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Da Dman234

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Posts posted by Da Dman234

  1.  

    I am not sure if this is an option over there, but over here we have the option of a "blank vote", where you just turn in a blank ballot and it gets counted as a separate statistic and is, I believe, one of the greatest gauges of how discontent a population is. If I were in your position, I would turn in a blank vote as one small "Fuck all of you" gesture.

     

    In the U.S. we call this, "voting for a third party".

     

    In all seriousness though, this is what I'm doing. I won't go into the details of the U.S. political system, but for reasons involving this fun thing called superdelegates I will never vote democratic, and Trump is an absolute joke. I want my right to complain about how awful this is, so I am going to vote, but realistically giving your vote to a third party is a "Fuck all of you" vote, so that's what I'll be doing.

     

  2.  

    I do not belive you could ever do that, and I think that was a bug. Regardless as it stands now, nothing short of an admin deleting it or getting eaten by lord singloth will destroy the vault safe. If the NAD is inside it only comes out if picked. Wall safes can be c4ed however, is it possible that you were going for one of these?
    I know for a fact I've destroyed the vault safe with C4 before (which carries the whopping price of 1 TC, and nukies get some free at roundstart). Granted, it also destroyed the NAD inside it, but there's most certainly a way to do it.

    the safe is impenetrable short of something on the tier of the singularity

     

    Honk. I may not be a mentor any more but I still do have some idea what I'm talking about. It was a few months ago when I did this and afaik there haven't been any major changes made to that safe since then.

     

    git guud at cracking safes.

    Or just use C4 on it until it deletes it, then go for the respawned disk.

     

    The based Fox god has spoken.

     

  3. I tossed this idea around in my Sci Rework, if you want to poach some ideas from it feel free, cause that's most likely never getting done. It's in the code discussion part of the suggestions forum.

  4.  

    Doesn't asteroid make it ridiculously hard for nukes and vox to get on the station since they don't start with picks and shit so it's super easy to tell if they are around?

    Vox always have a hard time getting on station, but as with any other map Asteroid does have its' downsides, yes.

     

  5.  

    People talk about Donut station. But I seriously think Asteroid station is the direction we should go in and make a big station map with as much off station stuff on the map.

     

    So Engineering outpost, Prison Camp, Research outpost all with the station z level.

     

    https://cloud.githubusercontent.com/ass ... 4b5e10.png

     

    Asteroid for reference.

     

    >Singularity being placed in middle of the station for MAXIMUM destruction

     

    I like it.

     

  6.  

    I generally never cared for the transit/off station spawn but it does have it's merits. The arrivals shuttle isn't always safe for entry, especially on meteor modes or bad carp spawns, so that would be a minor way to help to prevent early round spawn deaths and anyone attacking someone else on the spawn point is an obvious griefer/noob who needs to be set straight.

     

    If in theory we WERE making our own map and customizing it to the needs of the community, I would actually poll for something like Donut used to be with a multi-ring station with outer, middle and inner rings, and maint tunnels connecting the rings. From the transit/spawn area there could be one way transit tubes or teleporters that could drop players onto the station at one of a few public areas. If we split the station into 4 wings; security, engineering, medical and science, with civilian departments and jobs strewn about between those wings, you could have 4 checkpoints or transit hubs that drop players between two departments. Command or engineering being in the center of the station and the other departments placed in the outer rings.

     

    Long term, the transit loop itself could be made an option with 1 or 2 loops going around the station allowing for reasonably quick travel across the station (Futurama style) and sabotaging these loops could be a decent way for a traitor to hamper the crew, isolate their target or make their escape alone objective easier if they happen to break a tube in maint closet and filled the room with plasma.

     

    The map you described reminds me very much of Goon, while I don't think that's necessarily a bad thing, keep in mind if we make the station too easy to sabotage our round times will go down, and things will be in general more hectic, ect. Just something to think about

     

  7.  

    As long as we don't bring back customs!

    We can do like Tau ceti - make a tiny transit station on cc z-level and place a spawn point here. There will be shuttle which will transit people to arrivals of cyberiad. And customs will be there as well. They are open and unmanned by default, letting new players to pass without problems. But during events or when server is swarmed by baldie raiders customs could be closed and manned by people from ghosts to filter out people coming to the station. This also would be more RP-like - people will not just appear from thin air inside always docked arrivals shuttle.

    Readding a widely hated feature for "RP" on a med-rp server is an absolutely awful reason to do anything. We removed it for a reason, which was that it did jack shit other than piss people off, mainly because why would anyone who just arrived have anything even remotely erratic on them. The only reason it had even the tiniest use was that once upon a time when there was no northern maint, and the only way on to the station was via a door in cargo or customs. Which meant once in a blue moon it would catch an antag who managed to strand themselves in arrivals.

     

  8. The idea of a specialized role that deal with implants and robotic augmentation has already been tossed around. I'm also sure the knee-jerk reaction to this will be "Sci buff? I THINK NOT" and it'll get immediately shot down. Though really sci doesn't need a buff, and probably will not be getting one until we have some form of control/security/scarcity with circuit boards (Unless you have no machines involved in this idea, in which case ignore most of what I just said).

  9.  

    Making an entirely new map would be an astronomical amount of work, not saying it can't be done, but... You'd very much need the imput of both Staff and the Playerbase constantly, and need to have specific parameters for the map set out as well. I can't even begin to imagine how difficult it would be to get it merged too, not to mention the bitching and moaning from players simply because you can't please everyone.

     

    That being said, if someone does decide to make a team for a new map I'd be interested in helping, however little time I may be able to dedicate

     

    I think working too heavily with others would be a big problem. A map designed by committee would be terrible for the actual mappers, and most likely leave everyone unhappy.

     

    I think it might be do-able over the freeze, so I might have a shot at at least getting some groundwork done on it for the overall layout, and then let people squabble over the exact amount of medkits in medbay, etc, later.

     

    For the most part I feel the same way, while it certainly isn't ideal for multiple people to work on the map, I can't realistically see someone making even a half decent map big enough for Paradise in one month, and that's working multiple hours each day. It'd be a stretch to finish a quality map by the time the feature freeze is over with only one developer, atleast in my opinion.

    But what you suggested would be a good solution to the problem. While too big a committee would certainly be a problem. If someone were to start out with a rough skeleton and assign people to do certain sections/departments, you could get majority of the ground work done, then have one or two people who really know what they're doing polish it. Whoever heads the team (should one be made) could set out some basic guidelines and the like, all while giving out assignments and stitching the map together as things were finished.

     

  10.  

    Making an entirely new map would be an astronomical amount of work, not saying it can't be done, but... You'd very much need the imput of both Staff and the Playerbase constantly, and need to have specific parameters for the map set out as well. I can't even begin to imagine how difficult it would be to get it merged too, not to mention the bitching and moaning from players simply because you can't please everyone.

     

    That being said, if someone does decide to make a team for a new map I'd be interested in helping, however little time I may be able to dedicate

     

  11.  

    * Meat makes Skrell sick. (This could be as simple as a check on the protein reagent).

     

    I think you're the only other person I've heard bring this up. I'm the only Skrell I've ever seen that only eats veggies like they're supposed to. That being said, I don't really see why this needs to be enforced via mechanics, but hey, if someone feels like coding it.

     

    Also, if anyone is up for the suggestion I'd be totally ok with Skrell doing less physical damage and maybe being resistant to oxyloss. I'm really one of the very few that play Skrell, and I hardly ever have time to play anymore, but if any other players I don't know of want to chime in feel free.

     

  12.  

    I'm at work so I'll keep this brief, I think slime people should have their cores moved to their chest, and have limbs come off as easily as ipc's. I also think they should have no bones because of this because honestly having bones in a slime is kind of dumb, even if it is "hardened slime". That's pretty much all.

    Ps. Vulpakin need a downside, from what I've learned they are Reskins of tajaran with no downsides of it.

     

    When the change came around slimes originally had no bones, but that was shot down. I don't see why that decision should be reversed now.

     

    I would totally be for moving the slime core and having slimes be able to regrow their head, seems very slime-ish and cool.

     

  13.  

    It's not, though, is the problem. The occasional potentially good regular player - the diamond in the rough - is not worth sitting through several hundred hours worth of "lol furfags", "cunt xD", random beatings, people being kidnapped and gibbed, etc.

     

    I like to complain about listings a lot, as I've also been through my fair share of them, but this is a pretty accurate statement.

     

    While there are certainly new players who are eager to learn, there are also tons who just jump into head roles and seem to enjoy turning things into a massive shitshow because they just want the increased access with none of the responsibility. I mean, I can handle a bunch of civilians running around causing chaos, hell, it's what makes SS13 into what it is, but what I'm really sick and tired of is command being incompetent 80% of the time. There's a fine balance between competent head-players and regular staff (who follow orders) when were unlisted that I just don't see when we are. I was really hoping Kyet's new system could help fix that, but it seems that won't be happening.

     

  14.  

    The lock should be at the door, not the computer.

     

    This isn't an ideal solution, because as you mentioned if they're assholes they'll do whatever they need to get the materials, including break down a wall. What happens after that? Oh hey, now the tide can get in, oh and now they're wasting what little materials we have remaining.

     

    An ID lock is the best way to protect against the tide/non-intended personnel using the console, plain and simple.

     

     

    Also, just because weapons are lockboxed doesn't mean that there isn't a ton of strong/powergamey shit in the protolathe. Everyone likes to shit on science players as being powergamey assholes, but in the hands of the tide it'd be infinitely worse.

     

    That being said, I'm not necessarily against machines that are built after round-start being unlocked, as long as that does come at the cost of the security of the original.

     

  15.  

    Everyone has their own way of doing RnD nowadays it seems, I tend not to rely on circuits or upgrades. I don't think I hold the record for fastest time, but in general I get it done in around 10 minutes if I'm serious. Granted my material waste is probably pretty high.

     

    Also, I'm a sucker for looting the RnD outpost for all it's worth. I guess it's just a habit from the old RnD system, but even still there's some pretty valuable stuff there.

     

  16.  

    Well, it had majority support, it was just opposed by the staff. It's been dead a long time, but maybe I'll revisit it at some point. Sorry for never updating this post, just sorta forgot about it.

     

    To add on to this, dividing up the three departments is fundamentally unachievable with how strong RnD is at replicating machines. There would need to be a way to restrict the circuits they have access to, whether through an access lock or something else.

     

    This is an idea I'm starting to consider again, but unless something fundamental about RnD changes it'll most likely be a remapping of science, with no subdivions/access changes.

     

  17.  

    I hope you've braced yourself for the impending shitstorm that comes with every suggested taser nerf/buff.

     

    I, for one, am quite happy with the solution that the conclusion of the last argument ended in (Which was to introduce the hybrid taser). Though, as someone who never plays security I have a bit of a one sided view. I believe that the tasers sec has access to currently are quite strong, and completely destroy unprepared antags (The keyword there being unprepared), but there are a multitude of ways to negate them, whether via stimulants or antag abilities. As an antag you should always be prepared to deal with security, I don't see why we should punish sec because people are too lazy to prepare to deal with them.

     

    That being said, I wouldn't mind a nerf to the amount of charge it holds.

     

  18.  

    So, are we turning everything into hugbox mode right now?

    Because for all I know SS13 or atleast this Server fuels themself of chaos, I wouldn't be a fan of making people that actually have the power to create a lotta chaos loyality implanted and not being able to be traitors, considering most people complain that this server is going into total hugbox mode.

    The PR for this was opened and closed for this a week or two ago, so thankfully not.

     

  19.  

    It's not the RD, it's the whole damn department that has enjoyed massive powercreep that nobody stopped before we had this monstrosity.

    RD just happens to be the commander of the most powerful department in the game.

     

    Thats a big reason why I don't understand the ID lock for RnD console. Scientists already had immense power over every other department and in responce they prevent other people, even people with emags, from stealing shit from science? They still have shutters and the machine is locked! No one can even use or build the RnD boards in tech storage because its ID locked anyways which is stupid as shit. Engineers don't even get ore machine access, another things scientists get anything they want.

     

    RnD position is overpowered with command status on top of full chemistry, xenobio, bombs, every tech on the station, genetics powers.

     

    The solution is to break up science, not just limit one person within science though. RnD can stay civilian if science is fixed because he doesn't have much more power than a general scientist overall anyways.

     

    I agree that someone with an emag should be able to unlock the RnD console, but it's locked so your good ol pal greytide mcshitter doesn't bust in when no ones there and waste all the materials.

     

    Also, for the science breaking up thing, that's a topic I've given quite a bit of thought about, and already tried to open a PR for. At the end up the day RnD is just too strong as it currently is, because no matter what given the time they're able to replicate everything else science can do via building machines. Unless someone chooses to code something in to help with this splitting science isn't feasible.

     

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