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FalseIncarnate

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Posts posted by FalseIncarnate

  1.  

    I can definitely support some mini triage clinics available, even if it's as simple as adding some emergency nanomed machines (the smaller, wall-mounted ones with very limited stock) to a couple public spots. This would offer bandages, ointment, and autoinjectors to help perform the most basic of triage so that you can get to medbay without bleeding out on the way.

     

    Adding chem dispensers or autolathes to public access areas, however, is not something I can entirely support for the reasons mentioned above (griefing, reducing the impact of certain jobs). Adding some more ways for a civilian to contribute would be nice, but the problem is that many civilians simply don't want to contribute much beyond a solid object to the nearest skull. That aside, another issue is simply mapping space. Much of the station is already quite densely packed, so adding new areas to the interior is quite difficult to manage in a way that doesn't obstruct the flow.

     

  2.  

    The main reason no one buys the encryption key is simply out of fear. Your name is plainly displayed to anyone who is also using it, meaning any other traitor on the channel can theoretically rat you and anyone else on the channel out by name. The best way would be to make the names show up much like how the changeling hivemind works: use codenames. For example, when you buy a key, it gets an associated name like "Agent A" or "Goldfinger" that is used in place of the user's name for the syndicate channel. This would remain tied to the key, so if someone else gets a hold of it, they could pose as the agent who had it initially.

     

    Additionally, many times traitors will spend most (if not all) of their TC on weapons and other more violent tools. Think about the last time you saw someone buy the briefcase of cash, syndi-smokes, or syndi-soap outside of a traitor bundle/crate? These are all relatively inexpensive, but tend to get passed over in favor of eswords, chainsaws, and pistols because they tend to be less useful for survival and objective completion.

     

    Personally, I think the issue is not the cost, but rather the perceived usefulness of the item in relation to the objective sets. Having objectives like "assassinate the librarian, die a glorious death" doesn't really encourage you to work with others since it is trivial to just buy a syndibomb and blow up yourself and the librarian. Hijack objectives definitely would benefit from coordination, especially with the change that allows other traitors to be on board without failing the hijack, but most times the hijacker is spending their points on mass-destruction weapons like bombs and chainsaws to go in loud.

     

  3.  

    On the topic of not all vendors being (de)constructable, this is something that could be implemented, though in the average round you won't see many machines run out of even half their total stock (unless of course they are hacked/intelligent and spit it all out). In the case of repairing bombed out areas though, sometimes the vendors are the only thing missing from being able to fully restore a job area. Making these constructable would be fairly easy as we just need to define the board and restock units and tweak existing code to acknowledge the process.

     

    On the topic of infinitely restocking machines through reconstruction, this is somewhat of an oversight and somewhat of an exploit. It was intended (based on code and comments) that the restock units were supposed to be less than full. However, when deconstructed, the machine returns full restock units, not partially used ones. Further, it would require some additional tweaking to make the restock unit track which items it contained, since it currently just tracks a number of items which it restocks the machine's first entry first, then continues down until it is empty.

     

    I'd like to work on the vendors and their restock units a bit more when I get the chance in order to cut down on this exploit and to make more of the machines constructable so that you can build a new station on the construction site with job-relevant machines, or rebuild a bombed out medbay and replace the lost nanomeds.

     

  4.  

    1) Passive pumps should be... Passive pumps.

     

    There is no such thing as a passive pump. You probably mean passive gates, which can be thought of as pipes designed to limit the flow of gas to a specific pressure for use in precise mixing or to decrease the pressure in a line after a certain point.

     

    2) Fix digital manifolds, passive vents, and pumps.

     

    If by digital manifolds you mean the digital switching valve, I have not seen any odd behavior with them. I will need to double check to make sure things weren't accidentally messed up, but as of the last time I dispensed and used one, it was the right pipe. I haven't messed with passive vents recently, so I can't say for sure what may or may not be the cause on that. As for pumps running off of environment, this is likely intended, but I am confused if you meant that once the power comes back on that they do not work again unless replaced, or simply that they stop while the power is out.

     

    3) Make air injectors run off air alarms.

     

    This would not be a bad one, though air injectors are meant to be used with the automation, including them on the vents tab for Air Alarms so that you can manually adjust them would be nice.

     

    4) Allow 'doubling up' of pumps, or remove double up'd pumps in atmos altogether.

     

    The example you gave is actually not a bug or issue, but rather just another step that you could easily repipe away. The two pumps do have valid uses, especially if you are planning to do any sort of mixing or re-use of the gases in the turbine room pipes.

     

    5) Remove the Turbine tank.

     

    As stated above, this is not actually the "Turbine tank", but rather the general purpose "mix tank". I have seen this used in the past for everything ranging from holding super-cooled firefighting mixes, mixing vox-safe anesthetics, plasma-flood failsafe collection, and even Buzzsky's prison. It is best to set this up mixing a bit in advance of when you begin pumping out of it, as it can hold quite a lot more gas than pipes or canisters can.

    6) Fix overpressurization, and add a space line to the scrubbers network.

     

    7) Add in high-volume metres.

     

    This wouldn't even be necessary, we'd just need to ensure the meters can read higher values. Good suggestion though, shouldn't be too hard.

     

    8) Speed up LINDA by capping it's calculations by the power of a thousandth, rather than ten thousandth.

     

    Breathing actually works off of the number of moles of gas in the air you are breathing (which is why even a pure oxygen tank will suffocate you below 16kPa), so the pressure may not make a large difference. Further, I'm not sure if the advantage of capping the decimal places would really be an advantage in processing power since we'd need to then round the previously capped values to the new cap (taking a bit of processing power). Even if we assume the cost of the rounding to be 0 (negligible), the difference will likely be quite small and otherwise indiscernible to the players.

     

  5.  

    I'd like to add..

     

    Cut out the excess lines on the scrubbers network. At the end of all the filters there's a line connecting it to the turbine line, for reasons unknown.

     

    As the gas present has gone through every single filter, there's no gas leftover and therefore.. No reason to have a connecting line.

     

    Just put a cap on the end of it.

     

    That line is actually for if you don't filter something out, so that it can be redirected through the mix tank. Rarely ever used though.

     

    Atmos is not designed to be completely efficient specifically to encourage the reconfiguration and designing of new systems. These dangerous seeming flaws are easily tweaked away at round start, but become more difficult once you get pumping gas through them.

     

  6.  

    Nutriment, Protein, and Plant-Matter all have a chance to heal small amounts of damage when metabolized (assuming your species diet includes it). It's not much, but snacking on a bag of chips can help heal some minor injuries.

     

    As for sleeping, it doesn't currently do much, aside from maybe helping regain stamina or counteract hallucinations. I may be mistaken though, and would need to dig through the code to double check.

     

    There are plenty of easily obtainable ways to heal minor burns, toxins, and brute damage... Just ask your local bartender.

     

  7.  

    It's that time of the week again: pathfinder stream up at http://www.twitch.tv/falseincarnate

     

    This week: we bumble through the Star Wars universe with the Return of the Madman: SELAX ARENLOS!

     

    EDIT (6:20 PM EST 10/7/15) : Stream offline until NoX gets his internet back. Will update when we return.

     

    EDIT 2 (4:00 PM EST 10/8/15) : Stream coming up, didn't get to play last night since NoX got internet back so late.

     

  8.  

    False, you forgot to mention how Kagura got hit by the moon a few times, and suffered burns because she had to enter the atmosphere every time she wanted to punch The Earth, until she realized that she could set her fists on fire before trying to punch and thus not be burned.

     

    Actually, it was Sadaharu that was getting pegged by the moon, and lighting her fists on fire didn't prevent the burning (but did start the forest fire).

     

  9.  

    I've sat by and quietly watched this thread for long enough. Too much of this thread is unrelated to the initial suggestion of increasing the process rate of LINDA, and instead seems to focus on returning ZAS.

     

    Because of this incredible derailment of the thread and the general attitude of the more recent replies, I am going to lock this thread from further replies.

     

    If you wish to discuss the suggestion of speeding up LINDA, you are welcome to create a new thread which will be free of the clutter this one currently possesses.

     

    A discussion on returning ZAS would need to be its own thread, though I will say up front that it is unlikely to get coder and maintainer support, and would need to be kept civil and not devolve into attacks on coders or posters from either side.

     

    This is to serve as a reminder that the suggestions forum is for SUGGESTIONS and any threads within this section are expected to remain on topic to their suggestion and to remain civil so as to encourage open and constructive feedback and development.

     

    TOPIC LOCKED.

     

  10.  

    Very brief recap of this week's events:

     

    We entered the third layer of hell and spent the night in the local inn (owned by Daddy Draven). After a bit of shopping and restocking, we set out to face our biggest battle yet: A multiple boss fight.

     

    Bosses:

    Octum

    A chess set (well, half of one)

    Looking Glass Knight

    Vorkken

    Card Knight

    The World

    and....

    Shia Labeouf.

     

    The following antics are not necessarily in chronological order.

     

    Much fighting was to be had, with Sonic briefly dying before coming back through a magic ring or something.

     

    Prometheus (played by CraziestRed) nearly was smeared across the battlefield after Vorkken blasted him with UNITE: GUN, but luckily was saved by Aerma and left at 1 health (Aerma was left at 2). Prometheus then promptly ran away to get smeared another day (had to go for RL reasons).

     

    Bitey killed Card Knight with a solid 64 damage critical bullet to the face, then looted the body for his magical deck of combat cards. Bitey then proceeded to go maximum-bullshit and wiped out about half the battlefield with a lucky draw, leaving Vorkken largely toothless without his minions.

     

    Kagura suplexed The World onto Shia Labeouf, who amazing only took 7 damage from having the planet earth slammed onto him. Celebrities get all the special treatment apparently. Kagura then gained the hatred of every environmentalist ever by starting forest fires on The World with a flaming punch, then punching a continent so hard that it killed The World. 6 billion lives were lost on Earth. Kagura then slammed Shia Labeouf's head into the ground, killing him and finally silencing his motivational shouts.

     

    Bitey ended up putting Vorkken down for good before turning his attention to Looking Glass Knight. Kagura and Sadaharu dealt some solid damage to LGK, but Bitey ultimately got the kill with a well placed shot.

     

    Octum fired a laser for his only true contribution to the battle aside from summoning a bunch of Dark Lore mooks which were largely wiped out in bulk as Vorkken would use them with his UNITE abilities. Octum killed a few enemies, and did some minor damage to the party with his laser, and has otherwise sat contentedly at the rear of the battle the entire fight.

     

    Bitey declared "CHECK!" on the King of the Chess Set before greatly weakening it. Amazingly, the King did not surrender after Bitey informed him of "Mate in one move." Kagura then finished the job with a single attack, proving Bitey's tactical assessment correct.

     

    With only Octum left, the party gained a rare mid-battle level (and the full heal that comes with the new level), bringing the party to level 7. Next week: Octum is going to die.

     

    No party members were killed in the making of this session. Many mooks were harmed and killed during the making of this session.

     

    Boss Kill Count:

    Bitey: 3 (Card Knight, Vorkken, Looking Glass Knight)

    Kagura: 3 (The World, Shia Labeouf, Chess Set)

    Everyone else: 0 (Just assists.)

     

    Bosses still alive: 1 (Octum)

     

    We are also still accepting new players! Contact Earthdivine or NoX for info and to join up!

     

  11.  

    I'd like to know - who is actually in charge of the admin team and decisions in any case?

     

    On most servers it's been a hierarchy of server host - headmins - admins - coders etc. But I understand paradise is different in this respect.

     

    Our hierarchy is the 3 head-admins (currently 1.5 since one stepped down and the other is out for medical reasons) control the admin team and server policy, 3 maintainers for the code team and github, and then the host is separate (but roughly on par with a normal admin in terms of policy and code decisions).

     

  12.  

    To my knowledge, we are still accepting new characters. At the time of this reply, we are at level 6, so build something at that level and we should be able to work you in.

     

    EDIT: Also, streaming again today, same links as before (scroll up)

     

  13.  

    And in playing recently, I've noticed a few other changes - emitter fields are no longer lethal, EMP's no longer damage mechanical limbs, many non-sec/non-antag weapons are extremely unrobust (including the crossbow which takes upwards of 8 shots to kill someone) that just makes the game feel horribly hugbox to me now, and that's in addition to a cowed and timid playerbase too scared of bans to actually have fun.

     

    Emitter fields (I'm assuming you mean containment fields like around the singularity) aren't instant kills, but they do quite a decent amount of damage. This is on top of flinging you away and knocking you down, which (in the case of singularity containment) can result in you being pulled in for round 2.

     

    EMPs definitely hurt robotic limbs. I play IPC as my main character, and I can definitely tell you they will mess you up.

     

    Non-sec and non-antag weapons aren't meant to be all-powerful kill tools. They are still strong in their own rights, like the large damage of a wielded fire-axe or the under-estimated throwing force of a floor tile. Further, making a crossbow into a POWERED crossbow not only is easy, but also ramps up it's damage by a noticeable amount. Not to mention pinning people to walls is the true strength of the crossbow.

     

    While your opinion on the matters discussed are welcome, I do suggest you take some time to fact-check your assertions before hitting submit, as much of what you have put forth is simply misinformation or partial-truths.

     

  14.  

    I need a high five verb for undisclosed reasons.

     

    This would be hilarious.

     

    Player 1 uses the high-five verb, and puts up their hand. Everyone nearby gets a message "Player 1 is looking for a high-five!"

     

    If someone else adjacent to Player 1 uses a high-five, they complete the high-five (complete with slap sound).

     

    If Player 1 uses the high-five verb again before someone can complete the high-five, they will retract the high-five, causing anyone who attempts to complete it within the next few seconds that they were "Too slow!"

     

    HOWEVER, if the window of opportunity (we'll say 5-10 seconds) passes without anyone completing the high-five (and it is not retracted), everyone nearby is notified that Player 1 was left hanging. Player 1 is also informed of their humiliation at being left hanging.

     

  15.  

    A bank would be nice if we had a persistent economy system in place, which we do not.

     

    There had been some trials towards implementing a persistent economy, but this was put on indefinite hold. I'd like to see it revived and brought back, however gaining the traction for this is one of the many obstacles that would need to be overcome.

     

    As for the mineral coins, mining / cargo can make coins (unless the minting machine got mapped out again), which cargo could then freely sell for whatever amount of credits they wish.

     

  16.  

    I had at one point done up a quick proof-of-concept mapping for a couple bedrooms to house the dressers. It was located alongside the barbershop, however the area was then taken by a redesigned solar array in that area, so I scrapped it.

     

    Giving antags a place to hide is not a bad thing, however ERP uses would be a definite concern for including bedrooms. More likely than not, however, they would be used about as frequently as the restrooms (never).

     

  17.  

    Kissing and cuddling likely will be dismissed as "ERP material", and I'd rather not dwell on explaining why.

     

    Instead, I'd like to focus on that speaking softly idea. I like that, since some people just WON'T STAY STILL when I try to lean in to whisper things.

     

  18.  

    or engineering mechs.

     

    Could be an interesting mid-ground between our current hardsuits and the bay hardsuits. Only real advantages I can see however is if they have some really special gear available to be hooked up to them, like a mech-mounted RCD, pipe dispensers, or a mech-welding tool that doesn't run out of fuel (maybe drains the battery faster while active). They'd of course be space worthy and maybe have better handling in zero-G / vacuum?

     

    Finding some really defining capabilities for the new mechs would be the difficult part.

     

  19.  

    So with the example of your bath salts, upon reaching Stage 2 addiction you would also overdose.

     

    Not necessarily. Overdosing is from having a lot of the reagent ACTIVE in your body at one time. An addiction is from having a lot of the reagent having been in your body over time.

     

    With the bath salts example, an overdose of 20 units is a guaranteed Stage 2 addiction, however if you take 20+ pills of 1 unit each over the course of a couple minutes, you'd get a Stage 2 addiction without ever risking an overdose.

     

    The addiction tracker is handled entirely separate from the active reagents list, and decreases at a lower rate than what the chem metabolizes at. Addiction stages are dependent on the addiction tracker list, while overdoses are on the reagents list.

     

    You won't overdose on a chemical if you take frequent low dosages, but you will become addicted due to the habitual consumption. An overdose can prompt an addiction (assuming it surpasses addiction thresholds), but an addiction does not cause an overdose by itself. Overdosing is taking too much at once, not taking too much over an extended time frame.

     

    A tolerance tracker would be a potential next step, however the intent is not to force people to risk overdoses nor to make the chems useless.

     

    Alcohol addictions could definitely be a thing though, though tolerances would make the code very messy and a pain to maintain / make additions to.

     

  20.  

    Foreword and Background

    When we ported Goonchem, we returned the addiction and overdose system to play.

     

    Simply put, using too much of certain chems can cause a number of adverse effects ranging from minor annoyances to full on death. While realistic in some regards, the way it is currently handled is definitely not. Further, the ways of handling them from both a mechanics and a role-play standpoint are less than exciting, and far from dynamic.

     

    How It Currently Works

    Currently, both addiction and overdose operate off of preset thresholds. Exceed these thresholds, and you will become addicted and/or suffer an overdose. However, it is fairly easy to game the system and toe the line without actually falling in, as it only cares about the amount currently in you.

     

    For example, let's say the chemist makes a whole bunch of Bath Salts, and hands it out to the local greytide. Bath Salts carries an addiction threshold of 10, and an overdose threshold of 20.

     

    As long as Baldie McBlackeye has no more than 10 units of Bath Salts in his system at any given point, he will not develop an addiction, no matter how frequently he actually takes it. This means if he takes 9 unit doses and tops himself off whenever he drops below 1 unit in his body, he can effectively remain on the drug indefinitely without ever getting addicted. As long as he remains below 20 units in his system, he will never OD on it. However, should he accidentally OD, he is now suffering the effects for the entire duration that even a fraction of a unit is left in his body.

     

    My Proposal

    The current system is clearly flawed in that you can take hundreds of units of a given drug and not become addicted, as long as you manage your dosing. Further, an overdose (which is entirely avoidable) will last the entire duration of metabolizing ALL of the chemical in your body, not just the time in which there is an excess over the safe dosage.

     

    I have begun designing a new way of handling addictions, and have also been suggested to adjust how overdoses work. I am posting this proposal for review and feedback by the community before implementing such a system to ensure that the players are aware and in support of the changes. The rework of these systems will not only make the system more realistic, but also more dynamic, promote roleplay and meaningful choices, and offer grounds for new additions.

     

    Part 1: Addiction Overhaul

    The way an addiction truly works is not taking so much of something once, but rather the developed habit and dependence caused by repeated exposure. Ask any coffee drinker, energy drink fanatic, or smoker: the addiction didn't come from just a single cup/can/cig, but rather the continued consumption over time.

     

    Currently, addictions are something like a soft-overdose in terms of mechanics. You take more than X amount, and you get bad effects. However, there is no change in severity between someone who takes 0.1 unit over that amount and someone who takes 100 units over (aside from effects of overdose and the chem itself, obviously). This means all addictions are equally easy to gain and lose, and punishes even the smallest miscalculation as harshly as what was clearly an intentional choice.

     

    My suggestion is to track addiction "progress" in a manner similar to how chems are currently metabolized. Every time you ingest an addictive chem, it would be added to both your reagents list (for metabolizing) as well as the addiction tracker. If it is the first time the chem has been taken, it will generate a new entry on the list, otherwise it will be added to it's existing entry. The amount of the chem taken will be tracked, and will decay slowly over time. This means if you take 10 units, then sit patiently for a few minutes, the tracker will have decreased from 10 to a lower number based on how long has passed. Taking more of the chem will then increase the tracker by the amount taken, and halt the decay for that chem until all of the chem has been metabolized/purged from the body.

     

    As the tracker rises, each chem will check it's addiction tracker against its defined addiction thresholds to determine if the user is addicted and the severity of their addiction. As the tracker decreases, the user will slowly overcome any current addictions until they are free of the effects. Every multiple of the addiction threshold indicates an increase of severity, up to a Stage 4 Addiction. Each stage can (and currently does) have different effects on the person suffering from it, but currently starts at Stage 1 before increasing up through Stage 4. This seems backwards, as the Stage 4 tends to be the harshest addiction, which would have the withdrawl effects felt most during the first portion of overcoming an addiction.

     

    Using a chem you are addicted to would cancel the effects of the addiction/withdrawl for the duration that the chem is in your system. After the chem has been fully removed, however, the user would re-enter withdrawl at the appropriate stage based on their tracker. This means it is possible to offset the effects, but you run the risk of worsening the addiction by taking more.

     

    Part 1 Example:

    The same chemist as before makes Bath Salts again and hands it out to Baldie McBlackeye again (seriously, where's security during all this drug-dealing?). Baldie takes 9 units, and his addiction tracker for Bath Salts is now set to 9. He goes on his way and the drug wears off, and he spends the next few minutes punching the clown. Since he has gone some time without Bath Salts, his addiction tracker has slowly decayed, we'll say it's now at 5. Security is finally waking up since he assaulted the clown, so he pops another 9 units of Bath Salts and starts running. His tracker now reads 14, meaning he is now over the 10 unit threshold to enter addiction and is suffering a Stage 1 addiction. Before security can corner him, he pops another 9 units, this time not enough time has passed to decay his tracker, so it now reads 23, qualifying him for a Stage 2 Addiction since he has now doubled the threshold. A sec borg takes him down and they confiscate his drugs and dump him in perma (shitcurity!), leaving him to sweat out his withdrawls. He now suffers through his Stage 2 Addiction, then through a Stage 1 Addiction before finally managing to overcome his addiction (with whatever side-effects those stages carry). He's sat in the brig for quite a while, so his addiction tracker has finally hit 0, removing Bath Salts from itself. Parolled for good behavior, he is released a new man who has overcome his personal demons. However, during his time in the brig, he took up smoking, and now has an entry on the tracker for Nicotine (we'll say 2), meaning he is slowly on his way to being addicted to that. He then heads back to the chemists and asks for Meth. He's not that bright...

     

    This example should hopefully illustrate how the system would work. Taking a drug increases the tracker entry for that drug, and going without long enough will decay it over time. Addiction stages work backwards, meaning a Stage 1 addiction is the last one you suffer through before kicking the habit, while a Stage 4 addiction would require suffering through Stage 4, then Stage 3, then Stage 2, then Stage 1 before kicking it completely. This would signify the addiction being easier to break if you catch it early on, as well as it becoming gradually easier to manage as time goes on.

     

    Part 2: Overdose

    Currently, overdose occurs when you surpass a threshold, then lasts until every last drop of the chem is out of your system. While somewhat realistic, it's rather suppressing to gameplay.

     

    This portion of the proposal is significantly smaller and easier to implement: overdose only occurs while above the threshold. Bath salts carries an overdose threshold of 20 units, so an overdose on Bath Salts under this proposal would only affect you while there is at least 20 units in your system. As soon as you hit 19 units of Bath Salts left, the overdose effects cease as the body is capable of processing the remaining amount "safely".

     

    In some regards, this would make overdosing less dangerous, but would not punish someone as harshly for being 0.1 units over the limit. Simply remove the excess and the body is able to function properly again.

     

    Part 3: New Additions

    With the proposed changes to addictions, there would be a prime opportunity for new chems, both of the medicinal and addictive varieties.

     

    Specifically, however, I would like to offer two new medical chems for consideration with the changes.

     

    The first is being called "Fixer" (yes, that is a Fallout reference), which would offer respite from withdrawl effects for the duration it is in the body. It would be an addiction-breaking aid, designed to help stave off the harsher effects without taking the addictive chem and undoing your progress.

     

    The second is being called "Cold Turkey" (working title, may change), which would speed up the decay of addictions at the cost of unpleasant side-effects. This could be given to help break addictions faster, but comes with a list of possible side-effects including brain damage, stamina loss, toxins accumulation, vomitting, diarrhea, loss of vision, flatulence, loss of motor skills (confusion), and in rare cases death.

     

    Both of these chems would be mixable via chemistry (recipes to be decided), and the Psychiatrist would also start with a pill bottle containing a couple doses of each in his locker. This would give the Psychiatrist a new roleplay opportunity as an addiction counselor, which should help them feel more useful in an actual mechanical sense.

     

    Feedback and Comments are appreciated!

     

  21.  

    The segway is currently broken (no known plans of fixing it), same for the snowmobiles on the old clown planet away mission (now removed).

     

    I would assume that ATVs would be a reskin of the snowmobile in terms of functionality, and thus would suffer the same issues. The vehicle code is horrible from my understanding, and most if not all discussions about it tends to result in "it's not worth fixing" or "SS13 wasn't meant to work with vehicles properly".

     

    Look at the ambulance cart of the paramedic: it simply acts weird and isn't really "better" than walking.

     

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