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FalseIncarnate

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Posts posted by FalseIncarnate

  1.  

    As HereticChurch mentioned, this circulated through the admin chat earlier today, with a general nod of approval over the concept.

     

    The nods intensified when I mentioned it could potentially replace Rev with a slightly more balanced version of the same TDM concept. In theory, the shadowlings would have a win condition of kill/enthrall X% of the crew (like Xenos), and the crew would have a win condition of kill all the shadowlings.

     

    While effectively Rev, it addresses the issue of lolflash-ing tactics by making the conversions take time. Also, a shadowling who has hatched is clearly marked as the target, a trade-off for their increased power. Security would be encouraged to go non-lethal on potential thralls, because killing a non-thrall would actually be furthering the shadowlings' objective rather than their own. Thralls would be released from their enslavement when their master (the shadowling who enthralled them) is killed, encouraging security to once again capture rather than kill thralls.

     

    Further tweaks to some of the numbers would be needed, like 15 thralls to ascend might be too low (especially on high-pop rounds), as would making sure that implants protect against the enthralling process (if they don't already).

     

    All in all: There is a positive reaction from the admin team on this potential port, it has some fantastic potential.

     

  2.  

    The biggest issue with food allergies is that each food is not its own reagent, for the most part. Nutriment is Nutriment. All eating a piece of food does is cause you to ingest the reagents in said food. Meat steak, for example, contains nutriment, salt, and pepper. Raw meat is just nutriment. This would necessitate the creation of several reagents to add to existing food items that serve no purpose besides allowing people to be allergic to stuff.

     

    The other ones wouldn't be so bad. Bees and whatnot.

     

    Yea, a number of these would need new reagents to be possible. Some food reagents can be transferred from ingredient to product, while others are converted. Food allergies would definitely involve tweaking a lot of things, which is why I waited until after goonchem to post the idea.

     

  3.  

    With the addition of Goonchem and some concerns over holy water abuse in certain round types, the idea of allergies was brought up as a potential addition.

     

    Selectable in character creation much like disabilities, allergies are pre-existing conditions that have noticeable, but not unplayable, effects on your gameplay. Essentially, consuming a food / reagent that you are listed as allergic to will induce allergic reactions. Other allergies may be tied to specific actions, like touching animals or being near certain things. In some cases, this may be as minor as some toxins damage, or as major as full on suffocation. Allergies would either be completely uncurable, or would require the assistance of genetics to cure (would require some hefty adjustments to how genetics currently is), and some races would have natural allergies.

     

    Examples of potential allergens:

    Chocolate

    Nuts (a semi-planned botany addition)

    Holy Water

    Caffeine (Kidan natural allergy)

    Oxygen Medicines (Vox natural allergy)

    Garlic (another potential botany addition, vampires would be allergic)

    Pet Dander (petting animals triggers this)

    Stupidity (randomly triggers, more frequent with brain damage)

    Pollen (chance to trigger when close to potted plants or hydroponics/soil)

    BEES!!! (makes bee stings more dangerous)

    Lactose (milk, cream, cheese, and ice cream)

    Meat (forced veganism)

     

    Comments and suggestions are appreciated.

     

  4.  

    Given we already have existing code for individual cards, hands, and decks, this is quite feasible.

     

    The merchandise vendor in cargo (the one that sells flags and toddlers) could sell "starter deck" and "booster packs" boxes that contain preset or random cards, plus scatter hidden caches across the station, z-levels, and maybe give each away mission a card unique to each.

     

    Spites and card ideas would be needed, but I see no reason this couldn't be done. Leaving the rules up to the players seems best, and we could have people upload their rules to the wiki or library for sharing.

     

    More complex (but would be cool) would be to code interactivity with the holo deck to project the cards for epic showdowns.

     

  5.  

    The first aid kit should also come with welding goggles. Nice though.

     

    There is no need for the kit to include welding goggles, as repair robotic limbs does not incur the normal welding eye damage. Including goggles would encourage people to loot these for non-repair purposes, which defeats the purpose of having them specifically tailored for repairs.

     

    The eggplant candy has been included into the code though, it's just not utilized yet.

     

  6.  

    123aab2205.png

     

    Science always wins end of round grieffests.

     

    Chef was the true winner that round though. Even Lord Singuloth's spawn can't resist that delicious candy, and let the Chef walk away with his life and limbs. He had been sitting in that bottom chair next to the borg chargers with a locker of candy and donk pockets where that bottom singulo is.

     

  7.  

    There is a mistake every rookie chef makes. Or most of them do. Namely that they put their treasured knives on plates, and then not being able to remove them. Therefore, I propose to add both knives to the autolathe. I think you can already make kitchen knives, but the cutlet knife is the really critical item there.

     

    This is an important point... except that there are more of the knives available than people realize.

     

    There is only one NAMED cutlet knife, however if you hack the dinnerware, you can procure more knives that work as the cutlet knife. Their item path is

    /obj/item/weapon/kitchen/utensil/knife

    just like the cutlet knife, with the only difference being they aren't named "Cutlet Knife". This lack of standardization is the root of the confusion people have, and renaming the item would be the easy fix.

     

    Ideally though, I want to combine the kitchen and cutlet knife functions into a single item, as it will avoid the confusion. As it stands, the cutlet knife is used for cutlets, and the kitchen knife for everything else. There is no discernible reason that the two should be mutually exclusive in terms of use, unless we greatly expand the kitchen mechanics further (julienne those carrots faster, slice those tomatoes, and for the love of god where is my diced ham!).

     

    So, let me recap: You have more knives available, they just aren't labelled cutlet knives.

     

  8.  

    larva can evolve into drones which can evolve into queens.

     

    We don't need a special queen shortcut facehugger.

     

    I believe the idea is actually to force someone to become a queen at the beginning so you don't just have the only alien larva evolve into the dead-end castes of sentinel or hunter. Forcing one into the queen role will ensure that you have someone capable of laying eggs to propagate the infestation, as opposed to a hunter who gets themselves wrecked early and ends the event too quickly.

     

    I wouldn't necessarily mind this idea, personally. You just would need to make a queen facehugger and queen larva that can only evolve directly into a queen (and nothing else, maybe it matures faster too?) to make this work properly. These would only be spawned at event start and through adminbuse, so the queen can't just create an army of queen facehuggers halfway through.

     

  9.  

    every surviving and escaping crew member, means not cult, not rev, not any form of evil creature or antagonist, survives and escapes, they gain one victory point.

     

    This line in particular somewhat worries me. While I like the idea that a productive crew gets rewarded, it's very rare that EVERYONE alive at round end makes it off station. SSDs, unfortunately late-arrivals, and people who just missed the shuttle because the captain decided they needed to leave early wouldn't count as having escaped, preventing everyone from missing out.

     

    Also, some rounds like Rev don't have escape shuttle endings. The round ends when the heads/head revs die/leave station, so everyone is theoretically still on-board when the score pops up.

     

    The better way to handle it would be to say anyone on a pod or escape shuttle in typical modes (traitor, nuke ops, etc) would be eligible for the points if they break the point goal. Anyone left behind doesn't get it, but doesn't prevent the escaping people from getting it either. For rounds like Rev where it ends with everyone still on station, perhaps just award points based on which side the player is on in relation to the winning side. Any one on the rev team (revs and head revs) would receive points if the revs win, and crew / heads get points if the heads win.

     

    Blob and malf rounds probably shouldn't be eligible for points.

     

    I do like the idea that you need multiple points to get that karma point, rather than it being a 1:1 trade. I think that it should be more than 3 points though, if the entire crew can get points for simply being productive to avoid it flooding the karma system.

     

  10. However, stun-locking someone, especially by tabling, repeated pushing, etc, is really damn annoying.

     

    Disarming an officer of their weapon is also rather severe - just like grabbing a gun/baton/tazer from a cop IRL would be...really bad.

     

    The best solution I can think of is to re-introduce battery/minor assault as a minor crime, which would be defined as something like,

     

    "To push or disarm another person without lawful cause, without actual damage being caused."

     

    For pushing, I'd say it would have to be repeated and excessive pushing/knock down. Sometimes, the guy just won't get out of your way when you are doing something important, so you shove him aside to get at that air alarm / critical patient / computer / clown in need of abuse. Usually they'll get back up and either hit/push you back (thus picking a fight), or realize they were blocking you and move aside if you are still there.

     

    For disarming, this gets more grey area. Occasionally you disarm someone because they snatched the stuff you were working with and put down for a moment (toolboxes, medkits, and other tools usually). Sometimes you have to attempt to disarm a few times because it failed or you are trying to knock them down. Excessive disarm would be more like trying to disarm someone holding something you don't need, like the clown trying to disarm the chef for his rolling pin, or anyone disarming a sec officer for their weapon.

     

    Disarming an officer is rarely viewed as anything but resist arrest / assaulting an officer. The only case where you could feasibly be justified in doing so is to disarm them of their weapon when they are actively attacking an innocent (Secman Supercop-manjenson is beating the crap out of Sweepy O'Cleanerguy 4noraisins).

     

    Tabling and other stunlocks clearly are meant to antagonize the victim unless it is being used to subdue them until sec can arrive. Doing so without calling for security would be a crime, since it's battery.

  11.  

    However, stun-locking someone, especially by tabling, repeated pushing, etc, is really damn annoying.

     

    Disarming an officer of their weapon is also rather severe - just like grabbing a gun/baton/tazer from a cop IRL would be...really bad.

     

    The best solution I can think of is to re-introduce battery/minor assault as a minor crime, which would be defined as something like,

     

    "To push or disarm another person without lawful cause, without actual damage being caused."

     

    For pushing, I'd say it would have to be repeated and excessive pushing/knock down. Sometimes, the guy just won't get out of your way when you are doing something important, so you shove him aside to get at that air alarm / critical patient / computer / clown in need of abuse. Usually they'll get back up and either stay hit/push you back (thus picking a fight) or realize they were blocking you and move aside if you are still there.

     

    For disarming, this gets more grey area. Occasionally you disarm someone because they snatched the stuff you were working with and put down for a moment (toolboxes, medkits, and other tools usually). Sometimes you have to attempt to disarm a few times because it failed or you are trying to knock them down. Excessive disarm would be more like trying to disarm someone holding something you don't need, like the clown trying to disarm the chef for his rolling pin, or anyone disarming a sec officer for their weapon.

     

    Disarming an officer is rarely viewed as anything but resist arrest / assaulting an officer. The only case where you could feasibly be justified in doing so is to disarm them of their weapon when they are actively attacking an innocent (Secman Supercop-manjenson is beating the crap out of Sweepy O'Cleanerguy 4noraisins).

     

    Tabling and other stunlocks clearly are meant to antagonize the victim unless it is being used to subdue them until sec can arrive. Doing so without calling for security would be a crime, since it's battery.

     

  12.  

    Fuck I'm terrible at remembering to do these things.

     

    Can we make it so if you enter cryodorms the sleeper locks itself behind you so you can't be pulled out, or an admin log that someone's been removed from the dorm? There have been a lot more people pulling people out of cryodorms for their stuff, including some vets who know better then to do so.

     

    Also can we decrease the timers till despawn please, I've been having to do it manually more often of late due to cryodorms filling up faster.

     

    I can probably drop the cryodorm timer down quite easily (pretty sure it's a single line of code to edit), but we'd need to agree on the new duration. Currently I believe it sits at something absurd like 30 minutes. 10 minutes might be more reasonable, but we'd need some discussion first.

     

    Adding an admin log to removal of occupants might not be too hard, I would just need to check for the correct spot to place it (guessing perhaps on an exit proc or something?). Bodies shouldn't be hidden in cryodorms at all, due to the rules against removing ANYONE from them. The cryodorms will NEVER process a dead body, so hiding a body in there only serves to lock out the pod indefinitely. I had to manually remove someone who apparently suicided inside the pod a few nights back, and this was a hassle.

     

    tl;dr: Drop time: yes, and can code. Just need a new time to set it to, maybe 10 min. Logs would be nice, probably can code too. Dead bodies don't belong in cryodorms.

     

  13.  

    While doing some code, myself and a few other admins/coders came to the conclusion that we need cardboard swords, shields, and knight armor.

     

    This set would be for fun, just like the cardborg set, except with a medieval / fantasy LARP feel to it. All items would require both item sprites as well as their appropriate equip sprite. These would be fairly crude looking, as they are made from cardboard and are for fun over actual protection / damage.

     

    Sprites requested:

     

    • Full Helm

    • Plate mail

    Cardboard shield

    Cardboard sword / claymore

    Cardboard axe

     

     

    I encourage any interested spriters to post their creations even if someone else has already provided a sprite for it. I can easily incorporate multiple sets through random sprite selection.

     

    If you have other ideas than what I have listed, please share them!

     

  14.  

    It also contains a kudzu seed; important because kudzu has anti toxin reagent and no other plant has that normally.

     

    Tea Aspera, which is available from the seed vendors at round start, has Dylovene (anti-toxin) in it.

     

    The random seeds would be best in a completely separate crate, and likely at a higher cost because of how potentially powerful their contents could be (and to discourage reliance on the random seeds over actually mutating it yourself).

     

  15.  

    I definitely like the idea of bandanas being equip-able to the head, mask, and uniform attachment slots. They offer some customization options without sacrificing role recognition.

     

    When I play botanist, I always toss on the bandana, I really like how that one looks for some reason. If Neinhaus's sprites maintained that appearance, I'd wholeheartedly support them simply based on the number of options available. I even spotted a rainbow one in there for the clown.

     

    I imagine we'd have a period of grey shirt gangs following the release of these if we implement it, but the dumb ones would get banned and the rest would dissipate as the novelty wears off.

     

    Wearing them as a mask could possibly work like an improvised gas mask? Like it could lower the bad stuff you breathe in slightly, giving you a small resistance to airborne viruses, smoke, and bad gases. Or keep it purely aesthetic, still support.

     

  16.  

    Actually, pretty sure we have most if not all of the female voice files in the code. A simple choice to utilize either the current "male" voice or the unused "female" choice wouldn't be too hard I think. This mostly relies on the files actually being there, but I'll look into it and run it by the higher-ups.

     

    EDIT: Looked into this, seems that the files in the vox_fem folder isn't actually the female voice, but rather than the one we use now. The files in the vox folder sounds like a much deeper, rumbling voice... like someone burping words almost.

     

  17.  

    Just keep cigars in the cig machine for a coin.

     

    Coins are very scarce, though, and we need something to do with a large amount of money.

     

    Mining has the coin press, so technically they can make as many coins as they make bars of appropriate materials.

     

  18.  

    This thread more or less sums up how I spent a quiet round. As an atmos tech, I ended up building a disposal tube transit between the bar and vacant office (literally made it to the bar before anyone even asked what I was doing), then relocated the booze-o-mat from the maint bar to the vacant office and began converting it into a cafe/lounge. Shuttle got called before I finished everything, but people were already stopping by to check it out and seemed to like the idea.

     

    The foodcart in the kitchen also can help promote the delivery of food and drinks from the main bar and kitchen to the office if you want to make a nice upscale dining room.

     

  19.  

    but as in look and simplicity, yes it was everything that i was thinking it to be.

    (and the reason being that i wish for more space was that i was hoping to not only add food, but drinks as well.)

     

    The cart can hold 6 food items and 6 drink items right now. You can't put beakers in it, nor can you fill it like a big jug to pour into glasses later (TG's is like that), but the food and drink slots are separate. This means putting food in the cart does not decrease how many drinks it can hold and vice versa.

     

    If we decide at some point to make the cart upgrade-able like Streaky suggested, swapping in better matter bins will increase both the food and drink capabilities equally. Again, this would require I change the cart to a machine subtype, which is not currently planned.

     

  20.  

    For clarification, is this a complaint about the inclusion of the Time Agents, or simply bringing them to greater light?

     

    As they stand right now, yes, they are adminbuse only. Seeing one in-game will likely be a rare sight unless we decide to make there be a very rare (think ninja but rarer) random event, or a game mode based around them.

     

    Their movement style is a cross between teleportation (with an awesome distort effect) and the AI Eye, as you explained. THIS CAN BE TOGGLED. If they chose, they can disable their suit and walk around like a normal person. Flip that sucker on and you're ripping your way through time and space.

     

    The gun has that code to ensure that nobody breaks free via glitch, exploit, bug, etc. It has the downside of murdering someone if telescience tries to save them rather than remove the agent. It's not meant to punish people who have help escaping, it's meant to punish those who escape via some unintended method. This only applies to the person who's being eradicated moving, not the agent. Knock the agent away and the victim will phase back into reality if they still exist.

     

    I don't remember if a message appears upon eradication, though it's not a bad idea to include such a message if it doesn't exist. You'd just need to make sure it's clear that it's an OOC message, not something like "You suddenly forget George Melons ever existed!" that could be interpreted as an IC message. After all, you wouldn't remember that there was a person you forgot if the person you forgot never existed. But yes, from a roleplay standpoint, you completely and instantly forget everything to do with that person. Pictures kinda break this point since they won't delete the person from them, but you'd roleplay either as if the person in the photo was someone else, or simply not there at this point.

     

    Also, when this was first introduced, I announced to the other admins I have found a new favorite way to remove banned players from the game in a way that works both IC and OOC. I still haven't actually done it, but one day I'll remember and do it.

     

  21.  

    I don't generally use IE, it's certainly not my default browser. I think it is updated?

     

    It's not mine either, but never hurts to check if it is updated so we can try and find the source of this crashing on clicking links. I've heard of at least 1 person who claimed that clicking the link to reply to admin PMs would crash their game, which obviously makes communicating with them quite difficult.

     

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