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Generaldonothing

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Posts posted by Generaldonothing

  1. This has a bit of the story behind it yes i'm salty about this one

    Basically, about an hour 10 into the shift we had a powersink put up

    This sink lasted NEARLY 40 minutes, and it screwed alot up, having an active changeling threat also sure didn't help...

    Anyway here's the fun part, the sink was actually on cameras (Not AI cams, couldn't see that sadly), and nobody could see it sadly. 

    About 20 minutes in when EVERYONE is loosing their minds, we get this ERT request from the captain

    Closest I've seen to a mutiny in awhile 

    FramedBadCaptain.PNG

    OH, AND FIVE ENGINEERS GOT DUSTED AS WELL 

    SITUATION WAS REAL DARK

    • Like 1
    • dead 1
  2. I think that these are a massive improvement from the current floor tiles we have

     

    The floor tiles kind of look like rubber? Which is really a minor complaint, but the small dots would likely hurt people's eyes a bit

     

    Our current walls don't mesh great with the new floors, but that's an issue with the walls, objects mesh WAY better with the new floors as you can see them far easier due to the darker colors

    most of my issues with the floors come from... other things like weird flooring design on box, rather than being an actual issue with the floors 

    • Like 1
  3. 1 hour ago, Retrograde115 said:

    This right here is really interesting to me. Since the Team Ops wouldn't have access to conventional Class-S contraband, maybe giving them a special PDA or PDA cartridge with minor covert abilities would be fun.

    Off the top of my head:

    • Multitool function that automatically shows the purpose of the wires
    • Putting things other than pens in the pen slot (or maybe just a secret compartment with space for one tiny item)
    • Hacking PDA messengers to send false messages listen in on others'
    • Bypassing ID requirements for certain consoles/crates, maybe it takes 30 seconds to crack the code or something
    • Scanning and storing papers/documents

    I also really like the idea of somehow summoning a midround antag, but it would need more prepwork than just the two Ops meeting up. Maybe name it something like "The Redspace Beacon" and require stealing several items from various departments. Maybe it needs a hand-tele, femto-manipulators, the blood of the clown, etc.

    Just spitballing.

    Thanks for showing interest in this! 
    Multitool idea- Very niche and would sell the TeamOps out, maybe something in the notes could be more helpful?
    Pen idea- Would sell the TeamOps out, which I hope to avoid
    Hacking PDAs- You can already do this with a messaging console!
    Bypassing IDs- I'd rather not, 2 people are already gonna start with alot of access, giving them more would probably be either redundant or flat out OP, they will be able to hack objective specific stuff however
    Scanning and storing papers/documents- I don't see much of a use for this, and photocopiers are all over the station anyways
     

    Beacon objective: You still both need to escape alive and free... so going very unga with it is going to end very poorly. I'll probably up the time needed to 2 minutes on station. Prepwork is required because if you don't do it you are gonna get killed as they know where you are using it from 

  4. Just now, maxfromsweden said:

    I like how you're expanding on the idea! Seems like you're putting a lot of thought into this.

     

    Sounds very sound from a game design perspective. Forcing the two players to actually work as a team is great.

     

    I like the activation process of Call in/Revengeance, but think the actual effect is a bit strange, considering you earlier stated it wasn't a high impact antagonist. Furthermore, all of these options:

    Seem to directly contradict:

    Since you're basically getting a third teammember, although you have to work quite a lot for them. You also get a teammember that is arguably stronger than a regular blood brother.

    How about just having the activation be the goal in itself? The reward is that you accomplish your objective. You don't need an extra incentive for that.

    Forgot to say, but this is a hijack level goal (AKA the only one you get outside of escape alive). The choices were chosen to have moderate impact (as it's two objectives in one).
    Most of these can be delt with fairly easily, and when you start the objective you put a target on your and your buddies head. Aside from this, the purpose of the objective isn't to just "have green lmao", it needs to have some round impact that other people will feel. Having a pretty lowyield antag trying to protect those two while doing their normal objectives is actually pretty cool (the laughter demon one might be a BIT too much though).

  5. Alright, post has been up for ~3ish days now

    Current consensus seems to be that Team Operative (this is the name that is likely to be used over blood brother) might need something what that something is I'm not sure of. I can however, list things that are extremely unlikely to happen.

    Team Ops in sets of 3s. - This is an issue related to a critical mass of traitors working together and I'm going to be rather brief with the reasoning behind this. When you have two people working together you're normally going to have an extra shot to get something right, you can get your buddy out or help your buddy deal with something. When you bring three traitors into the mix their abilities to solve fuckups increases severly, EX: Player A gets stunned, player B helps player A, player C is able to fend off player D, player C gets hurt, Player A helps them ect:. In a game that is rather punishing, almost anyone is at a nearly unwinable disadvantage against a 3 person if they do not meet their numbers. 

     

    Small, passive buffs to TeamOps when near each over. This is not the boon that you think it might be. People can track who has these buffs rather easily and treat them as such. These buffs would need to be severe to be effective, or extremely small and entirely unnoticeable by both the Teamops and the other players.

     

    Things I DO think will likely happen.

    Team specific objectives: Objectives that require a two person act to do (A few ideas will be stated)

    Call in/Revengeance: TeamOp 1 Spawns with the device, TeamOp 2 spawns with the key and activation code. Objective is to find a location and activate the device with your brother, both of you need to turn the key together. After a short delay, an annoucement is sent out stating the location of the device on station alongside a GPS signal being set out. If the device is activated and not deactivated for a minute straight, you call in a random midround antagonist.
    Ideas for what can be called in:
    A single princess of terror (Objectives given: Protect Teamop1 and Teamop2.)
    A blob core which is unable to split (Objectives given: Protect Teamop1 and Teamop2.)
    2 Randomly assigned Nukie module cyborgs along with a cyborg conversion machine (Objectives given: Protect Teamop1 and Teamop2, convert 3 people to cyborgs)
    A laughter demon (Objectives given: Protect Teamop1 and Teamop2. Make 5 people laugh)
    A revenant (Objectives given: Protect Teamop1 and Teamop2.)
     

    Station Goal Datasteal: Both ops are given the objective to hack into the station goal and then hack it. One operative needs to actually hack the thing (which involves them using their PDA on it) for thirty seconds to send the required information. During this 30 seconds timespan the other Operative is going to be busy sending the required information to the syndicate (which will involve them using their PDA on a communication console.). The station goal must be finished to be able to actually hack the thing.

    More will likely be added, but feel free to add any suggestiosn you might add!
     

  6. 5 hours ago, maxfromsweden said:

    While I like the idea of making two antagonists working together, how would you design to make that the most viable strategy?

    If a noob is paired with a pro, the best way to accomplish your goals would be to let the pro do them while the noob stays under the radar.

    What mechanical incentive is there to actually work together?

    Something like a bonus when they are together would be such an incentive.

    Another option would be that they have a symbiotic relationship like the abductors. Each of the brothers has to perform certain actions to actually accomplish their goals, so one can't remain passive.

    Solo blood brothers was certainly an issue I thought would crop up unfortunately, and I've had a few ideas to deal with that related to blood brother specific objectives 

    4 hours ago, Charliminator said:

    Perhaps some, slight, stat buff while near your blood brother? 

    Or to help alleviate that we could go with teams of 3. Especially seen as we tend to pull in higher pops than TG. 

    Some slight stat buffs might not be bad, but I'd need to figure out how to make it practically invisible to anyone else

    3 person bloodbrothers also just sounds like a murder fest

    17 minutes ago, Longpipe23 said:

    Blood triplets sounds like a deacons of the deep style boss lmfao. 

    Honestly the only thing I'd change is give 'em access to code words and some kinda traitor PDA cracking device so they could muck over other traitors. Could be an interesting flair on what they got on /tg/! There are very few mechanical advantages to messing with other antagonists as an antagonist in the current state of the game, so some antag vs. antag conflict could be cool; I enjoyed it the scant few times I've done it -- far more than teaming that is -- albeit an anecdote, and one potentially enhanced by its novelty, I trust the developer(s) sagacity in taking suggestions.  

    Had some ideas for antag on antag objectives, I'd just need to fully flesh them out.

     

    I thank everyone who has participated in this post, and you're always welcome to dm me on discord to just talk about this or anything really

  7. 2 hours ago, Shmabu said:

    I like blood brothers. I've done and seen traitor done well and fun for people involved with just a mindslave and an agent ID for both peoples. However, they always suffer from our combat system (go figure right). I think that blood brothers may suffer from stun based combat in both getting taken down and being limited in weapon options. The weapon of choice is always going to be stunprods, but that could be one officer vs two people or two vs two with one side winning or losing based on who clicked first. I get that blood brothers probably could work as the server is currently, and I would like to see it. But, I definitely think that they would work far better with stamina based combat.

    Agreed, but this also really isn't something I can control myself. Blood brothers aren't supposed to be super high impact on the round so it being a bit punishing is fine although not ideal. Stuff like this already happens to other antags as well, at the very least you have a buddy to haul your ass up to keep kicking.

  8. 20 minutes ago, Bestmannnnn said:

    I will welcome them, but after these changes:
     

    Halt, any and ALL crew sided balance nerf changes, because these are all attempts to nerf blood brothers

    Grant them radio implants, these implants can NEVER be removed, only admins can remove them.

    Give general combat advantages when next to eachother, slightly higher punch damage, longer stuns, longer disarms, higher chance to disarm/Push. Small and subtle 

    The purpose of blood Brothers is to be an entirely teamwork based antagonist, the only advantage you have is that you have a buddy. Hence this design, I'm very, very concerned about giving them mechanical advantages and they would need to be explained well for them to be considered. Small advantages also might be less of a boon than you think it is because it sells the fact they are a blood brother.

     

    I also think it's extremely safe to say items will not be nerfed due to blood brothers, rather the balance of the items themselves were originally flawed. 

     

  9. Recently, Dearmochi has posted a few ideas they are looking for to be added to the game, one of these is Blood Brothers! This forum post will explain how Blood Brothers functions.

     

    What's Blood Brothers? 

    Blood brothers is a supplemental team antagonist role which seeks to provide fun for both new and old players alike! Blood Brothers shows up supplemental to other antagonist roles, so it never shows up by itself. In Blood Brothers, two people are assigned the antagonist role as a team and are given three objectives similar to that of the traitor antagonist. The big difference is that unlike a traitor, you don't start with an uplink, rather you and that second assigned person is given the ability to buddy up and go do your team objectives together! Both of you will need to escape alive and free though!
    The goals of the Blood Brothers antagonist

    • Give the ability for newer players to buddy up with a more experienced one so they can learn a bit of traitoring
    • Allow for a higher challenge to older players that need to play without any non-crew obtainable gear
    • Make an antagonist that pits the crew's tools against themselves, making the escalation more consistent between both parties

    Blood Brothers breakdown

    When you spawn as a Blood Brother, you'll notice that you are given your three objectives, 2 from the standard traitor pool and one "Blood Brothers escape" objective, which requires you to escape alive and free with your Blood Brother. Your Blood Brother and you will need to those complete your objectives together with the power of TEAMWORK! You have access only to what the crew has, so make it count! Blood Brothers may also roll Hijack, which sure would be a doozy to do without some special equipment. You have a bit of a blessing however, because you'll have no S class (with the exception of SM steal and core objectives) you're not going to get perma'd unless you do a crime worthy of it. Happy traitoring! If your Blood Brother enters cryogenic storage, you'll be provided a new one as well!

    What new does Blood Brothers bring to the table?

    All other current team antags are extremely high impact, and the entire round bends around them. This causes team antagonists to be often stressful and doesn't allow for a lot of creativity or silly plays due to you letting the other people in the group down. Blood Brothers will allow for an outlet for those silly interactions and creative comboing with a buddy of yours in a low stress environment. 

    If you have any questions, ask em below! (Also, suggestions are welcome) 

  10. 32 minutes ago, procdrone said:

    im quite late here, anyway, i find it criminal to not even mention that robotics is medbay for IPCs, and no tips regarding fixing mechanical palls, especially considering how many roboticists simply have no idea how to

    Both of these are on the wiki, and I'm redoing this in video form anyways

    • fastparrot 1
  11. 14 hours ago, Bestmannnnn said:

    remove insulated gloves, remove the INSULATED trait

     

    But wait! what about tools????

     

    You need to swipe an id card with captain office identifcation to allow the specific tool to actually function for 3 seconds, then you have to swipe again\

     

    BUHH BUHH GREYTIDERS CAN GO USE AUTOLATHE

     

    lock autolathe to bridge access.

     

    WHAT ABOUT RCDSSS???

    Remove RCDs, make doors, walls indesctruable, remove thermite, move to traitor uplink for 100 tc

    You see, there is a critical flaw with this idea, and that is of the "text based tider". A text based tider is often known for it's mating call, often seen as "keywords". These include but are not limited to: "Cringe, based, sus, shitsec, halp, mantis, and law 2. The only true ways these deformed monsters can be handled is through remote means, simply disabling telecommunications will often do the trick, however in cases of direct contact, remember TOOLBOX!

    T. Hold
    O. A
    O. Toolbox
    L. With
    B. A
    O. Weapon in your other hand, tiders are unable to see any object outside of insuls and toolboxes, and will swiftly succumb to it's power
    X. Steve, you know what an acronym is right?

    Outside of this, there is third option which can be put into effect soon:tm:. With the power of science, we can simply remove the chat bar alongside the entire station! Amazing right?

    • Like 1
    • toolbox 2
  12. 13 minutes ago, Auce said:

    How is this a buff to botany? They get access to a chem dispenser every single round, it just creates annoying work for science and makes botanists upset when they don't have their mutagen immediately.

    Also anyone saying botany is possible without a chem dispenser, I thoroughly challenge you to have the patience to do it without one. Try mutating ambrosia gaia with left4zed, yeesh.

    You can, ya'know, just say no to botany? Very few (good) botanists care when they don't have access to a chemical dispenser.

    The strategy of taking a chemical dispenser from scichem was only popularized during late 2020 because of the great science drought leading to the second scichem dispenser (or scichem at all) not being used. Anyone who did botany before 2020 or has had the pleasure of taking a whopping 3 minutes out of their time out of their day to mutate pumpkins know its not too hard.

    The main reason botanists take chemical dispenser is for /saltper/, NOT unstable mutagen. I feel that you could definitely learn alot more in botany, and I'd be happy to help you do so. (This is also why bees fell out of favor)

    Onto the reason why giving botany a roundstart chemical dispenser is a poor idea: they just have it now. This in itself is a very bad thing as it makes chem as an antagonist outclassed almost entirely. Put short- it's an unneeded buff for the sake of a convenience.

  13. Hey, it's really cool to see someone passionately trying to fix metastation! There's a few things I kind of want to bring up about the mapping design behind it, however.

    So, an important thing to note about Para vs. TG is the lower movement speed, so things like 1 tile wide maint areas and extremely large rooms stick out like a sore thumb, so you'll most certainly need to look into totally redesigning these. The meta pipenet also has many different problems (If you would like me to, I'd be happy to make a checklist of all the pipes that need connecting/redirecting during spring break) and it'll need pretty heavy changes. Now, I couldn't tell you exactly what changes would need to be made, but if I were to change anything off the bat I would probably look into making toxins test site... work.

    The issues megathread is here if that helps! https://github.com/ParadiseSS13/Paradise/issues/13950

  14. 2 hours ago, LongLiveChaos said:

    Correct me if I'm wrong, but wouldn't the unable-to-blow instantly be recognized by any competent RD during roundstart to see if the AI is malfunctioning or not?

     

    Even if it only does it when you're just about to blow them, I feel like people would accidently discover the AI is malfunctioning pretty early on, if they're required to blow a borg.

     

    Other than that, I like the concept of buffing up malf AI, since I don't think I've ever seen a successful AI. Not even with nuke.

     

    EDIT: Correction, an admin did an event where it was Sol-Fed VS. USSP, I was the AI, and I converted people into Communists and killed a Sol-Fed official. I was given greentext, that's the only time I've ever seen a successful AI.

    No, blowing a borg roundstart would be not only self antaging, but also powergaming

    Plenty of AIs have been successful as well, it's a matter of understanding the systems that you have to use and abuse. Malf AI greentexts are also not really rare, and considering it's ALWAYS some form of hijack or kill everyone that is actually pretty impressive (And might actually suggest that malf AI needs a nerf). 

  15. 1 hour ago, Imnotthesharpest said:

    So I have been playing maintenance crawling assistant and I've been noticing some coins have both sides as heads, is there anyway i could produce these coins myself? any time i atempt to weld a coin it turns into a ring, and duck tape doesn't work

    Afraid you can't, not even more valuable in space credits. They look nice though!

  16. I don't really see the appeal of making one of the most mechanically diverse and different races even more different. I don't see how this would positively impact game balance or general enjoyment at all.

    • Like 1
  17. 14 minutes ago, Pckables said:

    Ideally in the same way many antags don't habitually perma-kill every officer they fight, because going out of your way to space corpses when it doesn't directly benefit you tends to be against the rules, or at least warrant a talking to.

    Not to mention its the difference between having an instant-cast pocket cremator and having to drag a body back to base. One can be done in the middle of a firefight, one requires retreating all the way back home with a single corpse, and teleport it without being interrupted.
    Thats also making the assumption cultists would bother spacing bodies, rather than just leaving them on the floor of the base.

    But here's a better compromise:
    The corpse gets stored in the shard (with all their gear dropped onto the ground), and then put into the constructs created. Killed constructs drop the related corpse.
    Shards shatter and drop the corpse after 5 minutes if not used.

    Hmm, this actually gives me a somewhat decent idea to how you could fix this issue of permakilling officers. When you sacrifice someone instead of sending them to bluespace hell or whatever, it stores them inside that rune, if they die while sharded, they pop out of the rune, if the rune gets cleaned, they pop out of the rune and the construct dies.

     

    I would certainly need to expand on it, but this seems a better way to deal with it to me at least. 

  18. 4 minutes ago, Pckables said:

    They already do that, and would still be able to do that even if shards were removed just by teleporting corpses off-station.

    Indeed, but you'd be permakilled still no matter what. I don't see how this solves the problem of permakilling in the slightest outside of encouraging cult to go a step further and space secoffs

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