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Fox McCloud

Retired Admins
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Everything posted by Fox McCloud

  1. Players, coders, and admins alike, we're moving to a new Git! What does this mean? Well, for you, as a player, nothing will change--it will be the same old Paradise you know and have come love. Coders? This means the repository will now be searchable, which should make pinning down bugs, missing features, and the likes all that much easier. This also means that all future commits will be done via pull requesting and not direct committing; everything will be more visibly and easily logged. Just keep in mind, when making pull requests, it will be to this new Git instead of the older one---and yes, this means that you will have to create a new fork if you would like to continue contributing to Paradise. Link to the new Git: https://github.com/ParadiseSS13/Paradise
  2. Guessing that they're just using Bay's alpha version of the SM, which essentially never failed and produced insane amounts of power for practically zero work.
  3. If uh, TG's mining was ported over (which rewards miners for doing their jobs, as well), then mining would definitely be plenty scary due to the various things encountered.
  4. Still a ways from being finished, but I will say this. This is 100% something that players will never get to interact with, themselves---it's as its namesake; something for pure, raw, horrendous admin abuse =p
  5. This is what people mean by a space loop: Notice how there's a part that goes out into space to cool the gas?
  6. Given that the IC mechanics as to why you're puking is the smell and not the sight, I generally agree that a lot more things should block the puking: -Gas mask (not even having internals on) -having internals on -Full space/bio/hardsuit
  7. First off: The "old" lung system you're thinking of was tied to the "hostile environments" rebalance; it was almost impossible to get a collapsed lung under this scenario. The current system we have is the one that Paradise has ran on from day 1 until the "hostile environments" got slotted in for about half a month to a month. Getting it is largely RNG based on being in a vacuum---the longer you're in it without internals, the more chance you'll have of getting it. Once you do get it, you start gasping and feeling a "sharp pain in your chest" Dying from it is a case of bad luck--when the gasping procs, it gives losebreathe...only um...well, sometimes you keep on rolling for successes and die (been there, done that). whille I will agree with FJ that more and more realism isn't always more fun, there do need to be legitimate downsides to things; if there weren't burst lungs, you''d have dopes hopping up on dexalin/dexalin plus and no oxygen tanks running around without consequence in space--while this mechanic can be annoying in some cases, from my experience, MOST of the time, most ruptured lungs I see are from people forgetting to equip their internals when going into a depressurized environment (ie: miners/engineers going through an airlock and forgetting). I do generally agree though that space is way too weak, at the moment; there's a few issue with suits reducing pressure too much and space not being cold is a big problem--yes, I know, it's not realistic, but it actually makes people care about not going out into space without a suit because their face will literally freeze off from the cold (plus super slow movement speed).
  8. On Bay, he has a locker that starts with 2 pills of Methyl (15 units), 2 pills of Citalopram (15 units), a single bottle of sleep toxin (30 units), an empty syringe, and a straight jacket. Still has to ask for Paroxetine (probably for the best given its chance to cause massive hallucinations).
  9. You can tinker with it, though. You just have to know what you're doing and the patience to do it. It's how I pushed the Singulo to over 68,000,000 watts of power.
  10. Definitely agree he should have the 3 psych meds and a bottle of sleep toxin, but I don't think he should have chloral, personally.
  11. Letting the person know they are being helped is, indeed important; I admit, that, at times, when things are quite hectic, I don't always get around to doing it like I should, but it is, most definitely, something that should be a standard go-to for admins to engage in--even, as you suggested if it's just a "one moment" "I'm sorry, gimme a sec", "sec", or the likes. I will say this though, about AFKing admins--while it should be discouraged, sometimes real life literally does just smack you up side the head, at times, and you have to drop what you're doing on SS13 and go take care of whatever nightmare life has decided to throw at you---again, AFKing is definitely something that should be discourage, but we can't avoid it, entirely; life is just too unpredictable at times. I definitely thank you for your concern and thanks for sharing this with us--it's definitely something I will strive to improve on Paradise.
  12. I was very bored--and no, not a single thing was admin spawned; everything as acquired legitimately through purely IC means. Captain even sacrificed himself to Lord SIngulo. Damn, was that a lot of cargo points.
  13. I'll have to double-check, but I strongly suspect that two things happened to cause this: (1) SMES charge was increased (can't confirm). (2) The "crap cell" charge was increased (this I know happened). End result is that it takes 30-50 minutes before you start noticing power going out when before it was ~12-16.
  14. First off, this is only gathering information; just because the results are one way, or another, doesn't mean we are going to act on it (doesn't mean we aren't, either). Hypothetically speaking though, should we rely on a single engine, which should we utilize? The Singularity Engine or the Supermatter Engine? Please, also, feel free to share why you think one should be used over the other.
  15. VG does have a functional defib unit, but I'm not sure how good/bad it is or if it's tied to the heart, or not. TG also has a defib unit that seems to be very balanced. How TG's works: If someone is dead, they can be defibbed with a chance of it working; if it does work, they will be healed 5 oxygen damage. Obviously, this means that extreme brute, burn, or toxin damage isn't what the defib is good for--its' for patients who die from being in crit for a long time. Limitations: -Can only be used on individuals who've been dead for so long; after a certain point, you have to clone them. -If you wait too long,but haven't passed the "must clone" time, then it will revive them, but they will have brain damage. Goon's dfibs are probably the most realistic, though, as they're only for treating actual heart failure (a condition that arises from being in crit too long).
  16. No. Just...No HELLLLLLL no.
  17. Stance can also be set in the IC tab.
  18. This isn't really necessary when you can alter your own flavor-text (and stance) mid round, at any time.
  19. The required access for opening lockboxes is armory access...meaning Captain, HoS, HoP (since we all know what HoP's do...), and Warden can all open the boxes. This is intentional and meant to be a nerf. Scientists have often ended up more armed and better equiped than the security force and are often taking on the role of vigilante/savior of the station. This is not the job's purpose nor is it a playstyle I want to encourage on Paradise of non-security personnel. The purpose of R&D is largely to enhance other departments and force co-operation. With the removal of lockboxes (and our shift from moderate RP to lighter RP, over time), science has morphed into a self-contained department that can pretty much do anything it wants without fear of retaliation...not healthy for game balance. That said, for traitors, you can utilize an emag to unlock these boxes for your own nefarious purposes. Yes, I know that means changeling/vamp/etc can't utilize them,but...quite frankly, a player should be relying on the their primary abilities as that type of antag rather than secondary. As for power armor specifically. I'll be frank, I'm not sure what code-base power armor came from, originally, but it does not have its roots in Bay, TG, or VG (or if it did, it's since been removed). The problem with power armor is two-fold: the armor module gives ridiculous stats in every single category, to the point of only being outclassed by adminbus only armors. The secondary problem is the movement speed bonus. Movement speed factors very heavily into how SS13 is played--just try playing on Goon vs our own and notice how much combat and security engagements change due to the dramatically different movement speeds. Power armor's speed boost makes an individual almost impossible to hit in a lot of scenarios because...well...things impacting movement in SS13 are ridiculously strong. Why were these changes made? Again, to nerf science. Science has been amongst the strongest of departments for a long time now---over the past year, it has suffered from powercreep more than any other department. No lockboxes, fixed chem set, telescience, effectively its own botany, the addition of anomallies, and huge expansion of artifact finds, etc. Everyone hates nerfs, especially when its to a job that we play a lot or hold dear, but ultimately, the larger health of the overall game does have to be considered.
  20. Hello there, Nienhaus, good to see you on the forums. I contacted you earlier about using your fox sprite in our codebase---just haven't gotten around to implementing it yet! I'll definitely be looking through to see if there's anything to use here. I definitely like the mop (and the concept idea that's being proposed on TG for an R&D mop); might have to use that one!
  21. 1. Quite frankly, the teleporter should be harder to use, in my opinion. It literally takes a few seconds of work to be able to steal just about whatever you want, wherever you want. 2. This has always been a problem with toxins on all three major codebases, sadly--you work and fiddle with toxins until you figure out how to make max-size bombs, then you pretty much abandon it until you get antag/there's a malf AI/etc. For a time, on Goon, they could be used to contain the singulo, but that's about as "useful" as they ever were. 3. It is..but I don't really see a path to making it exciting either. The whole fundamental of R&D, when it was launched, was that there was no circuit imprinter, and many more items gave the "this item isn't reliable enough!" message. What you did with R&D was make unreliable items and use them until the broke, then shove it in the deconstructor and *sometimes* get a higher level. The problem with this was...it took forever to do, it wasn't intuitive, and as more and more items and such got added, it became a case of "how do you use this item until it breaks?" (power cells? Obvious. Circuit board? Not so much). Later, the circuit imprinter was added and no one really bothered to make R&D...well...exciting. 4. It does get old pretty quickly, yes, but some people seem to thoroughly enjoy it for the benefits they get. That said, it can definitely be useful tot he rest of science (food, plasteel, etc, as Rumiluntti stated). 5. The only purpose of this room is to store and manage R&D data and monitor PDA messages; don't really see why it should be exciting, to be honest. 6. It's ok; damn shame the analysis machines are borked though. What's wrong with that? It's far closer to experimental science than Bay or TG is. The way chemicals interact opens up a huge array of custom smoke and foam combinations (not to mention "secret chem" discovery). Anomaly research is based more on data analysis than "try all these random different things and hope it activates". Telescience serves the purpose of allowing for exploration and discovery on other places rather than just "lol steal everything!" Lastly is mechanics, which is very similar to R&D, but allows you to string together a huge array of different components for near endless possibilities (want to set up a toll door that you have to pay to enter? You can do that. Want to set up a teleporter that requires you to correctly answer a quick or else it teleports a person into deep space? Also possible; etc). There's nothing wrong with Goon's science+mechanics; it's a lot of legitimate fun and is far closer to actual science than what exists on Bay/TG.
  22. Handcuff nerf has been reverted--handcuffs will now function as they do on Goon and TG (ie: no aggressive grab required). The stun baton rework (I dunno if you could really call it a nerf or a buff, to be honest) will need to be analyzed and discussed further before any changes are made to it.
  23. Telescience's real purpose: Steal everything.
  24. Easy fix if we decided to implement brain damage as actually being harmful.
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