HugoLuman
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Everything posted by HugoLuman
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Remove Vulpkanin Darksight/Add a disadvantage
HugoLuman replied to Shadeykins's topic in Suggestions
I hate to be that guy, but you kinda did -
Remove Vulpkanin Darksight/Add a disadvantage
HugoLuman replied to Shadeykins's topic in Suggestions
Free NV is kinda a big deal because if you find mesons in maint, you get a huge advantage over people going around with their PDA light. I'd still advocate for the alcohol thing on grounds of further differentiating them from Tajara. Faster food consumption could be interesting, since no one else really has that mechanic. By the burning thing, do you mean that the game would treat them like they're always covered in welder fuel? -
Remove Vulpkanin Darksight/Add a disadvantage
HugoLuman replied to Shadeykins's topic in Suggestions
It's already at 1.4. Vox (with 1.6) and Skrell (4.0) are the only species with weaker livers. Thing is, that's the exact same as the value for Tajara. So, bumping it up by .1 or .2 would differentiate them from both There are two camps in the maintainers. One camp holds that the races should have more significant differences, as this would make gameplay more interesting. The other camp holds that racial differences should be relatively inconsequential to ensure balance, and posits that existing differences are probably already a bit too much. -
Remove Vulpkanin Darksight/Add a disadvantage
HugoLuman replied to Shadeykins's topic in Suggestions
Perhaps up their alcohol intensity? While this might sound minor, alcohol is a very commonly available reagent. It should not be so high as to preclude RP drinking, but it could be high enough that they'll drop faster than the other anthro races if poisoned with it -
Rule Clarification: When NOT to take SSD to Cryo
HugoLuman replied to HugoLuman's topic in Suggestions
It's not about punishment, it's about informing new players of situations where they may unintentionally cause harm. Particularly the first two. More of a clarification than an amendment, really -
Rule Clarification: When NOT to take SSD to Cryo
HugoLuman replied to HugoLuman's topic in Suggestions
Again, you'd think so, but this is where people unfamiliar with the game can pose a great risk to others without even picking dangerous roles. I've seen it happen. Providing some examples with the rule (especially the first two, being relatively more obscure mechanics from a newb point of view) could prevent people from having to learn the hard way -
Rule Clarification: When NOT to take SSD to Cryo
HugoLuman replied to HugoLuman's topic in Suggestions
The thing is, the harm is not intentional, but rather caused by ignorance. Including some of these as a brief example in the rules could help inform new players to prevent such mistakes. They have to read the rules, and most do, but they are less likely to read up on genetics, virology, or atmospherics. -
We should probably add something to the rules to clarify situations where taking SSD people to cryo runs the risk of killing those SSD people. While these might seem extremely specific, someone new to the server would be likely not to know the dangers that these pose: -Taking someone to cryo while you have the radiation mutation. They'll get dosed constantly from being adjacent, and this can easily kill them if the trip is long enough. -Taking someone to cryo while infected with a virus. Depending on the vector, SSD people getting infected is hard to avoid, but it'd be better not to increase the risk factor of someone who might only be temporarily disconnected. -Taking someone to cryo through an area with an atmos leak. Might seem obvious, but I've seen it happen. Someone in a hardsuit, or who is a diona, might not notice the area is hazardous
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Well the bad news is we've got a feature freeze, no new feature PRs allowed until possibly 2017. The good news is, this is a good opporunity to rebase my branch and keep updating without having to worry about new features that break everything
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A couple of gifs I made for a project somewhere
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Initial art for the Yinslaved
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Made new branch on Git due to troubles updating a 3-month-out-of-date one. Here's where all the code is so far: https://github.com/HugoLuman/Paradise/tree/YinNew
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And now I've updated my files, I can get back to work on these. What there is so far: https://github.com/HugoLuman/Paradise/tree/YinNew
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Hey, so I've heard there might be some broken or missing equipment/clothing sprites. If you know of any, please report them on the Git and/or PM me about them
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Two more And the ultimate HoS
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Eh, why not. May or may not be SS13 related, though I usually post my other stuff elsewhere To start, there's this:
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I'll start up work on these guys again soon. IRL came up and put me off it for a couple months. Hopefully the work I have so far doesn't merge conflict
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I've started coding the Yinvader shells, though I still don't know where to begin on the Yin Controller and could use a lot of help there
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Well, I've just about finished coding the Yinfiltrator's disguise. It's a mask which, if clicked in the active hand, opens an appearance editing menu where they can design the disguise, being able to choose its race, gender, skin color/tone, markings (if applicable), and hair/factial hair styles and colors. When they wear the mask, they will take on this appearance (incorporating any items they might be wearing), and it will even disguise their species on examination (and the mask itself won't show up). However, they'll appear as "unknown" without wearing an ID, and there are subtle irregularities with the sprite accessories (equipment, hair/tails) that might tip off the observant. Also, it functions as a voice changer, but as with the syndicate one, they must remember to set the voice manually.
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Here's what I'm thinking so far for those enslaved by the Yin: -The nanoplastic changes their body, making them a more capable worker in addition to adding the machinery that enslaves them to the Yin controller -Unlike Shadowling thralls or cultists, where their will is totally subsumed by the new purpose and from their point of view they are now willing devotees, they become more like resentful borgs. The Yin controller dictates laws that they must follow, but they are free to seek out loopholes in those laws, and even express their discontent (unless the controller explicitly forbids them to do so). -The Yin controller will have some ability to track, and possibly shutdown/punish, those enslaved to it -An EMP will temporarily give a slave their free will back, until their control uplink resets. Their connection to the Yin controller can be permanently severed (I'm thinking through surgery, but possibly chems), setting them free. -They could be restored to their original appearance, either through further surgery or a brain transplant.
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Something to consider indeed. Though I'm not sure if letting them build turrets (as least, aside from the way everyone can build turrets) is a good idea.
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Yep, I was coming to realize that today while chatting with other coders. The only tricky part there would be with the UI and verbs, as we don't want them to have access to the yin creature verbs while inside the controller pod (since they'd get in the way). However, we'll have to do UI/verb stuff anyway. The way I see it, we should do it kind of like borers. Where the critter is stored inside the structure but the mind is transferred to the mob that handles all the Yin Controller stuff, and transfers back when ejecting. The only headache I see there will be how we handle the Yin Controller's health (What happens if someone manages to board their ship and attacks the Controller pod directly?)
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Here's the sprites for the Invader shells
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I could use some help indeed. Here's the code I have so far: https://github.com/QuinnAggeler/Paradise/tree/Yin In particular, I could use help with the Yin Controller, and the gamemode code, though we have some design to do first For the Yin Controller, it needs: -The ability for a Yin to enter and exit it, toggling between object and structure like AI cores do -The ability to see remotely. I'm thinking either through cameras (first just on the Yin ship, but then patching into the station network) or through the eyes of Yin shells, like the AI and its borgs. -The ability to track the location of Yin -A UI for flying the Yin ship -Operation of the ship's teleporter (Need some design decisions there though)
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They don't all need to be completely different gamemodes. Different sprites, different spells (since the current list only makes sesne for blood cult), and different constructs (it's easy to modify their stats and abilities) alone would do a lot to diversify the cults. On top of that we could probably do different "rune" drawing/spell casting techniques and very different summoned entity behavior (they don't all have to be big things that turn people into various flavors of harvester). Some ideas I've seen on discord for summoned entities: Fire Cult: Summons sacred flame, spreads in the same way that water turfs/vines do, burns only non-believers (not actual fire that needs temperature/atmos calcs). On examine, says "It's so beautiful..." Nature Cult: Devouring: Swarms of giant insects/polinators/plant creatures.