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Generaldonothing

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Posts posted by Generaldonothing

  1. On 12/15/2021 at 2:49 PM, Sirryan2002 said:

    Hello everyone, as some of you know I've been working hard on prepping to do a custom event. I'm asking for around 18 players (more is always great) to take on event roles.

    It will be on the Kerberos and will involve lore factions such as CyberSun and BioTech as well as custom event factions called the Motley Crocodile Pirate crew and the Cult of the Jasmine Chalice. There will be custom items, shuttles, and objectives and I think it will be a blast. 

    The Event will be held during 2:30-6:00 PM EST on December 18 so make sure you're on the server at that time.

    If you're interested please fill out this Google Form

    Q&A:

    I'm not sure what this event is about, could you tell me some details?: I cannot actually tell specific details but the basic rundown is that there's a few factions (as listed above) competing for some rare artifacts on the Kerberos. Among the main roles, there's people that specialize in bounties, illegal trades, and reconnaissance. There will also be a general populace part of the event that will be the station objective and start about halfway through the round and go on for 10-20 minutes.

    What if I put down a character name but am going to change it inbetween now and the event?: This is just to help me a little bit, your CKEY is the most important information I need, however, I will ask for your new character name before the round start during the event.

    What if I'm absolutely awful at combat? Don't worry there's many among us that don't really play SS13 for hardcore combat or being the most robust of them all. Almost every role has RP aspects of it, some of them are almost completely RP/specialized mechanic based (think medical). If you're really concerned about not being able to fulfill a role with objectives that may involve a bit of fighting or sabotage please lmk over PMs beforehand.

    What if I get removed from the round or I show up late? don't worry! I have a minimum of 5 ghost roles prepared for those of you!!!

     

     

    I know this is on short notice, but are you accepting any minor ideas for factions currently?

  2. 9 minutes ago, Thouncy said:

    After a dchat where Norwest myself and a few others were talking, I thought it would be fun to write out a few ideas for "minor antagonists" that will serve the role of adding a bit more variety and innocent crime to the round, as well as give more players the opportunity to 'practice' being an antagonist.


    What does minor antagonist mean?

    A minor antagonist will be a player with relatively easy objectives compared to the major antagonists. A minor antagonist is also a set of roles that would not allow for the full-range of chaos that a traditional antagonist (Hereafter referred to as: "Major Antags") such as a traitor or cling would have, I;e you don't have a right to kill an officer arresting you for these crimes. 

    • Minor antagonists will have no relation to the syndicate or other antagonist factions, but will instead be roles dedicated to the typical petty crimes you see in cities irl. 
    • Minor antagonists will still be expected to fulfill their normal job's functions, unlike a traitor or cling that fucks off into oblivion the moment the round starts. 
    • Their challenge will simply be to complete their objectives without having to serve a brig sentence.
    • These roles will cause minor levels of chaos (as will be discussed below) but will not be allowed to become a major hinderance to the round.
    • And most importantly, minor antagonists will not have goals that result in perma-brigging or execution. 

     

    Why would we need minor antagonists?

    There are two major issues:

    • The first issue is whether less-robust players have an opportunity to have variety in their rounds, without the extreme anxiety and adrenaline that can come with that rare antagonist round. 
       
    • The second issue is how we can provide an outlet for those "unga" urges a lot of players feel after a long string of shifts without a single antagonist role.

    As for the first, it's frankly obvious that relatively new or just unskilled players get extremely frustrated with their antagonist rounds, simply due to the regular crowd being very, very skilled at stopping those antagonists. There is never an excuse for a new player to learn how to build a false wall, as an example. There is no reason for a new player to learn how to deconstruct things, or make dangerous narcotics/chemicals, or fashion a stunprod, and the list could be endless on that front.

    Minor antagonists will provide a solution for this new/unskilled player by giving them an opportunity to commit relatively severe crimes (like breaking and entering, distribution, etc.) without fear of a bwoink or extreme security scrutiny of their actions. It gives them a safer-space to practice these necessary skills for major antagonist roles, while not depending on that rare 1/20 round where they get a major antagonist for that training. 

    As for the second issue, I think this is pretty obviously geared towards the antag-lovers out there. No matter how much you love the game, there are just some shifts where you want to break some shit, or rather, you just want some variety from a bit of clandestine crime in-between your regular duties. If there's an outlet valve for these urges, there is a significant chance that you will see less annoying greytiding, while also giving some significance to the greytiders. 

     


    What would a minor antagonist look like?

    Simply put, a minor antagonist will have one or two petty-crime objectives. I think it would add a lot of flavor for them to have titles, as you'll see with my example ideas:

    • The Vandal - A variety of objectives could exist here, the minor-antagonist's role will effectively be to tag an important location, maybe even just several small locations, with an "illegal" symbol that normal spraycans won't be able to produce. 
    • The Drunkard - Get drunk, beat the shit out of someone in the bar (probably the bartender for consistency), but don't kill them. Only greentext if you manage to knock them into crit. 
    • The Identity Thief - Collect a certain number of UNSPECIFIC ID's that don't belong to you. (reminder, minor antagonists will not be allowed to use lethal force for their objectives.) 
    •  The Anti-Jani - Where janitors are graded on how clean the station is, this antagonist's greentext conditions will be linked to the cleaning score at the end of the shift. Their job will be to make as many messes as they can, without going full destructo mode. 

    And you can get the idea from there. Shitloads of potential minor antagonist roles that would add flavor to the round, especially for security which will finally have someone to arrest other than tots and vampires and greytiders. A side effect of this would likely be a much less stressed out sec department, actually getting to arrest people for minor crimes on extended rounds, as an example. 
    ____________________________________________________________________________________________________________________________________


    As for the other questions, such as how many per round, how feasible this is, etc. will have to be answered by someone with more experience, but I hope this post is a good basis for this idea.

    Cool idea, almost 100% a better idea to just ask an admin during an extended round to do something like this.... minor antags should also be minor, with perhaps their 3rd objective being simply not to get demoted? Just feel this needs to be fleshed out alot more.

  3. 43 minutes ago, AffectedArc07 said:

    You clearly don't know anything about simple bots.

     

    Their pathfinding process is one of the most expensive systems in the entire game (yes, beating out atmospherics), and given that bot pathing is not regulated by the MC, just 30 bots total is enough to bring the server to its knees.

     

    Do not encourage levels of 80 simple bots or more. You will be job banned.

    I have done this before and will gladly do it again. 

    Oh, I have had this never actually come up before, guess I'll make an amendment then

  4. 9 hours ago, Samman166 said:

    Simplebot spam is bad for the server and making actual swarms like suggested will make a significant impact on the server, I've found you should never go above 20 simplebots or you can start to see performance issues. I'm not a maint and this is just from my personnal experience but I have seen bots be removed by admins several times for performance issues. I would say like 10 janibots and 5 medibots if you want to be more mindful of the server. Good guide though and I realize you are probably not entirely serious about making that many bots but best people who read this mind think you mean to seriously build 50 bots.

    Simplebots are often fine for the server, with these bots only impacting performance at around the 70-80 bot threashhold. 50 bots in a round should do basically nothing. 

  5. Screenshots of an AI sat bar we made because of an ION law!
    Command didn't figure it out for nearly an hour and ~25 minutes as we kept this in absolute secrecy until it got opened, lotta fun all around!

    Played as my borgi CTRL-ALT-DELETE

     

    Screenshot 2021-12-08 195206.png

    Screenshot 2021-12-08 195033.png

    Screenshot 2021-12-08 195434.png

    • Like 3
  6. 1 minute ago, Sirryan2002 said:

    This would likely be used by antagonists as a weapon pretty much buffing every humanoid antag.

    Additionally, holy water is pretty well balanced currently, especially with the vampire rework.

    I agree there should be a coded in counter right now to feeding every holy water but for now we just bonk people for valid hunting and power gaming.

    Does holy water not give brain damage anymore upon excessive drinking?

    also postid DEEEE 

  7. 13 hours ago, Pckables said:

    Perhaps there in lies the issue that Holoparasites are only used for combat.
    The current three standouts are:
    Ranged - The best at combat overall
    Explosive - For deadly deception, doesn't rely on robustness at all
    Support - Provides free healing and teleporting

    To break away from Holoparasites being "noob-traps", holoparas, with the exception of ranged, need be steered away from direct-combat focused abilities.

    Standard (Renamed to Breacher):
    The strength of this holoparasite is its ability to destroy any wall.
    This could be boosted to be similar to a Prince of Terror's station destruction.
    Pros: Instant destruction of even reinforced walls. All doors are pried open. Bolted doors can be destroyed in a couple hits.
    Cons: Moves slowly, making it harder for escapes and bad at combat.

    Other Options:
    Instead of breaking walls, has Spatial Displacement - The ability to drag and move normally immovable objects, even walls. (I assume this would be tough to code).

    Charger:
    Being super fast, chargers are great for escapes and other speed-based requirements.
    What if we made Chargers like vehicles? Plus with the charger sharing damage with the owner, the vehicle is ALSO your sprite essentially.
    Pros: Moves faster. Can be ridden like a vehicle and charge on a cooldown.
    Cons: Movement is still controlled by the holoparasite. Low Defense, Low Attack.

    Other Options: Not sure if they should keep their ability to force people to drop stuff by charging at them.

    Assassin:
    Should probably focus on stealthing the user, not just the holoparasite itself.
    When manifested, the user can latch onto the assassin, becoming nearly invisible. The assassin then controls movement for both at a snails pace, remaining cloaked until the user moves, ends the ability, or the holoparasite is recalled.
    The sticky finger Assassin can also summon and unsummon a dimensional locker to store items/bodies. On holoparasite death, the locker's contents are dropped.
    Pros: Can quickly turn near invisible. Personal summonable storage locker.
    Cons: Weak combat capabilities. Slow while stealthed.

    Other Options: Not sure if the user should be able to hop into their own dimensional locker. While it makes it more akin to STICKY FINGA, antags hiding in lockers for half the round is already boring. Would rather not encourage it to be inter-dimensional.

    I was thinking of some possibilities for the Lightning holopara, such as being able to turn on/off nearby electronics while unmanifested, even if there is no power, powersink wires while manifested, and stun borgs it hits.
    But felt electronic manipulation isn't strong enough to warrant 12 TC compared to a breacher that can just break walls and open doors.

    The idea of breacher seems very... weak as it's an access tuner that costs twice the TC and is overall just less strong than an emmag as well, giving it "build mode" will make things hard from a balance standpoint as well

    Charger /could/ be fun but what I see it being used as is a haha I leave now item which simply is used for escape situations and nothing else... AKA bad adrenals (which already kinda suck)

    Assassin type needs to be able to do stealth well, and although this is an improvement maints camping until someone with a HUD shows up isn't great, also the sticky finger would just be... awful to deal with

    Lighting holopara is fine as is IMO, main thing is that if you got gloves you win against it, which is kinda what keeps it from being broken 

  8. 4 hours ago, Smokincheez said:

    Here are many of my currently unorganized and hastily prepared thoughts.

    Balance - 12 TC is a significant amount and will basically make the rest of your gameplan revolve around it's use. Maybe if they're changed to be more useful, unique, and interesting, this could be raised. However, I think under no circumstances should any changes made to them lower their value or cost. They're already a great idea with a lot of untapped potential, they just need a re-evaluation and eventually big changes; that's what this thread is for, gathering the community's various opinions and suggestions.

    Types - Like previously stated, many types aren't used often or just suck without being incredibly robust. The types should have abilities that are useful for users or holoparasites of any robustness ranging from decent to Gamma level worthy. Each type should be able to play off of its strengths and abilities while also having areas it cannot account for, leading to exploitable weaknesses for security and challenges for the user and holopara to overcome. They're literally a jojo reference, so there's not much shame in taking inspiration from the hundreds of jojo stands out there for some powerful, but limited abilites. Each type should be evaluated and expanded upon, but new types should also be in careful consideration.

    Artwork - I'm also of the opinion that with a rework should come a sprite overhaul. This would not be a simple task and would require a lot of collaboration, good communication, and dedication from everyone involved. If each type had it's own unique look, as well as differences between guardians, holoparas, and scarab swarms, they would be an amazing testament to this community's passion for this game

    I'll definitely be posting more but these are my initial thoughts I have on the matter. Responses greatly appreciated.

    This will probably need to be expanded on a bit, but if you are reading this and didn't know, the best holoparas are 
    Ranged, Explosive, Support
    The other actually viable holoparas are lightning, charger, and protector, all other holoparas are just worse from an objective standpoint as they don't cover and niches that the others do, it's a somewhat similar situation with subverted borgs where only 3 are good and the others are simply downgrades, reworking the others and nerfing the best ones should be the No.1 priority

    However, the problem with holoparas remain the same that they effectively are well... noob traps, because the ability to get a possibly robust person as the holopara as a not so robust tot seems like a good deal, but it's still mostly effective to just sit in a corner with a brute mender as your holopara kills your targets and generally does your job, or in the term of support a "you can't die" button, either way guardians are just simply not very interactive for either side and either get gunned down early or kill all of security

    • Like 1
  9. So, you wanna be a Roboticist? Well, I got news for you! 

    Don't

    Roboticist is a job that is infuriating on so many levels, some rounds will be going on at breakneck speed with you just barely making it out unscathed, and other rounds will have you finish your job in under 30 minutes and make you wish that you went any other role. Point is that Roboticist (and its difficulty) is entirely context dependent, which normally wouldn't be a problem if you weren't in charge of the most powerful gear on the station. Your creation of mechs (Exosuits) and simplebots (bots) is second to your actual job, gauging the situation and adapting accordingly, the most powerful gear on the station is located in your exosuit fab, and it is your job to make sure that people don't powergame using them, lets go over an example

     

    Let's say that you are in the middle of a shift and a security officer come up to you and asks for some implants, specifically CNS and Thermals, the current condition of the station is Blue alert, Confirmed traitors, and a command staff have gone missing, what would you do in this situation?

    Spoiler

    Answer? Actually it's a trick question, you don't have enough information to properly know if giving them these implants will actually benefit the station or not, however if you wanted to be fully by the books the answer is a hard no, as robotics SOP states rather clearly that you are NOT to implant security with combat implants unless it is code red

    This is just an example of a situation that might come up during a round of robotics

     

    Now, it's not very common to be forced to deal with implants, rather combat mechs tend to be the bigger (and often, much more impactful) problem that pops up from time to time.

     

    When should you actually create a combat mech?

    Do create a combat mech if-

    A biohazard is spiraling out of control quickly (Ex: A blob is quickly reaching critical mass and the crew is struggling to properly deal with it)

    You get proper authorization by the HOS to make one and create exactly what they asked for (Ex: The HOS asks for a gygax with a repair droid, disabler, and a close combat armor piece, you build him that, you don't just add scattershot instead of the disabler because you can)

    Oh god everyone is dead this is our last option

     

    Don't create a combat mech if-

    You just want to ("But muh SOP" isn't going to help you much, trust me, it's a dick fucking move over preping for antags by building combat mechs just because you can, constantly doing this WILL net you a jobban)

    The HOS (or any command member) asks for a durand (or any other combat mech) with lethals on green alert (For the love of god don't let shitsec get near a mech, they WILL cause more damage than they will fix and they WILL pin the blame on you) 

    Now, something that isn't often covered and is more seen as common sense is what you put on mechs, so I'll be going over that now in a tier list 

     

    WORTHLESS, DO NOT PRINT-

    Plasma energy relay (Charges FAR too slow)

    Exonuclear reactor (Using this is basically self antaging at best, and it's not even good at charging....)

    Localized wormhole generator (It's a meme, nothing else)

    CH-PL "Firedart" laser (Objectively worse solaris, NEVER use)

    Tesla cannon (We don't talk about the tesla cannon[Used for research upgrades and nothing else])

    C tier-

    PCMK-6 Bola Launcher (It's... fine, you likely won't be using this ever)

    SGL-6 Flashbang Launcher (Worse clusterbang, but it gets the job done)

    SRM-8 Missile Rack (Friendly fire the weapon)

    Gravitational Catapult Module (It's not really used, but it has some applications)

    B tier-

    ALL EXOSUIT ENGINEERING GEAR (It's pretty alright)

    Drill (Just worse than the diamond one)

    Rescue jaw ( I mean, it's a jaws of life, just less)

    Taser (Good enough, just kinda eh) Removed in the combat update, no electrode spam

    Immolation (Alright against vamps, just use solaris)

    A tier- 

    Clusterbang launcher (Blob counter, still funny otherwise)

    Solaris (Pretty good laser)

    Disabler (Very solid weapon overall and could be S-tier EDIT: After the combat rebalance this is a solid A teir, it has been nerfed to only shoot one disabler which is very reasonable as before it was a little too spamable)

     

    Syringe gun (Hey, memechem on the go!)

    Ion (Very nice overall, amazing to counter other mechs or a malf AI)

    LMG (Pretty good, but not scattershot good)

    Both armors (Reflective and reactive) (Hey, it's armor, not much else)

    S tier-

    Scattershot (best combat tool by far, this thing puts people down and KEEPS them there)

    Exosuit sleeper (Very underused, a "any chemical" sleeper on the go will keep people on their feet)

    Diamond tipped drill (this thing KILLS, the counter to all fauna in lavaland)

    Quiet carbine (Only special item I will mention, VERY strong for both antags and non antags)

     

    What mech builds you will likely be using

    Mining mech-

    Ripley, Diamond tipped drill, Auto Repair, Mining scanner, Reactive armor, Plasma cutter, Clamp

     

    Atmos/engineering panic button mech-

    Firefighter, Cable layer, auto repair, Extinguisher, Clamp, RCD

    Medical mech-

    Oddy, Syringe gun, 2 mounted sleepers

     

    Non Lethal combat mech-

    Gygax, Disabler, reflective armor or reactive armor, auto repair

    Biohazard control mech-

    Durand, Solaris or scattershot (depending if it's blob or terror spiders respectively), auto repair, reactive armor (IF THE BLOB IS REACHING CRITICAL MASS REPLACE WITH A CLUSTERBANG)

    Oh god oh fuck panic button-

    Durand/gygax, scattershot, reflective, auto repair

     

    Alright, we are now done with the basics of mechs, except how to pilot them (Which is more security if anything, so I will not be going over it)

    Now, here comes the other huge part of your job, making simplebots!These small little things have basic AI and can do alot of good tasks around the station and can be a huge boon to the crew.

    Lets just talk about the ones you won't be making first

    ED's, this bot is actually just a joke, it does jack all most of the time and if it does help someone it's probably not security New combat update made them NOT garbage

    Honkbot, also a joke

    Floorbot, you need... maybe 1, they aren't as good as they seem

    General griefsky, another joke

    The bots you will be making

    Securitron, actually kinda crazy if you stack these, basically a stun baton with legs at most you need like 5 running around

    ED's, shoots disablers and is very strong at doing nonlethal take downs on most antags, can sometimes struggle with clings but are nearly a hard counter to the umbra subtype of vampire. DO NOT SPAM THESE, IT IS POWERGAMING, make 3 at most

    Medibots, godsends, you want like 10-15 of these running around, a real help to keep the unlucky alive

    Cleanbots, the one you are gonna be spamming out the most, when janitorial isn't doing their job like ~20 of these can fully clean a station, aim for 20-25 by the end of the shift

    All of these should be made through the crafting menu, no exceptions 

    And, that's the basics of robotics, this should cover everything that isn't on the wiki, the wiki already explains cyborgs well enough so I'm not gonna go over them in full, just give em vtec and self repair and they should be happy also give everything that can use a battery a yellow slime core

    General tip for traitor roboticists, mechs get the job done and NEVER buy a syndi MMI, just use an emmag

    So, this is the end of the guide portion of this post, got any questions? Just ask em

    Tierlist in spoiler

    Spoiler

    F tier- Mr. Mechspam

    VERY likely to get job banned 

    Only spams mechs 

    Does nothing else

    Known as a dick by the majority of the playerbase

    Also grabs everything from the ORM, refuses to share with anyone 

    That's it, that's all he does

    D tier- The new mechanic

    Does not understand robotics, assumes making mechs is their only job, doesn't even know how to make mechs

    IPCs hate him! doesn't know IPC surgery and leaves them to rot

    "What the hell is a borg?"

    Gets fired by the RD 45 minutes in

    C- The metal fan

    Grabs everything from the ORM, but is still willing to share with RND and engineering, this pattern of behavior will eventually stop

    Knows how to make cyborgs, actually makes cyborgs, actually cares about the cyborgs, still doesn't upgrade the cyborgs

    still doesn't know how to repair IPCs

    Makes a few simplebots per round, doesn't really help that much but it does do something

    Implants anyone who asks

    B- Understanding of the arts

    Makes mechs when requested in a somewhat timely fashion 

    Can repair IPCs... just slowly

    Upgrades borgs into reasonable condition, actually knows what xenobio is and wants their damn yellows

    Says "No" to security wanting every implant on the station on blue

    A- The stations godmother

     

    Says no to absurd mech offers by security, and gets the non combat mechs to every department that needs them

    Can do IPC repair and makes IRCs for robobrains who don't want to be borgs

    makes sure the borgs are in proper condition and actually checks in on them

    makes sure that by the end of the round the station is full of simplebots and single handedly puts medical and janitorial out of a job

    Also likely very robust with mechs, knows that they are not indestructible, although very strong

     

    And, that's about it, so if you read through this, cool I guess

    (Might update the formatting later) EDIT 1: Updated with combat reworks, taser removal does almost nothing and the disabler nerf makes it a solid A instead of an S teir pick, ED's are no longer a joke and are VERY strong now

    • Like 2
    • Thanks 1
  10. On 10/28/2021 at 7:48 AM, UltraNumeron said:

    I dont think i need to say too much, im just mainly wondering why this even exists in the first place.

    Its miner loot that being a huge ass fiery cluster nade has absolutely no purpose other then griefing and hijack and really should not be loot crew can get, at best its a useless item that gets thrown away or very rarely found by a hijacker and used properly and at worst a griefing implement. Miner loot should be fun and interesting while having some use for it, this really is just a big fuck you cluster nade that should not have a place there.

    Yeah, it needs to go, outside of overall just being an awful item the fact that its only really useable one time makes it effectively antag only

    it's also just bad for mining 

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