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Everything posted by Fox McCloud
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Right, since this was marked as "controversial", I'm just going to throw up a poll here on it: https://github.com/ParadiseSS13/Paradise/pull/1514 In essence, targeting mode allow you to click a button on your HUD then for you to click on a person to "target" them. This puts an overlay on them and turns your gun firing into an aimbot from that point forward; if the target moves then the gun will automatically fire at them based upon pre-set calculations. In any event, this feature has showed quite large support for removal--would like to gather more data on it in a more generalized poll here. My Two Cents Kill the feature. It's a crutch for not being able to aim and lessens what little skill there is in SS13. An player should be rewarded for being able to properly lead the target place their cursor and estimate their trajectory--not because they managed to get a single click in on their target ONCE. Player agency is very important in any game and SS13 is no exception; removing player agency and placing it on the game engine to handle for you, completely, is akin to cehating or the player relying on a crutch---in essence "easy mode". Someone can have the absolute worst reaction time in the world or be completely unattentive to what the person in question, being arrested, is doing and still get a shot off purely because they managed to get a single click on you. It takes up extra HUD space--HUD space comes at a premium; the more of it you have, the more you can see of your game; this icon shows up whether you're carrying a gun or not and takes up space whether you use it or not. I strongly question the so called RP benefits that it has, as well. While it's a great attention getter-it's not going to encourage nor discourage RP; those who just want to run are going to run anyway (only they're at more of a disadvantage because of of the aimbot); those who want to play the hostage/hands up/let's talk about this type will do so anyway. In a heavy RP environment where the rules dictate that you must behave a certain way when a gun is aimed at you? Yes, I can see that working, but Paradise is absolutely not heavy RP.
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Solars are currently borked, which is why they don't appear to be putting off as much power as they otherwise should be--once that's fixed, then solars will produce more than enough power to power the station by itself.
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I like Nienhaus' sprite better---plus it goes with the hat---this does not.
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This, so much. Most SS13 sprites are simple, outlined, and communicate only what need to be communicated with only a few minor details. Whatever the re-designed sprite may be, it needs to be in line with the general SS13 theme....and that design uh...isn't it, no offense. Still looking for potential submissions on this, by the way!
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If the ink on the bottom is blue, how come the stamp appears yellow on the paper? Probably so people can lazily glance at a paper to see who it was stamped by without actually reading it.
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Pretty sure all command staff stamps are blue.
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This pretty much makes sec completely toothless against...well anyone---not to mention that it *requires* the Warden or HoS to be around to be able to deal with anything. I've recently made a PR that re-adds helmets to sec lockers, as that's a very valid point (officers will still spawn in with helmets and such)...but uh...these changes would pretty much nerf security right into the ground.
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Readd the prison station changes to toxins and atmos
Fox McCloud replied to Tinfoiltophat's topic in Suggestions
It's been policy to not bubblewrap the station, in general. There are a few exceptions, of course, but bubble wrapping atmos and toxins pretty much means they're literally worthless---no one will be able to make bombs, ever. Yes, that will cut down on grief, but it will also crush any legitimate use of it. We have administration---prison station does not; simple as that. -
Don't care for it at all; walls are meant to be a backdrop--something you don't notice unless there's something specifically wrong with them---ie: to blend in. A wall that stands out takes the focus off of what's more important, IMO.
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4. There is no discovery because the codebase is open source and you can literally just open the map to know where literally everything is. 5. Telesci is horrendously broken and overpowered.
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It is extremely hard to get--it has to be found (and the geneticist has no idea what block it's on) and it only has a 5% chance of manifesting. If hulks are breaking into..everywhere, then please report it, as that's plain old grief. Side note: it's not your job to arrest people as detective--you're there to investigate, not go around arresting people or setting their timer.
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Yeah, that definitely needs fixed.
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As I said, there's a price you have to pay for doing so; ou cannot access things nearly as easily--it's no longer "pull out->use instantly". You have to pull the box out out of your backpack and open up the box first--which is invoking inventory management. Having a vest that doesn't have any of this is just a straight up power increase. Also, yes, it can only hold "small items", but that means that's one additional item slot freed up on your sec belt, backpack, or armor that can hold items far more consequential (I'd also argue that flashbangs are farrrrr from "nothing major").
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Webbing vests promote hoarding of items and slot hyper-efficiency on security's behalf; generally speaking inventory management should be something the player has to consider and shouldn't be costless in nature (ie: consider how high tier of an item the bag of holding is). Webbing vests are a literally costless "gimme" item that allows anyone with access to them to carry around just about everything they could ever need in addition to being able to carry half the armory on them. This isn't something that should be promoted or encouraged--if an officer is to be carrying increased supplies with him, then he'll have to pay the prices for it--slow down, inconvenient access of those supplies (ie: boxes), orrr the obvious: foregoing some supplies for other supplies. As for detective's revolver? The detective has an old-style Noir theme going for him...thus the reason for his fedora, trenchcoat, and old television--the revolver fits in much much better with this theme than the modern Colt M1911.
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OKi doke, time to finally close this. This was all a practical joke from Tigercat that I signed off on. We knew the majority of players didn't like phoron, but wanted to get a rise out of a few people, especially a couple long time community members who absolutely could not *stand* the name. There is absolutely no name change on the horizon in any way, shape, or form. That said, there IS a non-joke PR up to remove the few errant references to "phoron" left in the codebase: https://github.com/ParadiseSS13/Paradise/pull/1424 Phoron is for morons.
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Yeah, this definitely doesn't apply here anymore.
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Even if we didn't have instant-stuns, this is still a poor gameplay mechanic...I really don't understand why it's even tolerated on heavy RP servers either.
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If/when we finally rework cult, this is one of the chems they get, so it's status is kinda semi-reserved.
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This simply isn't going to happen. LINDA is here to stay for good. There may be changes to LINDA, in the future, but ultimately this is the system we will be sticking with. There's also a pre-existing topic regarding LINDA here; please limit discussion about LINDA to that topic: viewtopic.php?f=12&t=4532
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This wasn't the only reason why ERT was made randomized; it was also to avoid people who had CentComm characters that were active on the station. Generally, as a rule of thumb, CentComm characters are forbidden by regular players and only allowed for admins--and that is still a veryyy touchy subject in and of itself (and most of the admin characters that have ties to CentComm are superrrrrrrrrr old); having character slots means this can and *will* return, as there's absolutely nothing preventing someone from using literally the same character in both slots. This isn't something we want to encourage in the slightest.
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Only it's never been this way--ever. We've never used rule 9 for anything other than blatantly stupid "asdflkhjaskdrewazxc234213!!@$!@#", controversial "Adolf Hitler", real world famous "Barack Obama", or blatantly offensive names "Ass L Icker". We've never bwoinked people for having the name of a fictional character. It's been that way since literally day one.
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Um, no. Singularity gets released->admin deletes it->something on the order of less than 100 titles get destroyed Toxin bombs go off; there's nothing you can do to stop them once they do; suddenly hundreds of tiles are destroyed or damaged, often times (by griefers) in multiple locations; it's a lot harder for the crew to deal with and occurs wayyyy more frequently than the 6-8ish incidents of BoH grief in all of Para history, and 3/4 of those grief issues all occurred in the same month:December (due to Christmas presents having them). As someone who gets to see more of the action with a broader lens than most of the players, a lot of singularities are deleted before they cause insane levels of destruction; not everything gets caught every time for everything--that's not an excuse to get rid of it (and this goes with all forms of grief/abuse), but the fact of the matter is, a lot of singulo issues are dealt with before they end the station. Even if we assume you're correct here (which I'm not, FYI), this is still way more effort to grief than toxins bombs...likewise on the matter of incentivized mining: it's not going to suddenly make minerals more abundant--even with miners who currently do their job, diamonds are a fairly hard to find thing that tends to not show up until much later in the round--incentivizing miners to do their jobs isn't going to magically change the time that scientists get their diamonds--it's just *potentially* going to see that minerals are delivered more often on a round to round basis. So is getting eaten hypnotize by a vamp, stunned by an emagged beepsky, a well placed toxin bomb, Nuke Ops bum-rushing the bridge, eswords, ebows, etc. none of these things are particularly "fun" for the victims, and most have little to no overall counter on a player by player basis (overall game mode is a different story). It's inherently part of SS13; if you don't like that, then I strongly recommend playing on an extended server where you won't have to worry about these things.
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Sorry, this just isn't going to happen. It's something deeply ingrained in SS13 culture; it's one of the rarest grief methods we come across since it literally requires science and mining to do their jobs and someone willing to stick around for that long to see the grief through (not to mention that it's fairly easy to delete a singularity created by it and have minimal damage incurred because of such)--toxin bombs and fuel tank explosions are wayyy more grief prone and destructive than this. These hardly ever show up until about 45-75 minutes into the game..it's nto like they can be made at round start and spammed to no end. Secondly, it has plenty of legit purposes; forcing a shuttle call, setting up an alternate way of spawning in a singularity for use with your singularity beacon; attempting to kill literally every last person on the shuttle because you got hijack, killing the AI, killing a blob, etc. Also, this:
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A good portion of it is to avoid an easy give away for every base level griefer who joins in as chemist and wants to create havoc with it--the recipe itself is freely given away on Goonstation to just about everyone...but it's noted posted on their wiki for exactly the same reason. Lot's of people like to be assholes and just pick the most dangerous sounding thing they can find (or know about) and go to town with it. Same thing applies for stuff like toxins bomb making; there's a generalized guide for how to operate toxins, but "perfect recipe and step by step" for it for a reason.
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http://sam.wileycomputerworks.com/SS13/Lord_Sing.wav