upon not to rely on game mechanics but on RP. I hope that makes sense. In short: The slow is a game mechanic to allow for some talking (writing) without your target just rushing off the screen. It should stay!
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New Punishment Method (because Slavery is fun)
SpaceTimeNow replied to Qinetix's topic in Suggestions
What's the point of that in the cells? If they try to break out you have a reason to add another 10-15 minutes to the timer for escaping and if they are really dumb you get to add some time for assaulting, insulting and stuff like that. If they try again you just put them in solitary. If they kill themselfs? Even better! You don't have to deal with that shit anymore. I am way beyond the point of careing if a prisoner kills himself. You just call a doctor via pda to pick him up, which they never do and at this point your are golden, he won't even be cloned, great! If you don't have the luxury of him doing something really stupid like trying to break out but he is still a major pain in the ass and screams how innocent he is, you bust out the full RP! Take him into an office cuff him to a chair and go get a recorder, paper and a pen! Then you take 5 minutes to explain to the recorder what happend and then start quetioning that poor guy. You make him explain everything in detail and follow up with even more questions! You continue this until he stops beeing a dick and begs you to just put him into a cell where he can sitently wait for his timer. This is what i call real justice! -
While i think placing items like t-ray scanner in the CE office should be done, it's not game changing just a convenience change and most likely every CE wants one. Items like analyser and remote signaler are more boarderline, i don't pick them up beforehand and for me having them in the CE locker would only clutter it even more. Spawning items directly on the character is useless in most cases, everyone will gear up differently and the more you force onto someones charater, the more will be just thrown on the floor. Like at arrivals with the plastic bags and boxes. (Although i don't understand why someone would throw away a plastic bag, they are awesome.)
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I allways had the idea of playing my vox as customs officer with ridiculously obnoxious Vox-ish customs forms and just feast on their tears and if they are done with the first form i say "great", stamp it and hand them the second form. But i was to lazy to prepare those forms. It would have been the ultimate revenge for the shit i have to endure when i play security officer.
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I kinda like how it works right now, everyone is able to open firelocks without blinking lights (atmosphere difference) and only a selective few can open firelocks with active warnings. Unfortunately this also means that it won't let you escape out of dangerous areas. I think it would be best if we could somehow achieve that the airlocks are smart enough to notice on which site of the firelock i am standing when i am clicking it. If i am inside an area that has a dangerous atmosphere it should open up regardless of warnings (maybe with a yes/no question pop-up). If i am standing on the other side where the atmosphere is not dangerous, then the firelock should still refuse to open. If both sides are dangerous it would open from both ways. This way people could escape out of dangerous situtations and would have to evaluate for themselfs if it's worth possibly saving themselfs and endanger everyone on the other side. In short: I don't know how atmos-coding works but i would assume that it is possible to test the tile the person is standing on and if this tile has a dangerous atmosphere then the firelock opens.
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Secure dangerous mech weapons when built
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
The person inside the mech doesn't even need to use the weapon to impact the game, only him threatening beeing in potential killing machine is enough for security having to chase them. You can't know their intentions and they never include beacons to remotly control the mech. I would ask you to pay attention to what's going on in robotics the next rounds and if Mining is working, i can almost guarantee there will be robotcists wasteing materials to built their very own killing machine. If they use the weapons or not is irrelevant, you can't have killing machines running around that could overpower security at any given time. In the end i don't care if this issue is resolved via securing the weapons or admins paying more attention to it but something needs to happen. If i play security officer, command or AI, i want to do other things than chasesing the non-antags in mechs all day. I just thought securing the weapons would be a easy way for roboticist having to include security when building one. -
Secure dangerous mech weapons when built
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
Fun for one and a major pain in the ass for others. The reason why so few people like to play security on this server is because they get fucked over so much and this is a very common instance lately. If someone wants to be a completly useless condom then he can use a utility mech and not a mech armed with lethal weapons. That's a negative, a roboticist that intents to abuse his mech will obviously not install a tracking beacon and with that the ability to control it from the RD computer. A weapon mounted to a mech might be more obvious but it's also way more dangerous. Let's be real here, we are talking about non-antags that have no buissness creating lethal mechs for themselfs in the first place. An antag could just order an emag and unlock them. Also it's usually a matter of is mining working or not and not of the amount that they bring back. So i don't see this stronger gated than R&D weapons. Everyone that plays only somewhat regulary on this server should know that self regulation due to deparment heads or similar means simply does not work consitently. I see combat mechs constructed almost every second round and i honestly can't think of any instance where i recently saw them ending up in security. -
Pretty straight forward: the same way dangerous R&D items spawn in an ID locked box, the mech weapons should also spawn in an ID locked crate out of the exosuit fabricator in robotics. So the HoS or Warden (for lethals) or Security Officer (for stuns) would have to go to robotics and open the crate before the weapons could be installed into the mech. The same abuse that previously happend with R&D weapons has now shifted even stronger to robotics.
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Many offices and labs seem to get shutters right now and all are getting privacy shutters (blocking vision and sound), because this is currently the only type of shutters. I think there should be a new type introduced that is see-through, so mappers could use them more selectively. Example: I absolutly hate the change that robotics has privacy shutters now, one might argue that they need a little bit more security for there lab like shutters that could go down when someone tries to break the windoor and i could agree to that. But them just shutting their lab down to everyone that walks by? No, just fucking NO! I am so over it, seeing (or rather - not seeing) roboticists building combat mechs for themselfs and nobody notices it until its to late and the roboticist sit inside his very own combat mech, obviously without a beacon inside so they can't be shut down remotely. This is highly disruptive to the entire round if security, command and AI have to chase this one idiot non-antag running around in a mech. Beeing able to see them building this things would be very helpful, but of course they just close their very own privacy shutters. Why a lab that is designed to create mechs and equipment for other department even need privacy shutters is beyond me. Privacy shutters are for offices, like the HoPs, conference room, IAA or magistrate, because there is a legitimate reason why NT would install privacy shutters, to discuss things that not everyone needs to know.
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I feel this goes both ways, if the antag goes through the full RP and takes his time to trick me, i am usually inclined to just go with it and follow him into the dark place, even though i may realize where my character would end up. If he just uses game mechanics to kill me like silence and para-stings without RPing, that's fine with me but then i will use all kownlege and game mechanics availiable to try survive or get him caught. If you just flat out end my round without giving me some good RP in return, just so you can raise some score at the end, i will make it as difficult as possible for you.
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For me it would be totally ok if beeing on the floor, or maybe resting or sleeping / passing out would reduce the pain once you wake up so you have some more time to move or handle items. And i think in the past it was way more common to fall on the floor pass out and get back up some time after, but somehow this feature seems to have broken, you just don't get up anymore. Maybe it's just not in line with increasing the damage that's needed to go in paincrit, so you can take more damage before paincirt but your resistance to pain hasn't been buffed accordingly.
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Hostile NPC mobs like spiders, animate objects, floating blobs break bones left an right while doing relatively minor damage. It feels like every 2 or 3 hits they break another bone. Not only is it totally screwing you over when you drop your weapon but you also get massive amounts of pain from this. I often find myself with somewhat minor damage but have two broken bones and i am able to move slowly for a few seconds and then drop to the ground, from what you never recover. Once you are down you can't stand up anymore, even if the medical supplies are only a few tiles away, you won't be able to move. Shouldn't the pain drop when you are on the floor and bring you to a level where you could drag yourself some further until you drop again. It's a completly unrewarding feature, you keep lying hopeing you will get up, but you won't. Two broken bones seem to take you out for good. One would think someone would be able to ignore a broken rib and a broken hand if your life depends on it.
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I think it's an interessting idea and it could play out well, but i would go further and say taser shots should have an even shorter range. 7 tiles is still amost across the screen and really only matters if someone runs. I this a insta stun should be limited to 4 tiles max.
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I have noticed that roboticists just tend to close the shutters at round start and probably construct the next mech that they don't supply with beacons, just to stomp around and annoy people for the rest of the round (at best). I don't think they need privacy shutters, their entire job evloved around constructing stuff for others. They do even less of there actual work now, didn't thought that was possible, but here we are.
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So the question is, is it possible and worth to recycle this? Else we should just disable it to not confuse the players.
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It's been in the game for quite a while and i still don't know what it should do, how it works, or even if it works. You can drag & drop a table next to you onto your characters sprite and some construction window pops up. For me this window is allways empty and sometimes you can click some invisible stuff on it and it just says construction failed. I was wondering what it does or was supposed to do, or if it should just be disabled.