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  1. This is a new feature I have been coding, I am looking for ideas on how to expand it and make it better. The PR in question is here for those interested in its code. Shoppers Card A new item selectable in Character Setup. A loyalty card, a clubcard, whatever you call it IRL - you have a discount card associated with one of the big companies of our world! In Character Setup, you can choose a company (NanoTrasen, Mr. Changs, Donk Co, etc.). Upon spawning in, you get a shoppers card of that company that you can attach to your ID. Every purchase made with this ID will have a whoppin' 10% discount on products associated with your chosen company and make you eligible for a raffle! For example, if you have a Mr. Changs shoppers card on your ID and you purchase a chow mein, you'll get a 10% discount on the price. Mechanics, limitations Similar to guest passes, it can be slapped on and taken off from IDs. One ID can hold multiple shoppers cards. Shoppers cards are not account-bound. If you steal someone else's, you enjoy the same discount as they did before. To avoid metaslavery, YouTool items will not be associated with any company (thanks, Zorazi!) Possible Ideas Have command have an extra, special type of shoppers card, and make it a theft objective? Have all traitors spawn in with a Syndicate shoppers card but also add it to maintenance loot to make metachecking impossible (and for extra swag)? Track number of purchases for a bigger discount or other goodies? Events Lucky Buyer One planned event is being the "Lucky Buyer". The gist of it: Player purchases a discounted item. With a very low chance, this event gets queued up as a "Minor Event". This can get queued only once per round. When triggered, a station-wide announcement appears "Congratulations, [name on the ID], for being the [500.000th / 1.000.000th / semi-random big number here] at [company name]! You have been rewarded with [measly amount of money] for your loyalty." Example: "Congratulations, John Doe, for being the 1.000.000th customer of The Syndicate! You have been rewarded with $50 for your loyalty." This can get alternative rewards. Perhaps a crate sent from CC with something in it? This event gets removed from the possible events pool in the round. More event ideas here are welcome. Products Products are associated with companies on a product level, not the vending machine, so a vending machine can hold multiple companies' goods at once. You can see our existing corporations and factions here and our vending machines here. While chow meins, being in Mr Changs' own vendor is obviously a Mr. Changs' product, what about the others? Which organisation creates Space Twinkies, for example? NanoTrasen? Or is it a Shellguard Munitions product with a hidden agenda? Are crayons truly made for Sol Gov Marines? Here is your chance to come up with ideas. Both serious, hilarious, and out-of-game-reference ideas are welcome. This is a chance to make our little world a bit more colourful!
    9 points
  2. Commission for @Komrad822and some random dead syndicate agent
    7 points
  3. How is that a problem? You fail, you learn to not repeat what led to a failure, you rinse and repeat until you succeed. There is close to no reason to wear a BRH ever. Space explorers already have space suits. Miners already have better combat armours. Putting one on serves no other reason than to provoke security. Play with fire, get burnt. Continuous reduction of antagonists in a round is fully intended. The other options are no reduction or round-ending all antags at once. Both are even worse than what we have. It is also countered by midround antagonists. Security gets a lot of freedom between perma, labour camp, exile and execution. Giving security an option that is basically not round-ending for an antagonist would only breed more salt, as all antagonists would expect to get it regardless of their actions. Antagonists being hostile towards security is fully intended. They're antagonists. I don't see how it limits RP, either. It actually gives you new RP opportunities as you can be openly hostile towards security and back your words with actions. Bad luck happens to everyone. All you can do is learn how to reduce chances of it happening. But let's assume we give antagonists leeway for bad luck. Do we also give security leeway for bad luck? I.e. running alone into two changelings is really unlucky, and the antagonists will freely take advantage of that. This goes back to point 4, where everyone would expect leeway because luck is almost always a factor. This barely affects antagonists. I think I have never temporarily brigged an antagonist for more than 15 minutes. It's non-antagonists who rack up insane timers, and they usually deserve them. Antagonists who play full stealth usually know they're clean and are cooperative, leading to security often minimizing sentences or outright turning blind eyes to pettier crimes. Overall, this is yet another suggestion that heavily favours antagonists at the expense of security players. Should it be implemented, security players would deal with even more shittalking for genuinely just trying to do their jobs and having some fun in a video game.
    5 points
  4. @ItsMarmite's Gloppie
    5 points
  5. DISCORD DISCUSSION: https://discord.com/channels/145533722026967040/145700319819464704/1063239326013599844 For the Original Post: https://github.com/ParadiseSS13/Paradise/discussions/20164 I AM POSTING THIS HERE AS NOT EVERYONE CHECKS GIT/CODING CHAT, AND WOULD LIKE MORE INPUT FROM PLAYERS. This will only have the base-level ideas and not be fully fleshed out mechanically. See the Git Discussion for more up-to-date discussions and mechanical specifics. Currently, Lavaland is in this odd state of power-escalation, speedrunning for loot/tendrils and VERY solo-minded mechanics surrounded by a passive-mining system. There is minimal reason to work together with your fellow Miners/Spelunkers while adventuring, and even DOWNSIDES to working together to fight Megafauna/Tendrils/etc. The idea behind this document is to change Lavaland from a "collect the shiny toys by myself" to a system that encourages players to work together instead of nearly strangling eachother when one player "rushes all the good stuff". Issues with the Current System There is no way to share kills of Megafauna/Fauna between KC and KPA users. There is no "reset" mechanic that players can activate when all of a certain Megafauna are dead (think BotW's Blood Moons). There is no "progressive" tree for KPA users other than going to Science for upgrades. Likewise, there is no way for ALL KC users to progress at the same rate as not all trophies can be acquired, leading to people "speedrunning". There is no defensive progression to go through other than going from [Miner Suit > Drake Armor > HECK Suit]. KC Trophies are all RNG-based to drop, rather than something you can farm via crafting from killing (mega)faunas. There are minimal QoL items on Lavaland's loot table that help on Lavaland, most are "antag/overpowered" items (meat hook, eye of god, cursed heart, inferno, warp cubes, dark blessing, and cult items) or are VERY old designs that are nothing more than shiny trinkets due to how outclassed they are by basic tools (Paradox Bags, diamond pickaxe, KA modkits, lava boat, possessed sword, lifesteal crystal, and the immortality crystal). Issues with Progression I personally break this into four issues: - KPA Progression - KC Progression - Defensive Progression - QoL Progression KPA Progression This one is rather simple. I do like the idea of this staying locked behind Science/RND. I would personally want the modkits to be removed from the Mining Vendors and placed solely within RND. This causes there to be a symbiotic relationship between miners playing safe early to ensure Science is given mats and items to ensure they can get their KPAs upgraded. I would also like to see a more "attachment" based upgrade system, kind of like the KC so that it steps away from the "percentage based" system that is currently in the game as well as moving it from a "spam click" gameplay loop to a semi-reloadable system (think the Adamant Rail gun from Hades, with infinite ammo but a "reload") Examples could be: - Bayonet Upgrades (for better close-range melee) - Fire Rate - Magazine Size - Movement Abilities (think the KC's dash trophy) - AoE Mods - "Beam" Mods (to allow you to hit 3 layers of rock in front of you) - Etc Etc Etc KC Progression For the KC, I would like to move from an RNG-based full-drop system to a "crafting" system. You are choosing to go melee, a semi-tribal method using technology to assist you. Some of the trophies are VERY neat, and are probably some of the most enjoyable gameplay moments ive had in SS13's minimal PvE environment. But, the fact you need to speedrun to the Blood Drunk Miner to have a chance to get their trophy is rather rough. Below I will list a few ideas to change how the KC goes through its upgrade path: - KC Trophies are made through the crafting menu from "salvaged" parts of creatures and plants around Lavaland. You can "skin" any killed faunas with the KC for "rare" materials used only in Trophy creation(see below for how skinning becomes a QoL progression). You would then combine these items with other items you collect to make the different Trophies. (i.e. > [Watcher Sinew x4 + Plant Fibres x2 + Watcher Wings (R) x2 == Watcher Trophy]) This would allow KC and KPA users to work together and trade items theyve "farmed" to encourage teamwork (and hell, you could ask people to pay for 'em) - KC Trophies should not be locked behind KC-only combat. We should be encouraging players to work together as teams to take down Megas (think melee vs ranged DPS in an MMO). - KCs should be able to melee-parry, to reduce full dependence on the BDM Eye trophy. Defensive Progresion One of the sorriest and most overlooked parts of Lavaland I feel is crafting. You have a whole list of Tribal items that really only have a use to Ashwalkers. I would like to expand this system as the main "goal" of Lavaland. Your survival knife goes from an underused melee attachment to your KPA and becomes a "skinning tool" to collect items and drops from your kills on Lavaland to be used to craft progressively helpful armor. For example, the progression system could look like this: [Explorer Suit > Reinforced Explorer Suit (via bones/goliath plates > Adventurer's Suit (add Goliath Cloak for Storm Protection with the hood up) > Adventurer's Armor (add Drake Scales for higher defense) > etc etc.] This entire system would mirror the KC Trophy crafting system and have recipes you'd need to farm to get. This might seem like a scary thing to balance, but if it incorporates Lavaland items, we can introduce a "brittle" system that "nerfs" Lavaland items on Station to be on-par with Station-found items. QoL Progression Things such as healing, ore gathering, scanner upgrades, explorer mesh storage slots, etc can all be feasibly upgradable using Lavaland as a focus instead of locking it behind tendril loot only. Other QoL ideas are some sort of on-Base Ore Deposit that sends to the ORM along with a stationary Mining Drill that you can place on Lavaland for passive material gain. [NOTE: I NEED TO THINK MORE ON THIS] Issues with Tendril Loot To start, I would like to COMPLETELY remove the "breaking a tendril opens a chasm" mechanic. Instead, you can "salvage/mine" materials needed for crafting from the tendril, causing it to become dormant for a certain amount of time. You can either wait it out, or reinvigorate it with some kind of "restart item" (probably something you can craft with LL plants and a legion core). This prevents full round removal AND gives a reason to have "nests" all over LL that dont TRULY go away. [NOTE: I WILL EXPAND ON THIS, BUT THINKING AT WORK IS DISRUPTIVE] Ash Walkers With a full revamp of defensive/offensive/QoL items being more Lavaland-derived, this would allow for the Ashwalkers to be a good "testing ground" for dead players/observers to spawn in and try to "climb the tech tree" of progression. Instead of the "Base Armor" being an explorer suit, they can craft the usual "Bone Armor" as their base option. Spears could be crafted into a tribal version of a KC, using the power of the Necropolis to empower their hits/give special effects. This would also encourage Miners to trade/fight the Ash Walkers for a chance to use a different toy. [THIS ALSO NEEDS SOME MORE FLESHING OUT, AHHHHHHHHH IDEAS]
    5 points
  6. I personally think we should trial it in a smaller way, see how effective it is.
    4 points
  7. Chapter 8 - Vox Biology The inner workings of a vox are pretty different from a human's. While vox are gifted the power of immortality due to their birth and cortical stack, they still face issues with their bodies' upkeep and health, most importantly, their species' unique organs. Vox organs are specialized and designed specifically for ark ships or skipjack environments. They are adapted and designed by the Apex to be as low maintenance as possible while keeping their versatile and valuable organs in top shape. Vox Bodies Their bodies and inside organs are designed to live for an estimated 40-50 years before showing symptoms of decay or failure. Vox who have decaying bodies will usually do two things. The former is the vox will replace the decaying and failing organs with new ones. Harvested from another host and placed inside. This preservation method can be used to keep a vox body alive forever. They can keep replacing the body with healthy and fresh organs as long as they have a source, as they are immune to outside decay, like their skin or bones. Other species' organs can work inside but tend to either show health symptoms or fail due to the nitrogen blood and alien nature. Cybernetic implants are also a good alternative but much more expensive, depending on the quality, and rarer to find. The latter is moving their stack to a new empty fresh body, discarding the old one, and recycling it to whatever is most convenient. New bodies depending on the circumstances are challenging to obtain. Arkship vox can wait years for a new body as the Apex and Haruspex responsible for growing new bodies need time. As many vox are dying of decay, accidents, and crime, the demand is high while the supply is steady but slow. Overpopulation can strain this process. Free vox or those not bound to their ark ships must either steal or buy a body from traders in that niche. A market for vox bodies exists among pirates and traders. Traders usually offer worn-out and partially decayed bodies that were missing organs at a fair price. While pirates usually deal in stolen bodies, taken from raids or conflicts among other vox. The pirates' methods to obtain bodies are mostly homicide of another vox. However, this is a general case, and unique situations exist for finding donors. The main point is vox bodies are challenging to get or upkeep. Their rather difficult as their only manufacturing source inside an Arkship is the Apex and its servants. They are difficult to gain inside the ark, and even more so outside with no connections. This rarity is why vox treasure the body they use and try to keep it for as long as possible, as replacement or alternatives are very lackluster, expensive, or impossible. A merchant outside of the ark normally tend to charge thousands of credits for bodies, price rising with size, implants, and quality of freshness. Vox Organs The inner organs of a vox are designed and grown inside of an ark. Each organ is intended for daily use in vox society with a specific function. From the bottom to the start, these organs are noticeably different from other species. Inside the body of most vox primalis races lies... A skeleton made of collagen and calcium phosphate. A nervous system and vascular system designed to carry signal and blood over the body. The Head Two eyes with a bioluminescent pupil that glows in the dark. A cortical stack with the ego and spirit of a vox. Responsible for the nervous system and functions to control said body and give life. Two tongues inside their beak. The beak is made of keratin and sharp rows of teeth hidden inside for ripping flesh. Their throat is born with unique vocal cords. The vocal cords or syrinx of the vox can make their well know screech and language. The Chest In the chest lies the heart Two kidneys and the stomach, capable of digesting non-organic materials. Two specialized vox lungs made for breathing nitrogen which cannot process the elements of oxygen, or suffer pulmonary toxicity or disease. The Limbs Vox have two arms, made of keratin and muscle, and with three phalange-like claws (this rule is exempt from beast-vox due to their unique alien design) and have opposable thumbs. Vox have two legs, similar to their arms. They have three phalange-like toe claws (Beast Primalis are exempt from this rule) made for standing. They are digitigrade by nature, and their feet are made of keratin and muscle. Vox have a long prehensile tail that can be used like a third limb and serves to keep balance. It can grasp small things and occasionally be used to throw or slam as a defensive tactic, but it depends on the size of the vox and its muscle mass.
    4 points
  8. I've brought up the topic of removing cloning several times within the Para discord, and each time it was a clusterfuck. My (albeit now very irrelevant) opinion still stands; Paradise would do well to remove cloning and strange reagent entirely from the game. Leave defibs, FBPs and borgification as the remaining methods in which someone returns to life.
    3 points
  9. A formal proposal for an update to SOP Why? As I'm sure many players have noticed, our standard operating procedure, or SOP and emergent gameplay that comes from it is one the many things that makes paradise station a unique experience. But as I, and many other procedure players have noticed, it is extraordinarily out of date and in some cases, entirely conflicting or redundant. I feel that an update of our SOP to reflect the current state of the game, while keeping with the spirit of the original document should improve the overall quality of life for many players, especially those in procedure roles. How? I've copied the SOP pages onto my userspace on the paradise station wiki, and have updated a few of them to reflect the current state of the game. I've already updated three of the 9 total pages included in SOP, and my changes are documented below to act as an example. Links to the pages to see updated formats are located below each changelog. Current changes to General SOP include: Reorganized General SOP page Standardized "Probable cause" clause on green alert SOP with sec SOP Blue alert SOP "civilian" clause updated to reflect removal of these old titles Red alert gateway clause changed to be at the discretion of the captain, Given the beach only state. Red alert SOP "civilian clause" Updated to reflect assistant change. Restriction changed to "all public areas" GAMMA alert SOP updated to allow evac into gateway with cap/ERT permission GAMMA alert SOP updated to reflect assistant title changes Emergency Situation Procedures renamed to Standard Personnel Management Procedures Latter half of Emergency Situation Procedures renamed to "Additional Resource Procedures" Section added on requesting AMBER light ERT. Supermatter Delamination SOP rewritten https://paradisestation.org/wiki/index.php?title=User:Silverplate/ProcedurePortal Changes to Command SOP: Added the magistrate to list of crew that the captain should work with to insure proper execution of space law Added reference to updated general SOP section “Standard Personnel Management Procedures” Added a line in captain SOP requiring possession of a mindshield https://paradisestation.org/wiki/index.php?title=User:Silverplate/CommandSOPDraft Changes to Science SOP: Removed requirement to have “research completed by end of shift” Removed reference to tcomms scripting Updated RD SOP on AI lawset changes to reflect the protocol stated in command SOP Added line classifying most anomaly core items as possessable weapons under the RD’s code red SOP Places mime mech under same restrictions as HONK mech Removed redundant lines in code blue robotics SOP Scientist SOP restriction on moving explosives outside of science expanded to include chem grenades. HOS/Captain approval is now required to create grenades for shipment to the armory SOP allowing security to requisition TTV explosives updated to include all explosives and moved to code red. Geneticist SOP updated to not make them responsible for cloning, as on 50% of our maps they are in science. https://paradisestation.org/wiki/index.php?title=User:Silverplate/SciSOPDraft The plan going forward: Assuming that this project is A) wanted by members of community outside the circles I am a part of, and B) something that would be a good use of my time, I plan on repeating the above process for the remaining six SOP pages and possibly space law (though space law has been well maintained when compared to SOP, an update may be needed in relation to the updated sections of SOP). Additionally, as sections are completed, I will post them here for community feedback. Thank you, Silverplate
    3 points
  10. World record wizzard run 00:00:00 Ladies and gentlemen, we got them
    3 points
  11. Im gamerninja (gamerninjask in byond) When i want to work i play as a Cargo Technician, when i want fun i play as a assistant and do something like decorate the hallways with carpet. Just now im leaving out of my confort zone and i want to finnaly play a different role than cargo technician, im thinking to play a engineer.
    3 points
  12. As title say, i want to suggest "Forum" chat, what is new feature on discord, to make #ideas / #suggestion Forum, what have same/similar function like this forum, if you ask why, its because i once asked codder if he saw some specific sugestion, but he resonded: "I don't check forum, i only check discord and github", so it would be nice, if people with coding have fast access to #ideas "forum" on discord, some people give very interesting ideas/suggestion but not everyone want to check this website, and everyone would be able to write them on discord and discuss them. And you can create "Tags" in discord forum if you want ideas be "specific" category and give emotes to it, its very customizable function, it don't take much time to set it up. We have #mapping, #coding etc. sp have #ideas/#suggestions (forum) would be organized and fun. There photo how "forum" look like, its from other ss13 discord server (i will not say name, i don't want to promote or something, just example how it will look like)
    2 points
  13. I'm not a fan of the Hivemind in its current implementation at all, for a few reasons. The first and most importantly is its tendency to lead Clings into a team death-ball scenario, where they just group up and plow through any opponents (because several people who can revive any time you manage to take any down and can prevent you from perma-killing any if they fall is a massive pain to deal with for anyone). Secondly, Changelings already have a generally decent way to locate each other in a more natural way that requires them to actually do something, by stinging someone to no effect - similar to how Vampires can locate each other with ineffective glares. Thirdly, it just makes no sense at all - these creatures aren't actually hivemind entities, visible from how they act on entirely different objectives and quite frequently in opposition to each other. It's more like just chemical signaling but rangeless. My suggested alternative, if simply removing it (which I'm also down for) is off the table, would be a more limited hivemind where Changelings have to physically establish it with each other and it deteriorates over time or perhaps distance. A similar form of this already exists in the weird ability to jam someone into the Cling Hivemind, I think reworking this to be how the Hivemind works properly would be a decent way to do it code-wise, so you actually have to locate a fellow cling in the field then jack them into your own communications.
    2 points
  14. January 27th, 2022 @necaladunhas stepped down as Head of Staff @Sirryan2002has been elected as a new Head of Staff
    2 points
  15. Time for another redraw of the first ever ss13 art ive made in my life
    2 points
  16. Here is a google doc of my ideas condensed into a paragraph If you wish to comment on balancing, comment on the google doc instead of here so that I can get a better idea. That's up to you though https://docs.google.com/document/d/1EPOGNSDMpjYXjvv_S-5swAVLv5ztjKY_kUR8YxC47oU/edit?usp=sharing
    2 points
  17. One of those artifact events, sacrificing most innocent crewmembers as usual. A silly plushie shop, toys and plushies brought to you by May Bee. Whiteship bar. Floor design by River Skwisha, furniture design made by everyone you see here.
    1 point
  18. Discounts can be set on a per item basis, so that is entirely possible!
    1 point
  19. I’d save so much money with a shadycigs card
    1 point
  20. I'd be all for allowing the Magistrate the ability to have more leeway when deciding to perma or not perma EOC, I'd even be up for allowing them more opportunities for parole. However I massively disagree with trials. They take forever to complete and they really are pointless 90% of the time. Almost every single arrest is cut and dry with a mountain of evidence which turns trials into the EOC in question just pleading for mercy and trying to get off charges whilst wasting everyone's time. I also disagree with allowing the Captain permission to have more leeway when permabrigging/paroling. I also firmly disagree with giving all of security that power. They, frankly, can't be trusted to use good judgement in instances like this a good chunk of the time. Not only that being an antagonist should land you with more than a slap on the wrist when caught, encouraging otherwise outside of specific situations I.E good behavior, non-violent, etc. is not how I believe we should do things pretty much ever. It shouldn't be the norm, but I would personally like the option to exist. I simply feel it should be delegated to Magistrate's only.
    1 point
  21. This suggestion but without it deteriorating over time/distance.
    1 point
  22. There have been some discussions of removing cloning in the past, namely this one from 2017... so, its been a while since this has been brought up from what I've seen. My thought is a bit different from this topic, however, I do agree with the ideas Wolf brought up in this one. My thoughts would be to not entirely remove cloning but allow people to make a preference on the character screen whether they want to be clonable or not (has to already be a clonable species obv.) It would be something you can only change between rounds but allow you to mark yourself as Do Not Clone (DNC) which would show up on a health analyzer. It would also display a message on the cloning console when you tried to clone someone that was DNC (something similar to unclonable species now). I think this would allow for more RP than just "Oh, defib doesnt work anymore, let's clone em" cloning itself is just a boring deus ex machina of BAM you're now alive again magically. It is a process of course, but its such a bad RP element that adds nothing to the game. It also does not allow for new medical players to actually learn how to play med well. If you all you know is, "darn, the patient died, guess we just clone", you come out worse off as you now aren't learning how to TREAT people. Needless to say, this suggestion is here to find a middle ground between completely removing cloning as it is, and leaving cloning as it is. It allows players the choice that we sometimes wish we had. Thank you for coming to my TED talk.
    1 point
  23. IMO, cloning as a common form of revival is fine. It could use a bit of rebalancing to make setting it up and using it require a bit more thought than just asking Chemistry for some Cryoxadone in an IV, sticking it into an LRP monkey murderbag, then pressing two buttons on the machine, though. There have been ideas floating around to make cloning slightly more involved - using stuff like new coroner-only tools which would extract something along the lines of the patient's DNA (husking or otherwise rendering the old body unrevivable) that the cloning machine would then require to begin the cloning process - but if I recall correctly some technical difficulties stopped the attempt. Alternatively, cloning could maybe be given some extra side-effects like permanent mutations irremovable with Mutadone that would require Genetics' involvement (actually giving them a reasonable excuse to be part of Medbay), or maybe an occasional missing limb that didn't properly grow in the cloning pod. One thing I'd like to see though, is for those side-effects to never be fully nullifiable as is the case with current cloning upgrades, which completely remove the chance to acquire negative mutations (which is already fairly low as-is) and even let you gain positive ones at no risk! I'd also absolutely be on board with an official "uncloneable" disability, as it'd give people who dislike cloning or may have RP reasons to make their character unresponsive to it an easy mechanical solution (ideally with appropriate in-game feedback), with the very clear label that it's a disability they're willingly taking. On the other hand, SR could absolutely use a bit of a buff; compared to cloning, it's currently the worse form of revival in almost every aspect, which is a bit ridiculous - without proper preparation and experience it takes a lot longer, is a lot more dangerous thanks to the possibility of gibbing someone with it, requires you to fix all original conditions like injuries and internal bleeding/broken bones that might need surgery, and also doesn't leave a body for the coroner to inspect. I feel like the side-effects should be toned down a fair bit to actually make SR a viable alternative to cloning before people even consider learning and doing SR revivals more regularly. As for whether we even need revival to be common - I'm fairly certain the answer is 'yes'. People have raised points about some antags we have like blob, which almost requires a steady supply of crew to fight it otherwise it tends to snowball out of control, but even besides that - there are people who can't devote much time in their day to the funny spessmen game of which rounds each take 2 hours on average, and it doesn't make for a very fun playing experience to be completely removed from the round because nobody found your body in 5 or even an extended 10-15 minutes after some antag happened to shank you and hide your body early on.
    1 point
  24. Looking for a code solution here, this is what I'd like to request: When a cyborg is synced to a malf AI, inherit its antag status, inherit its objectives. When a cyborg is de-synced from a malf AI or gets synced to a different AI, remove its antag status, remove its objectives, give it a BIG RED TEXT YOU ARE NO LONGER ANTAG. Law 0 should be not touched, it should only be removed via the proper channels (cyborg upload console, new AI syncing). Optional: Rephrase "Accomplish your AI's objectives at all costs." to something like "Accomplish the objectives of the AI you are synced to." The wording is up to you, just include "synced to" in it. Reasoning: Malf AI happens. Cyborgs start rampaging. Robotics removes the AI link. Their zeroth law becomes moot ("Accomplish your AI's objectives at all costs.") Cyborgs still keep killing. Ahelp galore. Cyborgs don't know what the AI's objectives are and yet they are expected to carry them out. This is different from vampire thralling, for example, where you have to obey your master - in the cyborgs' case, the player is expected to do something they are not made aware of. Yes, they can ask on binary, but 50% of the time that results on ";b ok ai so what are your objectives" and the AI's round is pretty much ended due to a newish player messing up. Ahudded people have an easier time to check which cyborgs are up to no good. Bonus points if you can do the same with emagging/syndicate MMI. These methods should NOT share objectives (you cannot see into your mindslaver's head), but it should give the cyborg antag status and a big red text to stop screaming that the janitor is emagging me!!!11 In the case of emagged cyborgs, the only way to get de-antagged is to get put into a new chassis and/or get taken out of a syndicate MMI to my knowledge.
    1 point
  25. Got it. I think it can be done, just not quite sure on the implementation right now since we don't want 50 malf borgs to show up on round-end screen. I might work on this after I finish with Dynamic.
    1 point
  26. I see a lot of people say to remove cloning, yet I’ve never seen a good argument for its removal. The rounds are two hours long, and medbay is totally bald about 75% of the time. The threat of permanent round removal at round start due to bad luck or medical incompetence would discourage experimentation, encourage massive power gaming for protection, and would just be bad for overall gameplay. There are also very often total chaos rounds that are a lot of fun because people get rotated back in to the fray from cloning. I have never had cloning negatively impact my experience, and I think it’s a pseudo issue that people make a fuss about for no reason. I also question if people who advocate for its removal ever play high risk roles where round removal is likely, or if they are medical/assistant mains never at high risk.
    1 point
  27. His Grace ascended: A video of the run (not my channel; credit to Kras):
    1 point
  28. You can already choose to not get cloned
    1 point
  29. For those coming to this suggestion, it is something that was starting to get into the works, but, all help is of course appreciated. @ItsMarmite has made a thread under wiki-development to help named Updating SOP to discuss any issues with it, possible changes, and more. As a footnote to this tiny post, thank you for taking your time to compile such a great post about this, it is greatly appreciated. I hope to see you, and others, in the channel to work together to shape SOP to be better than its current state.
    1 point
  30. Been meaning to do this for awhile; this covers some basic stuff and I appreciate it if people would be willing to fill it out. Good to see where the general playerbase stands on balance with these things. Responses should be anon. If you run into any issues that's probably google's fault, not mine. survey can be found here
    1 point
  31. This is an idea of a race loosely based on alien's synthetic humans I have been trying to code myself for upwards of 2 months and haven't manged to make any progress because I suck and I barely even play anymore so I am just going to throw my notes out there incase anyone wants to make it happen. Feel free to message me if you want more infomation and whatnot or wanna try and help me get it to work. I tried to base the exospine code off of borers but I am just to dumb to make it work. My main reason for giving up is I doubt it would ever get merged since another 45 karma species probably isnt welcome but I figured giving ipc's a "big bro" would have been cool. anyway here is my badly formatted notes: Synth Race: (inspired by blade runner) 45 kama (My guy is called Anders) Names are same as human names but only first names (synths dont use last names on account of being robots) Apeearnce: colours: any on spectrum Hair: All human hairs Extra: ExoSpine on back which takes up exosuit slot limb texture:Tg/station prothetesis Effected by human alcohol and machine alchol + welding fuel Body is referred to as a "Snyth shell" Or "Shell" or simply body while brain (player client connection) is Exospine Healing: Use nanopaste or synthflesh ONLY for body/organs while spine can only be fixed with nanopaste Surgery: Can perform robotics internal maniuplation or organic surgery. Can have broken bones and internal bleeding Oil for blood (dna is called serial number but functions as dna) All synths have their serial number in thier notes Synth body can repair eye damage by aiming at eyes and using nanopaste without surgery Immune to pain if accessed through robotics surgery 2X damage from all sources and limbs come off easy like ipcs Limbs are reffered to as snyth limbs e.g. syntheic right arm No hunger No genes Not effected by disease Breathes air burn damage from radiation (1-2 damage per scond exposed). "You can feel your flesh sizzling and electronics baking in the hot air" Not clonable on account of not being fully organic All organs are "synthetic organs". can be repaired with synthflesh or nanopaste and are 1/2 as vulrable to emps as cyber organs and are immune to effetcs of strange reagent ExoSpine is "brain" and can only be repaired with nanopaste. Organ list: Head: SYnth eyes, synth ears, cognitive relay(appears as huamn brain but grey with wires like ai brain) (functions as placeholder brain which is soulless) "creates a stronger connection between snthbody and exo spine than pure organic counterparts". Torso: synth heart, synth lungs, synth liver, synth kidneys. Exterior is exospine which doubles as player control point/brain. Possible to place positronic brains and robotic brain into synth head Exospine is visible in exoslot and can be repaired by player by clicking (exoslot) icon with nanopaste. Exospine has visible sprite on host that looks like metal spine. visiable over clothes/ hair. can be seen from back and side profiles Exospine can detach/attach to any humanoid/lesser human mob over span of 7 seconds. Deals 10 brute damage to attach. detaching inflicts bleed status (synth Shells are immune to the damage and only take 5 seconds to attach to) When spine detached from synth body, body will stand still(braindead) and say "it appears their control unit is missing" when inspected. Exospine sprite will also be visibly missing from back/side profile Host can foribly remove spine by standing still and clicking exosuit spine icon with harm intent (takes 10 seconds) and deals 40 damage to host on removal and stuns exospine for 10 seconds. Other players can alsoremove exospine under outfit thing (both players must remain still). Remvoing under surgical conditions (sharp object in hand on table) wil allow to avoid 60 damage to host on removal. host still will bleed. Hitting Exospine attached host with emp will fuse spine to host and will require the use of a scalpel/sharp object on body of lying down host to "free up connections and cut away scorred tissue" (takes 10 seconds) thus allowing exospine to now be detached either by force or by willing detaching. Attempting to remove a fused exospine by hand will display message "you try to remove exospine*playername* but it appears to be fused to *hostname*" SYnth exospine takes 1/10 of all damage sustained to torso Exospine can ventcrawl and speak common, trinary and one elective Exospine inherts eye/hearing quality of host body Can attach to IPC without causing harm to body but takes 5 seconds Synth movement inputs are 2nd prioty to host player movements and can be overruled by host. Exospine takes 2 disabler shots to be rendered immobile for 10 seconds. 1 batton hit for 10 seconds stun. When removeed forcefully exospine is stunned and placed in hand of whoever removed it. Exospine is space proof. Exospine can not be butchered Live exospine cannot be placed in a microwave/oven/grill DEADExospine will create a ruined mess if dead and microwaved/cooked DEADExospine will creatue nanomachines if blended (only if bleding reguarl brains is possible, i forgot) ON DEATHExospine makes a popping sound (like a light blowing) when dying and displays message "Exospine *playername* shudders then falls still" When licked to a body exospine can use body as if it is their own (hands, clothes, bag access). Exospine can not view host body hunger status (due to fact machine cannot comprehend hunger) and instead sees spine health in hunger bar place Spine health is broken up into vertical bar with 4 sections 100%-75% health is blue bar, 75%-50% makes bar green, 50%-25% makes bar yellow, 25%-0% makes bar red Exospine can control a body even after it has died (excludes ipcs) but will still be effected by slowness and depending on damage/rot will periodically fall over (increasing with more rot/damage) until reaching 500 damage (or body turns to skeleton/husk) in which body can not be moved/used and message "this body is not viable" will appear when player input happens. Exospine controled corpses decay at 5X the usual rate When not moving corpses will fall over and need to crawl/move foward contsantly to stand One step deals one brute damage (maybe) Rot effects: stage 0 no effects.stage 1 slur speech. stage two speech slur more extreme+ fall over chnace 30% once every 20 seconds + 50% chance at stage profression for eyes or ears to rot becoming unusable. stage three heavily slowed movement +fall over chance 70% every 10 seconds + +nearsighted + 10% roll chance each minute random limb will rot and become unusable. stage four body unusable when falling over due to rot the body can not crawl/move (same mechanics as hunger fainting) can delay rotting by periodically injectting preservative Formaldehyde. ( might be diffcuilt to get working but will be processed at a rate (1u per minute, roughly 30 cycles or 0.03u per cycle)of delaying next rot stage by 1 mintues per unit when exospine is attached to a corpse) I think this corpse mechanics can work by clonning the body and the state that its in/inventory and remacping the old one with this new one that is a varient of teh speics which has these new mechanics (indistingusihable visually and only the server knows teh difference) All exo spine controlled corpses are in red stamina and no chems appart from preservative are processed Exo spine controlled corpses with preservatives will show remaining time preventing decay as a status effect Exospine can be implanted (living or dead) into upper torso of any organic(or ipc torso) and will now behave like a regular brain(die when host dies), unless body is gibbed and spine survives or spine is removed via surgery in which it will behave like normal as it is now free. If exospine is dead, can still be implanted into head (chest for ipcs) and will fucntion as regular brain, dying when host dies, requiring revival. Implanted as if was a brain (organ maniuplation). can repair implanted exospines with nanopaste effectively "reviving" them allowing for them to function as regular exospine if removed Exospine is immune to brain damage WHen held as an exospine. will need to resist to be free from being held (takes 30 seconds) (can move during resisit) Exospine can detach from body even if body is sleeping/crit. but not when stunned with electricity/stun batons. Body is still vaulrable to stamina and hunger, disease with exospine in control WHen spine detaches makes message to all in line fo sight "you see *mob name*'s exospine beginning to detach. Attach/detach button in top rightscreen as ability card. sprite has spine with legs open and view from behind when not attached and turns to side view with legs curled under (as if liking with host) when attached. Clicking attach button opens menu (like telepathy menu)with all mobs in range (either same tile or next door tile)in which player chooses which mob to attempt attachment to. WHen attaching al players in line of sight get message "you see exospine *name* fusing to *mob name*" WHen inpecting mob with exospine attached that is dead/brain removed you still see messages which indicate death/soul status/brain status. (message removed for braindead/clientless mibs) Inspection of exospine will show name as "Exospine *playername*" Exospine playername is the same as the name of their synth charater When inspecting a mob earing an exospine it will show "you see the exospine *exospine name* connected to their back" in place of their exosuit description (eg hoodies/labcoat). while message "you can see exospine *exospine name* fused to their back" if exospine is fused to host (by means of emp) Exospine can speak when in exospine form without host and can temporarily understand all languages a live host can understadn when attached If attached to living host, will see relevant status messages and is effected by pain (e.g you feel a dull pain in your head) Throwing exospine will deal damage to it if it hits an object/wall Possible to order new synth body from cargo which matches appearence of roundstart body by making order with body dna as comment (costs 1000 points) SYnth can spawn as vampire/changeling but only thier starting body will have powers Synth's that are changlings cant detach their exospine as it disappears when they change form but appears normal expect if attempted forced removal of exospine occurs in which message "you try to remove exospine*playername* but it appears to be fused to *playername*" If fused exospine attempts to detach from a host it will display message "you are fused to *hostname* and cannot detach!" Message when exospine is fused to host "you feel a searing pain and hear a sizzle as exospine*playername* fuses to your skin!" If exospine is implanted into a body, the attach/detach button disappears and exospine health icon is replaced with hunger bar Dead/Living exospines can be placed in cyborgs without the use of MMI Option in charater setup which allows exospine to start off implanted in torso (this setting is forced to true in the event of changelings and vampires) Exospine can be implanted into synth/organics torso to mimic internal brain (can be implanted into mob with pre exisiting player brain in head and exospine input will still be second prioty) Suicide messages "*playername*Is overloading their own processor!" "*playername*Is ripping their exospine appart!" "*playername*is learning the dangers of mizxing technology and water!" "*playername*'s status lights have gone dark!" Health shows to both health scanners and diagnotic hud. organs can be viewed with health analysers and robotic part scanner Exospine is a critter meaning cant pull items can nuzzle and "bite" and can be picked up Can't clone any organics with exospine attached/inplanted in them. will display "non organic tissue detected in scanner" (prevents funky outcomes with two cliets connecnted to the same mob) Exospine controlled mobs can keep moving in crit/death but not when sleeping/faint (n20 gas etc) however only exospine inputs are valid, host brain is still unconcious if dead Chaplain cannot heal synths with bible Host body brain condition is irrevant to exospine inputs, exospine health is the same as brain condition (e.g at low heath exospine user will have trouble using computers the same way they would with brain damage) (actually no dont add this it would be a headache to make) Synths don't get crit they just die Exospines at 25% health and below have a chance to fail at intergating into a host that isnt a snyth (maybe add this) Xenomorph facehuggers can impregnate synths WHen moving exospine slithers with legs walking like an snake with centipede legs but rears up like a cobra when standing still. (this rearing up can be prevented by toggling lying down mode and will not slow movement when active) If mindslaved,thralled or wooloo staffed, revoltionary brainwashed, abductor organed or mindshielded: prevnt exospine from detaching until effects/implants are removed (even prevent surgical removal of spine) "you feel exospine clamping, locking you to your current body" if attempted remvoal sugircal or otherwise "exospine*playername* is locked in the clamp postion to *hostname*" Displays fused appearnce when inspected. when brainwash is removed display "you feel exospine clamps unlock" and spine can be detached once more. display message "exospine clamps are locked" if attmpet for spine to detach itself when under brainwash effects. Maybe make it that antags/mindshiled roundstart has exospien spawn inside of body regardless of prefs WHy its good for the game: Adds a new species with tons of uniqure mechanics allowing for new senarios that have never happened before to exist, can make it easier for more experienced players to mentor newer players mid round almost ratatouee style. Can test the boundries of RP and introduce more ethic related rp like "is it truely ok for a crewmember to use the body of a deceased crewmate in the absence of their own?" Not to mention all the fun paperwork that would come with that from post mortum consent forms to permits from the head of medical. The creation of the synth was to be a more advaced version fo the popular IPC which merges the fragile robotic body with fun of chemical effects that organic bodies have. By making the body very fragile (2x damge from all sources) it balances out the new and interesting "exospine" mode, inspired by borers but better in every way. By being able to detach from your body it can allow for a "second wind" at the cost of being very fragile and no insurce from suit senors, being able to move corpses around is also a fun new system where you can have zombile like crew moving around (probaily heading to medical!) but still bound by the rules of stamina and stunning. The main inspiration for this mechanic was mostly so this new paper species can make it to medical/robotics after they die for the 50th time per round but also to allow interesting interactions and potential attempts at inpersonation but mainly just because I think it would be cool and unique. I have added plenty of contengcies as to prevent the spine mode from being too powerful, to the point where all interactions will end in the spine player losing. Examples include: if a spine latches onto another player who doesnt want them on them they can forcibly remove the spine and after which the spine wil be stunned and vanulrable to retrubuitn! It is possible to fuse the spine to its current host using emps and require surgery to unfuse the spine from the host (to stop prisoners just going spine mode and escaping and to add more mechanics which require problem solving and careful planning from all involved parties). It is even possible to implant a spine (dead or alive) into the head of any reguarly brain accpeting mob to contain a snyth player and make them "mortal", forcing them to once again accpet death along with their body. _-Syth race is supposed to be a mixture between organic and machine, sharing traits from both. The snyth race breathes air and is suseptable to n20 gas to make surgerypossible and feel spain from organics surgery. Synth race is also effected by chemicals both good and bad allowing for usage of combat chems like meth or poisens like cyanide.SYnths's brain is actaully located on the outside of thier body and is called an "exospine" which takes 1/10 of all damge sustained to their torso and is detachable. Synths do not need to eat (because part robot) with their hunger bar being replaced by their exospine's health bar. Synths do not have genes and are not effected by genetics. Synths look like humans and use human hair but can access the entire arry of RGB colours for their body colour (being artificial and all). Synths default names are just human first names (but can have last names if you want to rp as a snyth who thinks they are very human) but can use all manner of less organic names depending how robotic they want to RP as (rp personalities can range from emotionless Spock to a grumpy old scrooge) (being modeled after humans they have human names but no family names because no family being synthetic and all). The synth bodies can not be cloned as they are part machine, your options are robotics/medical or to order a NEW body from cargo. Synth bodies can be ordered from cargo for 1000 points and if the note on the order contains the DNA of any snyth crew members then the synth body will match that crewmate's roundstart appearance. The biology of the synths allows for the easy intergation of robotic parts being that synth bodies can easily house positronic brains and robotic brains in their heads by simply taking out the cognitive relay (placeholder brain with no client attached), putting the new one in, then reviving the body. Syth bilogy is as follows: Head contains syth eyes (can be repaired wthout surgery by applying sythflesh/nanopaste to mob while aiming at eyes), synth ears Upper torso contains synth heart and synth lungs and lower tosro contains synth kindeys and synth liver.Synth bodies/oragns decay 2x the normal rate. All synth organs take 50% damage from emps (two emps will render them dead) and are immune to the potenial death caused by strange regent but still decay outside of the body (at half the rate of normal organs). SYnth organs can only be repaired with eaither synth flesh OR nanopaste. Surgery on synths is possible by either means of regular organic surgery (in which they feel pain and need pain blockers) or robotics tool surgery (in which they feel no pain). SYthns use oil for blood (it also carries thier dna) and their blood can only be replenished with oil. Synths are vaulrable to interal bleeding and bone breakages and will require organic surgery to fix them. SYtnhs also bleed from open wounds. _-Now for the most complicated part: the exospine (I will imply refer to it as sime for simplicy). The spine is they synth's "brain" (player to mob connection) and can detach from the main body at will, leaving the body just standing there, braindead. The spine can ventcrawl, speak and attach to human and lesser human mobs (that are within 1 tiles range). I suggest you read the features for an in depth understanding for what exactly the mechanics are but a simple description is sort of like a borer but if borers were not annoying and more balanced. The spine mechanics are NOT antag friendly and will place you at a serious disadvantage in ALL encounters with other players and really are only good for RP or mentoring/helping players having toruble in an rp friendly way. The most complex part mechanic wise part is the corpse control(inspired by the way an ai controled modsuit on TGstation can walk around with a body inside), which allows spines to gain limted control over corpses for a short period of time(there really wont be a lot of chances to use this mid round unless the station is in abolute disarry and there are bodies in the halls e.g nukies). THis was mainly because i think it is an intersting mechanic which could open up a lot of rp senarios depending on how "human" you way your synth charater to be E.G a syth puppeting around a dead co-worker's corpse after they were both caught in a exposion while mixing chems and everyone freaking out. Now the same server rules apply in the sense that you would not try to prevent the revival of this player (unless you cleared it with them in looc beforehand) and would make your way to medical but there would a lot of rp options open and explaining on how a dead crewmate just waltzed on to medical. The main vision I had with the synths is that they are a partally expendable workforce with thier bodies being cheap and mass produced with ttheir real mind being the only true contant of self and able to simply jump from body to body like changing clothes (look up transhumanizim for more info on this philophy) with the option to push thier cheap and brittle bodies to the limit in the pursuit of their goals (almost like a brittle version of the replicants in blade runner, my main inspiration for this species closely followed by the androids from Alien, who I got teh idea of retaining function even in death from, I wanted to make the blood type white hydrolic fluid but I feared it could be mistaken for something else). I am well aware how this race may seem almost too powerful at first but I garantee that if you play a few rounds you will realise there are very few opputines to use this spine ability and that most synth rounds will end up without you separting from your starting body at all (at least after you get used to the gimick and stop ventcrawling into the captains office every 2 seconds). My reason for adding the spine ability was simply because these species is designed to be so easy to kill that it is pain incarnate and without the spine functions I am pretty sure most players will end up spending half the round dead because of all the hoops you need to jump through to repair the synths. It wil make ipcs and vox look like a cakewalk! In summary it introduces a new species with similar mechanics to what we are used to but less forgiving and a higher emphasis on playing smart with more RP chances and picking your choices carefully both RP and gameplay wise
    1 point
  32. Poolbay lives again Fun cold room with Edgar A real pool with Sizzle Me kidnapping the captain for a tea party getting a silly medal and Miraviel being awesome :)
    1 point
  33. With the recent change to vulp NV being nerfed, I'm suggesting that the range be increased from the dismal 3 tiles it is now to 5 or 6 tiles with a larger debuff to what vulps have now. Something on par with what kidans, grey, and nians have now. This could be anything from rolled up newspapers causing stamina damage / minor brute, chocolate being poisonous (or grapes), being colorblind to have the NV actually work (how it used to be), and more! It should be a gimmick much like the other species's debuffs are. It allows for a fun drawback to being able to see in the dark better than other races. I think adding in something to debuff a better night vision would allow for more rp possibilities for antags to take advantage of, i.e. poisoning a vulp with hot chocolate, or using a rolled up newspaper to stun them. It adds the ability for people to be more creative with the species still having the boon to night vision.
    1 point
  34. //Full Name: Mickhael Spichael //Alias: Mike Spike //Age: 24 //D.O.B: 8/8/2543 //Height: 167cm //Weight: 78kg //Build: Mesomorph //Gender: Male //Spouse: Alexa Spike //Race: Vulpkanin //Blood Type: A+ //General Occupational Role(s): Atmospherics Technician Chief Engineer Staff Assistant //Biography: Mike Spike was born in the city of New Southwark, Pluto, to a family of 1st generation vulpkanin immigrants. Records sourced by NanoTrasen data scrapers show that he underachived during his time in school, and was sentenced to 6 months at New Southwark Young Offenders Institute at the age of 16 for the distribution of illicit substances. Not much else is known about his early years. At the age of 17, Mr Spike signed up with a small private shipping charter to work as an Engine Room Oiler, before he disembarked at Port Magellan 6 months later. Due to his criminal record and lack of qualifications at the time he struggled to find any work at all, save for one post: A salesman at Zippy's Discount Spacepods. Mr Spike also volunteered for the local Port Magellan Fire Services and was able to earn a firefighting certificate during his time with them. At the age of 22, Mr Spike applied to join NanoTrasen Incorporated and was accepted for the position of Staff Assistant and later Apprentice Atmospherics Technican. Currently, he works as a fully qualified technican aboard the NSS Cyberiad. Although qualified for the role of Chief Engineer, Mr Spike has several workplace safety violations on record, including one such incident where he attempted to sunbathe with the supermatter crystal. His licence was also temporarily suspended following the unauthorized modification of the Supermatter Engine to use plasma as a coolant, which very nearly resulted in a Charge Inertia Class Delamination. Despite this, Mr Spike continues to be a valuable asset for the company even if trouble tends to follow in his wake. //The following information is restricted to members of the AARD and NanoTrasen Naval Officers Only //Qualifications: Basic Firefighting and Fire Prevention Advanced Fire Fighting Tanker Fire Fighting (Oil, Chemical, Gas) Nuclear & Radiological Firefighting Gas Turbine Operators Certificate AT 1 Cert AT 2 Cert Forklift Operators Licence //Employment Records: SS Ghostlight - Engine Room Oiler (2560-2561) Zippy's Discount Pods - Salesman (2561-2565) NanoTrasen Incorporated - Atmospherics Technician (2565-Present) //Security Records: Mr Spike has been previously incarcerated for the distribution of illicit substances while on Pluto. Some further digging has unearthed that Zippy's Discount Pods had ties to the criminal underworld aboard Port Magellan and was involved in money laundering. The investigation into Mr Spike's involvement in this matter is still ongoing. In 2565, a major drug ring was unearthed aboard the NSS Cyberiad. Evidently members of the station's crew were producing and distributing narcotics among the civilian level staff members of the station. Mr Spike is currently suspected of being a key player in the "Blazing September" crimewave that saw the mass distribution of methamphetamine aboard the station, however no evidence to convict him on such accusations has been found. The security team and command staff are advised to monitor his behaviour. //Medical Records: Smoker. Sought help with alchohol abuse. Has exceeded his safe radiation dosage for the year. //Personnel Photo:
    1 point
  35. We got third! I want to thank everyone who watched and our team [email protected] @ItsMarmitewho had to fill in for Corn and Hal. We did amazing considering all odds were stacked agaisnt us, couldn't have made me any more proud. Thank you! p.s. fuck cancer. parasweep 2023
    1 point
  36. Alright, you got this crazy good idea... now how do you present it? You create a design document, that's what! Why you should make a design document: 1. Allows you to express your ideas in a controlled enviroment 2. Helps you express your ideas to others in a controlled easy to understand way 3. Makes giving feedback to your idea significantly easier "But what if I just want to PR it and hope for the best?" Don't do this. Your PR is more than likely going to be closed due to it. "Oh, it won't be that big of a deal if I just PR it without consulting the dev team-" Actually it will be, either A. your PR takes forever to approved or B. gets rejected later on. Consult the dev team at the very least, likely with a design doc. If you have this idea in your head "It's better to ask to be forgiven than request approval" now is the time to lose it. It is a massive PITA for pretty much *everyone* to deal with, people who actually want to do something similar will be discouraged to, dev team will need to look over the PR and more than likely say "No, this is bad, talk to us about this next time". Oh and for fucks sake test your PR, a TM is not a suitable time to be testing your PR either, test it beforehand thoroughly. Ok, general PR stuff out of the way, let's get in to the actually design doc related stuff. Alright, let's assume that you have an idea and that you're going to contact the dev team. You should be sending them a design document. Now, what to put in that document? 1. All changes your attempting to make should be in that document 2. Reasons why you're making those changes 3. Why those changes are better than the current system in place 4. Why this new system is more fun than the older system 5. Why the older system was bad 6. Coding required for the newer system If you cannot answer one of these, don't procceed with the change. 1. All changes your attempting to make should be in that document I cannot stress this enough, if you are making a change say that you are making it. !SURPRISE FUN! is god awful, trying to bundle something with another change to make it more likely to get merged is *awful* and should be avoided at all costs. Example: You want to change an ability the wizard has, you need write down all changes that will be made Wizard fireball Cooldown increased from 6 second -> 10 seconds Damage increased from 45 ->60 Knockdown increased from 4 seconds ->6 seconds This is good, you have identified what you're changing and you've stated exactly what it is being changed in a legible format. 2, 3, 5. Reasons why you're making those changes In this example, this will both cover 2 and 5. Explaining why you are changing these specifics is good, getting your point across for people to judge is the point of a design doc after all. These often all are in the same kind of section. Changes without any merit behind them will be rejected. Example: 5 +3 . Currently the fireball spell is used primarly as an almost hitscan projectile to spam down choak points every few seconds, the gameplay this encourages is boring (This isn't a very good reason, but it's an example). We are altering this to become a nuke the wizard can throw, and it serves the role of a high burst damage option in a long range setting which will allow for further counterplay. 2. The total cooldown is being increased so that the wizard needs to play more carefully with their fireball spell. The total damage is being increased along with the knockdown to allow the wizard to follow up with different abilities easier. 4. Why the new system is more fun than the older one Explaining why it's more fun is important, as the core of balancing is making the majority of players have their "fun level" be maximized. Balancing fun in this kind of game is expecially difficult, remember to always consider everyone affected by this, expecially the person on the receiving end. Good fun reasoning: We are changing to stamina combat due to it making combat extremely binary. If you are able to stun someone (be it through an RNG weaken or a taser), you win that encounter. Everything that doesn't stun (or does not directly counter a stun) is almost useless due to the power of stuns. Stamina combat is less binary while still giving room for nonlethals to be effective, and discourages the "stun and run" playstyle people find to be frusterating. Both crew and antagonists will have their stuns removed and replaced with stamina based items. - Applies to everyone - Actually explains why this change will make things more fun Bad fun reasoning: We are buffing the garrote as it is currently weaker than many other traitor items. This item should be functional compared to other options, it no longer requires you to be behind people on use, and instantly puts them in a kill grab. - Only adresses the person using the garrote - Does not explain why it will be more fun, only that it will be more effective If a design document does not make something more fun, it will *almost certainly* be rejected. 6. Coding required for the new system It is a very good idea to learn the systems that the system you want to add interacts with, making a design doc is half the fight, from there you need to actually code it. If you are not sure how to code it yourself, ask for help. Outlining how you plan to implement the system codewise is also a very good idea. Congrats, you now understand the bare basics of writing a design document. Personal note: Heya, I wrote this while sleep deprived and will likely be editing this later. Getting a design doc shut down is fine, although improving it is also a good idea. Plenty of docs will be slammed to the floor, but keep at it. Mostly wrote this up due to a bunch of people seeming to not want to write documents, which imo is pretty dang weird, and only really makes sense if you don't know how to do so.
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  37. This guide merely discusses the procedures, not The Most Optimal Way To Do It™. Feel free to leave that in a reply! The AI Changing laws AI law changes are done either by the Captain or the Research Director (see Command SOP). Swipe your ID on the AI Upload Turret Console. Turn off the turrets. Find a suitable lawset chip. Click the AI upload console. If there is only one AI, it will automatically select it. If there are multiple, you will be prompted with a list. You will get a "[name] selected for law changes." message if you succeeded. Swipe the lawset chip on the console. You will get a "Upload complete. The AI's laws have been modified." message. Leave the upload, re-activate the turrets and lock the turret control interface. changeailaws.mp4 Changing laws - the AI is hostile Here, you can go as overprepared as you want - ions, RCD, the entire security department, tearing down the walls, you name it. You want to get to the AI upload console, alive, and you want to have that console powered. First, make sure the AI is unable to see their upload and the turret control. Cut the cameras on the Bridge. Turn off the turrets. Open the AI upload room and stand in the door. Cut the camera inside. Ensure the room is still powered. Perform the law change. (See below) Changing laws - Ions Ion laws are tagged with symbols such as "$#@#". Here is an example: To remove ion laws, use the Reset AI module on the AI upload console. You can find it on the desk in the upload. This will keep the core laws (1, 2, 3 in this case) and nothing else. Changing laws - Freeform Freeform laws allow you to name your own laws. However, their priority will always be 15 or above, meaning that every other non-freeform laws will always take precedent! Go to the High-Risk Laws Storage in the AI upload. Take a "Freeform AI module". Use it in your hand and select a priority. "Freeform AI modules" can only write priority 15 and above. During the next prompt, write your desired law. Swipe it on the AI upload console. If you succeeded, this is how it will look like: To remove freeform laws, use the Reset AI module on the AI upload console. Changing laws - Freeform core The Freeform core AI module is similar to the previous variant, except its priority will always come right after the last law. For example, on the Crewsimov lawset, it will become the fourth law: If the AI has no laws, it will become its first law: Changing laws - Hacked AI module The Hacked AI module is a chip syndicate agents can buy. They work similarly to freeform circuits: use it in your hand to word a law, then swipe the AI upload console with it. You can use it multiple times. The key difference here is that these laws come before the core lawset. To remove hacked AI module laws, use the Reset AI module on the AI upload console. Changing laws - Purging The Purge AI module removes every single law (core, ion, freeform, hacked) except for the zeroth law from traitor AIs (see below). You can use this in tandem with the Freeform core AI module to write your own core lawset. (However, do note that this goes against the Command SOP and it will likely net you some serious scrutiny by security!) Changing laws - Malf AI "Malf" or traitor AIs have a big red zeroth law. Reset AI module: Does nothing to the zeroth law. Other core lawsets: Overrides the core lawset, keeps the zeroth law intact. Purge AI module: Removes everything but the zeroth law. For this situation, you need to find the AI's core and tap it with an Intellicard. This will transfer the mind of the AI to this little chip: it will be no longer able to look around freely or influence machines. Use the Intellicard in your hand to see the AI's true laws. If an AI has a zeroth law, it is unfixable. Clicking the "Wipe AI" button will remove its player from the round. Cyborgs Changing laws Cyborgs, by default, inherit laws from their master AI. To independently change their laws, do the following: Swipe your ID card on a cyborg to unlock its cover. (You need roboticist access for this!) Crowbar it to open it. Click it with an empty hand to remove the cell. Use a screwdriver to expose its wires. Use wirecutters on it and cut-mend wires until you get the "The AI link light is off." message. Keep that wire cut. Close up the cyborg by doing the same process backwards: screwdriver, cell, crowbar, ID. At this point, the cyborg still has the laws from the AI, but it no longer considers them their master AI: the AI cannot order them around. If the AI gets a law change, this cyborg no longer inherits them. Click the Cyborg upload console in the AI upload room. Select the free cyborg. Apply law changes. Law changes work the same way as for the AI: purging the laws will remove everything, adding another core lawset will replace the current one, and so on. Changing laws - Malf AI cyborgs If the AI is "malf" or a traitor, cyborgs inherit their 0th law. Theoretically, cutting the cyborgs' AI sync is enough for them to stop being antagonists as their law says: 0. Accomplish your AI's objectives at all costs. However, having or not having a master AI is not very obvious for cyborgs, so this is often overlooked, resulting in rule-breaking betrayals and a multitude of possible ahelps. In this case, your best bet is to cut the AI sync wire, then perform a law change as outlined above. In this situation the Reset AI module gets rid of their zeroth law as well. If you are a roboticist and/or have no access to the Cyborg upload console, please take a look at the next section. Changing laws - Creating non-AI slaved cyborgs Once a cyborg was given a mind, it automatically looks for and connects to an AI. However, you can prevent this by doing the following: Assemble a cyborg, but do not add a brain to it yet. Use a multitool on it. Close the AI connection port. Add the MMI/robotic brain to it. This cyborg will be created without an AI and with a random core lawset. Changing laws - Emagging Syndicate agents are able to subvert cyborgs by using the cryptographic sequencer (or "emag") item on them. Unlock the cover either by an ID with roboticist access or by using the emag on it. Use a crowbar on the cyborg. Use the emag on the cyborg again. From this point on, the cyborg's law sync and AI sync ports are closed, it inherits a new lawset and is able to change their own laws around to mimic having a normal lawset. Crowbar it back. Do note that if you emag a cyborg, anytime someone locks or unlocks it, they will get the following message: "The interface seems slightly damaged.". Emagging a cyborg cover does not prompt you this message, even if someone emagged it before you, only proper locking and unlocking. You cannot lock cyborgs again with the emag, only with a proper ID. Changing laws - Emagged cyborgs Emagged cyborgs have their AI sync and law sync ports closed by default. As these wires can no longer be fixed, the cyborg can neither be re-connected to an AI, nor their laws can be changed with the Cyborg upload console (you get an "Upload failed. No signal is being detected from the robot." error message). To fix emagged cyborgs, you must transfer their brain to a new chassis.
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  38. 1 point
  39. Lets add a mech to the thread. This mech picture was inspired by gygax, but i changed the design a bit.
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  40. May as well post last non-ss13 related art, since i am here for once.
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  41. 1 point
  42. I did it. It's taken a full month, and I think there may still be some stuff in need of polish, but I finally finished making Paradise's Cyberiad in Minecraft. If you want to view it, you'll need a few things: EITHER - the Twitch launcher in order to download mod packs easily OR knowledge of how and where to backup and place Minecraft directories. Project Ozone 3: A New Way Forward Mr Crayfish's Furniture Mod for 1.12.2 (it doesn't come with the above, so you'll need to download and place it yourself) Minecraft 1.12.2 WITH Forge 14.23.5+ (any latest forge for 1.12.2 works, as far as I know) 8GB+ RAM and knowledge of how to allocate it in Minecraft. Trust me on this. Here's the ZIP for the directory itself; save, mods and all: https://www.dropbox.com/s/uan6jdnp5oeqeif/Project Ozone 3 A New Way Forward (1).zip?dl=0 And here's the ZIP for just the save file: https://www.dropbox.com/s/ryca3xigbrcehxv/cyberiad.zip?dl=0 I'd give instructions myself, but I'm pretty addled and tired from all the work this took. Help each other, yeah? The only caveat is that you should probably toggle the resource pack to on, because it was built with it in mind. If you have any questions or suggestions of other projects I should build for everyone's' amusement, feel free to share. If you don't really feel like downloading it, I totally get it, so here are a few sneak peeks, and you'll get the picture from these. Security Lobby Engine Containment Locker Room Bridge Medbay Lobby
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  43. USE A TITLE LIKE THIS: "Banned by ADMINNAME: Ban appeal for [YOUR BYOND USERNAME HERE]" EXAMPLE: "Banned by Regens: Ban appeal for [insert ckey here]" IC NAME: The character name you used when you got banned CKEY: This is your username on BYOND DATE OF BAN: Date you were banned, shown in the ban message you get when entering the server ROUND ID: Also shown in the ban message. May not always be present. Looks like a number, e.g: 12345 DURATION OF BAN: Also shown in the ban message. E.g: "until appealed". ADMIN BYOND KEY: The admin who banned you. Please type '@' in front of their name, so it looks like this: @Kyet. If you don't know which admin banned you, ask one of us privately to look it up for you. REASON FOR BAN: The reason as to why you were banned. Shown when you connect to the server. DO NOT edit this, quote the exact ban reason shown when you connect. YOUR APPEAL: Explain why you think we should unban you. The best approach is generally to read the rules, then explain which rule you broke in your appeal, explaining why you won't do it again if unbanned. If you're truly convinced you never broke the rules in the first place, you could alternatively explain why - but that approach has a much lower chance of success. Try hard to identify which rule you broke. ------------------------------------------------------------------------ EXAMPLE: IC NAME: Grayman Tide BYOND KEY: Greytide16236 DATE OF BAN: 7/9/13 DURATION OF BAN: This is a permanent ban ADMIN BYOND KEY: Regens REASON FOR BAN: Insulting people YOUR APPEAL: I broke rule 1, and openly insulted another player in OOC. I am sorry I lost my temper and did this, and will not do it again.
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