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Plotron

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Everything posted by Plotron

  1. It's like in the paranormal/horror movies. Ghosts do not want to hurt you, they merely have a need to interact with the living. If they hurt someone in the process, it's not their fault... right? RIGHT?
  2. We no longer have Bay's shuttle controllers, so it shouldn't be possible to break the shuttle by messing with the airlocks now. There are no airlock controllers on either side. I'd like the AI to have the ability to open these airlocks at will when it's necessary to save someone or let someone go EVA in an emergency.
  3. PDA-Tech in Cargo. Just another step in the gearing-up process...
  4. It has nearly unlimited firepower potential, considering that the X-rays pass through mobs easily and deal this damage to many targets in a single shot.
  5. Suddenly all welder fuel tanks turn into welder bombs.
  6. Blueshield has no use. Can't set people to arrest, so it's useless to call Beepsky. Also no need to read Security records. Give him Med-U, just the one the detective has.
  7. These scars make me wanna puke. I'm out of this thread, seriously. How do I make it go?
  8. These miniscule changes should go to our issue tracker at Github. https://github.com/ParadiseSS13/Paradise/issues People, please do not fall for this thread.
  9. I have no idea, I never had a use for this combat mechanic. Someone should go check it out.
  10. Ghosts are god-damned spectators. No need to give them more power.
  11. Shouldn't that also force the victim to whisper instead of talking or yelling?
  12. Sentencing: [...] it's sentence in accordance to Space Law [...] - it should be its, not it's (which is short for it is). And even then it sounds weird. Giving someone its sentence? Woot? Giving the following sentence sounds better, but I'd still consult it with someone else.
  13. I want that button everywhere. It's all about the interior design. If it looks like a hallway with tables on the other end, it probably deserves that button.
  14. Professional barbers destroy all mirrors on the station.
  15. There appears to be no warning of any kind. Sounds almost like going back to Bay's system...
  16. And Blueshield's office and HoS office and QM's office...
  17. Sometimes access requirements may make it troublesome. But yeah, usually it's worth doublechecking this in case of emags anyway. You've got a valid point.
  18. I just played with the Science shuttle. Did you know that you could change the destination IN-TRANSIT? This means that you can stay in Bluespace INDEFINITELY, as the destination change seems to reset the travel time. You may never arrive anywhere if you click once every 2 seconds.
  19. Well, I've never experienced this bug, but it sure does sound gamebreaking. What were the steps to replicate it? Currently airlocks close/bolt/whatever right at the departure. Does "Force" button even make sense? What problem does it solve? Yes, it does feel nicer, I can give you that.
  20. I'm sorry for writing a confusing paragraph. I alluded to Bay's shuttle system, mentioning bolting airlocks and overriding, but in the topic it's clearly stated that I'm talking about small shuttles, not the emergency shuttle. I know it sounds similar; previously I had the guilty pleasure of breaking the controller (back when AI could access Escape airlocks) just to make sure a few latecomers boarded the ship in time. I'm not talking about this code weakness here, however. As in - not letting an antag escape to camera-less Engineering Outpost via Engineering Shuttle by cancelling the bluespace engine spin-up process using the console on the station-side? Or malf AI "abusing" this feature when a handful of crew wanted to evacuate to Mining in the last seconds of the countdown but the AI had a camera and kept fucking with the console? You mean when you're going to Research Outpost and a coworker/friend catches up and wants to go with you, and you cancel the departure so he could get in? I've got a feeling you guys are talking about the Escape shuttle which the TG Shuttle System was meant to fully address and fix, and it was a success. I'm talking about the removed FEATURE (not an exploit) that prevented small shuttles from being launched instantly. Otherwise the small shuttle would depart the moment airlocks bolted. There was a big fat blue SPINNING UP shown on the console, so I guess it was intentional. Forget the airlock fuckery (override was a thing), it was a simple spin-up time that prevented these shuttles from being launched back again the instant they dock. As I said, all you need is to buckle-up and mash the buttons at the right time, but I'm unsure how hard it'd be to board the ship. There's probably some risk of spacing. At the very least a cooldown should be implemented. If we want to preserve current responsiveness, we could make it so that you only have to wait like 5-10 seconds after the shuttle's been used, giving people ample time to board it and robust the pilot for being a dick. What is more, it could be abused both ways - having the shuttle remotely called back immediately after docking offsite, so the pilot won't be able to leave. This is a never ending loop! You can't get to the pilot while he's in bluespace, duh! It's worse than if you were to ground him in the shuttle on the station.
  21. Previously not only you had to bolt the airlocks (if you did not want to override the shuttle), but also all station shuttles had spin-up time, meaning that you would have some time to cancel the transfer and/or actively block it as AI. Now there's no such spin-up time, no delay, meaning faster travel, but also no cooldown between transfers. This means that you can buckle in and mash the buttons to stay in bluespace. Not sure how it works out in practice - is it possible to board the shuttle when it's popping in and out constantly? Either way, I think it was a stealthy feature removal; accidental or not, I think the current situation can be abused.
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