-
Posts
411 -
Joined
-
Last visited
-
Days Won
5
Everything posted by Eler00
-
It's hard to tell, but would you actually be in space long enough to die when riding disposals? Disposals spits you out pretty quickly, and space takes some time to kill you. Overall though, I'd love a map that's radically different from what we have.
-
Giving miners a secondary mining location is an idea I've floated around a bit in the past. I don't think we'd need to invent a new kind of EVA suit when we can just use mining hardsuits as we used on the old asteroid. I'm sceptical it makes sense as its own z-level, especially one accessible only via a single shuttle. That has performance impacts and having only one way to get there makes it really easy for antags to build a base there. Even lavaland can be reached via the labor camp shuttle on top of the mining shuttle. IMO, it would make more sense to put a mining asteroid in space somewhere, not even one taking up an entire z-level but maybe half of one. That way, it can be reached via space.
-
To be clear, I didn't say tanks running out sooner is an issue, just that it wouldn't be the 'powergaming' thing to get a tank since, as mentioned, it wouldn't last you too long.
-
I like this idea in theory. If the performance impact can be handelled/is small enough, I'd like to see it implemented. If people consume more oxygen, then tanks will run out much sooner as well. Except for people using full-sized tanks in their suit storage slot, they wouldn't last the round. In the past, I've seen people say that our current level of Oxygen consumption is 'realistic'. But realism doesn't really have to matter, compared to game balance, imo. Our characters can already starve to death in a 2 hour shift, so them breathing ten times as much oxygen as real humans really isn't a big stretch either.
-
Making Maints Shroomed all over not allowed, and set under powergaming
Eler00 replied to Keppler's topic in Suggestions
At that point, we might as well remove them, since they'd be pointless except for RnD. -
:l is already used, to speak into a handheld radio held in your left hand (just as .r is used for the right-hand radio). Believe me, we spent some time trying to find free letters when assigning the ERT channel a button.
-
I kind of liked the suggestion of making the Psychologist perform some 'experiments' on the crew. It would take the role into a very different direction though, and might make crew ignore the annoying psych with his weird demands.
-
Maybe if the issue is mass ordering mindshields, we should do something about those instead. Make the crates massively more expensive or just remove them entirely.
-
If you really want to hide someone you've killed under the floor, you can just chop off their head/remove their brain and then hide the head/brain in a smuggler's satchel.
-
Spawn proper paperwork for job's that could make use of it
Eler00 replied to henri215's topic in Suggestions
What would be perfect is if there was a 'paperwork' pda cartridge/pda program that replaces the document editor function of modular laptops. You could have them come with pre-defined templates you can use or modify, the ability to print or scan documents, etc. -
I'm not sure I agree. You could probably do a busted-open borg, or a borg lying on its side or something. Though getting one for every possible borg sprite would be a lot of work.
-
Feature request: Allow changelings to split via limbs
Eler00 replied to Warriorstar's topic in Suggestions
Even if transformations itself didn't heal lost limbs, clings could simply turn into a slimeperson and then regrow their limbs that way. -
On the other hand, the more specific the laws, the longer they are. Longer laws means more people going TLDR, skimming or just forgetting parts.
-
I don't want to derail this thread too much, but tldr: The idea of SR is the corpse needs to be mostly intact or it freaking gibs you, a skeleton is the opposite of intact even if this isn't represented by actual damage. EDIT: On double-checking, it appears that being a skeleton DOES prevent SR revival. makeSkeleton() gives you NOCLONE on top of SKELETON. As for the Vox buff, dwarfism has been discussed before, I believe. At the time, people were against it since dwarfism is fairly strong mechanically, but it would definitely be very fitting. The speed burst idea might be too strong. Having even just a short burst of speed means getting away from any attacker since everyone else runs at the exact same speed. They don't have NOCLONE, they "just" have NO_SCAN. NOCLONE prevents even things like SR or diona pods. It's rather confusingly named.
-
SR working on skeletons could probably stand to get changed, then.
-
Agreed. I can easily see this being used, for example, on the poor newbie traitor that was caught 15 minutes in trying to buy things in maint, who won't be a huge threat without any TC. There's definitely players that could still be a huge threat without any items, with a tracking and a chem implant. But uh, I have a feeling they'll make so much trouble for sec during arrest that they won't get paroled in the first place.
-
X-ray guns were nerfed, though. It was a bit ago but I believe they got across the band nerfs to damage, charge and range. They are already only effective against blobs and require high tech levels and lots of materials. Big Blobs are very strong, often warranting an ert or even more to stop. They can feel very unfair when ten of them annihilate a fresh blob just starting out, but I believe that is more an issue caused by 1) station being too small for our pop so blobs get found instantly and 2) miners getting back far too many minerals so the cost is not a real bottleneck. More generally, an often quoted phrase among game devs is: "Players are good at finding problems and bad at offering solutions." In that vein, I think knowing what players are upset over and general sentiments is definitely a plus (with say more surveys like this one). However, I don't think we want anything like a direct player vote on PRs, that would lead to lots of reactive and reactionary code changes, nerfs and buffs. Big agree. They effectively have no objective and thus can't take any hostile antag action. Their choices are being nice and cooperative and getting to breed or being a dick for no reason, getting killed with sugar, perhaps even risking a bwoink for destructive actions for no real reason or connection to their objective. IMO, borers need actual, random objectives. Sure, that borer you just got could have a harmless objective, or he could have a kill objective nad is planning to use you to do it. That would make them much more interesting to play as and against. One big thing I wish for them is a buff to their headpocket. Dropping whatever's in it each time you get slipped or otherwise stunned just makes it useless. Sometimes I put a pen or other object in it, but I almost always lose it to a random slip at some point without even noticing or remembering. if it could actually be trusted to hold its item, you might actually use it for something useful like holding an ID. Of course, if we had more functional water, their waterbreathing would also matter more. or maybe a stat boost while in water? I brought this up before right after the initial survey results were published, but I'll repeat it here: I think the main reason nobody is working on lore is there's the general perception that the staff doesn't care about lore and that there is no defined way for actually changing or adding to it. I encountered this myself when I wanted to make a very minor lore addition as part of a small cleanup of a wiki page. Everyone can edit the wiki, but it's generally understood that's to provide factual information, not invent new stuff wholecloth. The idea of a git style system for lore is interesting, but probably too much. However, how about this: Create a new subforum (or discord channel). In that channel (or forum), people can link to their wiki edit drafts (on their user page), to propose it be added. For eaxmple, let's say I want to add to the Syndicate page to add a new faction focused on biological warfare. I would make a copy of the Syndicate page with my desired edits on my userpage, link it in the forum (or discord channel) for approval or feedback. Staff can then copy the changes over if they think it's good, or make suggestions for how it could be improved. I also propose we put a specific staff member (or small team) in charge of this approval process to not pile up even more work on the headmins (especially Kyet)
-
It was brought up in the survey meeting and I was asked to make a thread explaining why I think the Brig Physician has issues. First, let's start with: What even is the Brig Phys? If you looked at Brig Phys SOP or their wiki page, you might think a Brig Phys is primarily for treating prisoners. After all, their entire SOP is concerned with what they must or must not do to prisoners and how to treat them. I also believe this was the original intention. In practise, though, the Brig Phys' primary task is treating Security members and serving as Security's private medbay. A Brig Phys can effectively replace the entire medical department for security members, especially since many chose to build additional machines, sometimes going so far as to add cloners and cryo. The only thing they (afaik) never do is medchem or virology, though it's not hard for them to just stock up on chems from medbay. It's not hard to tell why this is the case, either. As a mindshielded role, he is guaranteed to not be an antag. Why would you take a gamble on a medical doctor when the Brig Phys is right there? And Brig Phys' are bored at roundstart with nothing to do, so of course they spend their time expanding and working on their room. Not to mention wanting to be prepared for helping your 'team' out. Why is this an issue? It directly goes against our goal of more department cooperation. Why should you cooperate with another department (medbay) when you have a better, more trustworthy version of it right at home? Departments shouldn't be able to do another department's job themselves. Imagine if Security had a mini-RnD bay with a mindshielded person and their own protolathe and RnD console. Would that make the game better? It plays into the 'us vs. them' mentality of the playerbase and reinforces it by clearly delineating a 'team'. It is at odds with the basic idea of the game. There is a reason 'traitor' and traitor-style modes are very popular, they are the bedrock on which the game is built. Who do you trust? Who could be a traitor about to fuck you over? Those are questions you should be asking yourself when playing the game. Except as security, the answer is very simple. Who do you trust? Roundstart mindshielded people. Who could be a traitor about to fuck you over? Literally everyone else. It has balance implications. Implants are very powerful, but require surgery to put in. Having a Brig Phys with a surgery setup means sec can have their powergaming implants put in without any risk or worry. One of the main reasons a surgery fail chance for awake patients was added was to make surgery risky. It is outright expected that you play the Brig Phys like this. I did an experiment once, joined as Brig Phys and decided to just equip myself for triage and fixing minor things. 20 minutes into the round the HoS is harassing me over not building a surgery set and recommending I go steal a medivend from medbay. Where to go from here? It's easier to notice issues than offer solutions. I am honestly not sure how to even tackle this problem. I don't think removing the position entirely would be a very good (or popular) move at all and I think there's some value in the job. Aside from us needing more job slots, not less, having someone dedicated to keeping prisoners healthy is definitely a good idea. I did a PR once to remove mindshield status from the Brig Phys and make him just as trustworthy as any other doctor, but it was shot down out of fear it would lead to too many perma prison breaks. If we had a skill system we could make the Brig Phys worse at surgery than dedicated doctors, but that's probably not happening. I am not too optimistic anything will get done on this but it is an issue that's bothered me for a while, so I brought it up during the meeting and was asked to elaborate, so there you have it. Do you agree? Disagree? Have an idea on how we might improve things?
-
If we do give them CQC or similar, we need to decide one very important question: What punny name do we give this martial art? It wouldn't be SS13 without a punny name.
-
I think this is a good idea. Medbay getting its own janitor slash bouncer could really help, since it's such a chaotic department when things go down.
-
Feel free to code a mute toggle and make a Pull Request, I am sure it would be popular.
-
I've addressed this in my initial post, under lore reasons. But to reiterate: First, some maintenance areas are flavoured as abandoned station proper areas, which were originally meant for people to go to. Old bar was designed for people to go there, initially. Old surgery was once a normal surgery room, etc. Second, just because an area isn't meant to be travelled through often doesn't mean you don't give them any ventilation, especially on a space station. And if you're at that level of cost saving, why does maintenance have lights?
-
Why do you propose different versions for nukies and traitors? I don't really see the need for it here.
-
One thing that just seems to be true regardless of map is that maintenance doesn't have air vents or scrubbers. I believe that, both from a lore and from a gameplay POV, this should change. Let me first talk from a gameplay POV: What is the main purpose of vents? Is it supplying the station with air? While that is one of their functions, I would argue it is not the main one. Crew don't use up enough air for replacement to be needed. If it was just about recycling air and filling maints up after a leak, then adding vents to maints would not make much sense. The handful of times where maint needs to be filled with fresh air or scrubbed, portable tanks and scrubbers can be used. But in my opinion, the main reason for vents to exist is in fact ventcrawling. A lot of rounds end up spawning either a mouse-blob, terrors or xenos (though rip for xenos for now), on top of more rare ventcrawlers like antag atmos techs or morphs. The vent network is their primary method of movement. However, those event antags all want a quiet place out of view to build up in. This forces them to go to the handful of places in maintenance that do have vents and are thus accessible, namely turbine or chapel electrical maint. The fact that maints don't have vents sharply constrains those antagonists, especially at the very start, forcing the evolution of a strong meta by leaving only a handful of viable nest/blob locations. Even after the start, it is not rare to see terror spiders stuck in maint rooms behind doors they can't force open, where vents would be a natural way for them to spread and get around. Another factor that was brought to my attention is headcrabs. Headcrab nests get spawned somewhere in maintenance, nobody finds them, they build up a shitton of crabs that are all trapped in one tiny room to be unleashed on whoever is unlucky enough to open the door. If maintenance had vents, we could make headcrabs ventcrawlers (if they aren't already), which is a very headcrabby way for them to spread around. You could argue this would make those antagonists more powerful, especially in maintenance, since a xeno hunter or terror spider could be lurking in a vent in the dark. IMO, that would even be desirable, making maintenance a great deal scarier than it currently is. The biohazard invading the station having an advantage in maintenance seems appropriate to me. Since maintenance vents are in less frequented areas, they should also have a tendency to not get welded as much, leaving biohazards a way out of a mostly welded network. Secondly, let's talk from a lore POV: First, let me say that I firmly believe gameplay and balance concerns should be more important than lore. With that out of the way, are there arguments for or against vents in maintenance? You could say that maintenance is not a proper part of the station, not designed to be livable or comfortable and that's the reason why it doesn't have any ventilation. However, not having areas on your space station get any fresh air, ever would be an incredible safety risk and liability. Secondly, there's areas of the station proper only accessible via maint, so there's an expectation that some people need to go there. Third, if maint is supposed to be this inhospitable, why does it have some lights? And lastly, there are areas of maintenance that are flavoured as former station parts that were abandoned. Areas like old bar, old diner and so on are supposed to have once been normal rooms. Why, then, did someone go through all the trouble of ripping out their vents and scrubbers, instead of just turning them off or whatever? My proposal So, what exactly do I propose? I don't think maintenance should have anywhere close to the vent and scrubber density that the proper station gets. However, there should be some scrubbers and vents added in choice locations where they can cover a fairly large area, as well as in locations that are formerly normal rooms like old bar. That should give blobs and spiders more choice in starting location, lessening the meta-factor.