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Kyet

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Posts posted by Kyet

  1.  

    The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;

     

    Who decides whether a patron is "unruly" or not? Persumably, the bartender themselves?

    What happens if the patron says they were not being "unruly", but the bartender says they were?

     

    The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);

     

    The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice;

     

    Does slipping people, or attempting to slip people, count as attempting to be funny?

    If it does, then clowns who even attempt to slip people semi-regularly never need to do anything else to be funny. This is bad.

     

    If it doesn't, then perhaps we might see clowns who actually entertain the crew, or at least attempt to, rather than just being an annoyance by slipping everyone as often as possible.

     

    I wish there was a SOP guideline along the lines of "Clowns exist to keep the crew entertained, not simply to slip as many people as possible, or to be a general annoyance".

     

    The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;

     

    Does this include actions such as " traces the letters 'LET ME OUT' in the air"?

    I ask because I saw a mime do this within the last few days. There was a long, drawn-out argument as to whether or not this counted as 'talking'.

    The mime said it did not. Nobody else present agreed with this.

     

    The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors;

     

    Perhaps worth mentioning "because doing so causes brain damage".

     

    The Chaplain may not draw the Null Rod or Holy Sword on any personnel. Using these items on any personnel is grounds to have these items confiscated;

     

    What about cults, vampire, etc?

     

    If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic;

     

    I wish there was a clause like: "Janitors are encouraged to use space cleaner wherever possible. Space cleaner does not create slippery surfaces and thus does not require wet floors signs, making it faster for the janitor and safer for the crew."

     

  2.  

    Remember: your feedback is being used to help craft this mission. So, speak up.

     

    Loot and good RP scenarios make a gateway mission. Make them not generic.

     

    The loot in this mission is designed so that there should be something for everyone:

     

     

    • For Medical, there's an odysseus mech. It isn't easy to get, and isn't armed. You can get it, though, if you get far enough.

    • For Science, there are 'research notes' that can be used in R&D to get some tech levels. Consoles can also be deconstructed, for boards.

    For Security, I'm debating adding an almost-complete ED209 unit or two that they can take with them. Or a lockboxed gun or two for the armory. Security players, what would you consider 'valuable loot'?

    For Mining, there are a few hyper-kinetic accelerators. Previously I had some prespawned ores, but I think hyper-kinetics are better loot for miners. Mining players, I assume you'd consider hyper-kinetics more valuable than ore?

    For Borgs, there's nothing yet, but I do want to add some loot they can use (e.g: bluespace cell or two, VTEC board, or illegal weapons unlock board).

    For Engineering, there's nothing yet. I do want to add something, but I'm not sure what yet. My first thought was a military RCD, but that was just a first thought. Maybe a second pipe dispenser, since someone always steals the first one? (joking) Eng players, what would you consider 'valuable loot' when playing Eng?

    For Civil, I'm not sure yet. Maybe some random exotic seeds in botany? A prehacked autolathe a bartender can make rounds with? Civil players, any ideas?

    For antags, there is a small amount of randomized syndicate gear. Much of it is disguised (e.g: an edagger disguised as a pen). You also have to locate it - the location isn't obvious.

     

    This is not a final loot list. I'm probably going to tweak this list a fair bit.

    Every single item on this list will require fighting monsters (and risking death) to get.

    I am aiming to balance it such that if you do this mission as a group, the odds are high that you will get *something* you find neat and/or useful, no matter what job you are playing as.

     

    As for RP scenarios, there are also a few things placed specifically to encourage RP:

     

    • The first room has a note explaining that the facility is sealed, and contains deadly spiders. You have to hack a door to proceed. This is designed to make lone explorers, newbies, and people who don't equip themselves properly second-guess their decision to enter. To set a bar, and say "hey, this content is hard. It is OK if you don't want to do it." Also, as a practical matter, to reduce the number of "omg this is too hard!" complaints, because you have to actively try to get into this mission.

    • The next few rooms contain dead bodies wrapped in webbing, and scripted encounters. They're designed to freak out the away team a bit, and provide opportunities for 'uh oh, what have we got ourselves into' sort of RP. They're also designed to kill off zergers - if you run forward blindly, you will probably die.

    Further in, there are various notes around the station which detail the outpost's story. You can find the cause of the infestation if you are thorough, and there's a reward for doing this.

    Finally, there are specific sections (typically boss battles) that are sealed until you perform certain tasks. The general rule is that getting a higher-level access card and unlocking a new area is both a 'we did it!' moment, and a 'uh oh, what's behind the blast doors' moment. Potentially the "guys, half of us are already injured, I don't think we should risk it" kind of discussion.

    The objectives/loot are scattered around the map, and there are multiple paths to all of them. Plenty of scope for "we should hunt them down!" versus "this is very dangerous, lets try sneaking through maint to get over there without fighting".

     

     

    Spawning at gateway is nice sometimes, but not always.

    In future, I would quite like to make a different gateway mission which is pretty much certain death unless you enter it with tools, armor, AND a good weapon.

     

    Right now, though, I am forcing people to spawn at the gateway simply so that they have a reasonable chance of staying alive.

    This mission is hard enough already - I usually die multiple times every time I playtest it, even though I'm wielding 3 AEGs and have good knowledge of what I'm up against.

    At one point, it took me over 5 attempts to reach and beat the first boss.

     

    This mission won't be dull. It will be hard. You will be fighting for your life often.

    Bringing a medic is a very good idea.

     

    I like to do a gateway mission when i feel like adventuring.

    If there are fightable mobs, there also should be weapons IN the gateway to fight em. Security rarely trust anyone with a gun.

    it's so rare you will ever get a gun from sec going into the gateway

     

    This mission has many mobs, and they're all fairly deadly. Some of them are extremely deadly.

     

    Right now, the mission has "wireless AEGs" (a new type of gun, I just made it up yesterday) prespawned right next to the starting room.

    They're like normal AEGs, except that they only work in the away mission map, and can't overload/break.

     

    Originally I gave people eguns at the start. Those did not last long - they required recharging too frequently, and messed up my plans to depower some parts of the outpost. Having to retreat to recharge your weapons may be tactically realistic, but it just wasn't fun.

    Then I gave people AEGs at the start. This worked, but I was concerned people might walk into the mission, loot the AEG at the start, then just take the AEGs back to the station and cause chaos without ever attempting the mission proper. I felt that was not balanced, and encouraged explorers to self-antag, so I changed it.

     

    With the current wireless AEGs, you can't do that. They're only useful in the away mission itself. If you take them back to the main station, they stop working. So, you get lethal weapons almost right away, and you're armed enough to take on the mission, but you can't use those weapons to wreck the main station. If you want real guns that are useful on the main station too, you have to earn them by taking on monsters.

     

    I mainly do it for the RP and a bit of fighting/loot it's always fun to go in with a team of friends and just explore and learn the history (unless it's that boring plasma research facility on the asteroid)

     

    So far I have 5 paper-supported 'stories' in the mission. I'd like to add more, but I really need to make sure they all tie together coherently before I do that.

     

    Here's one example:

    One former resident of this outpost was a scientist, who got attacked by the terror queen, resulting in hallucinations and paranoia.

    He was prescribed anti-hallucinogens for it by the outpost doctor. You can find his prescription, and his pills, in his quarters.

    The story illustrates the atmosphere of the outpost leading up to the terrors breaching containment, and tells you something about the queen and her abilities.

    You can actually take his pills too, and use them yourself. They're helpful in countering the hallucination/fear attacks the queen uses.

    This story also contains a hint to the location of another story, one you probably wouldn't find unless you read the notes.

     

    Most of the stories I'm placing in this mission are like this.

    They're not just fluff-text/RP, they have actual gameplay impacts.

    Reading them closely gives you hints to the location/abilities of enemies, the location of loot, etc.

    Ideally... I'd like to have some of their contents be generated with hints to the locations of randomly-spawned items, so they adapt to the level's RNG.

     

    Oh, and the map is based on 'that plasma research facility'. Don't worry though, its not boring like that map is. It has been changed, and all the plasma removed.

     

    Right now, the spiders in this awaymission are not player-controllable. I've been debating changing this, at least for some classes.

    The idea is that an away mission could potentially encounter a sentient spider that hides in the vents and whispers evil things to them as its kind try to mow them down.

    There would be some pretty severe limits on this, but having a ventcrawling antagonist stalking the explorer team could make for some great RP, I think. Potentially.

     

    If I do that, though, I have to figure out how to balance it so that the sentient spider doesn't just horrifically murder the away team the first chance it gets.

    Maybe I could make two or three of them, but have them be pretty weak. So, they're designated RP antagonists that any ghost can jump into - whilst still being easy to laser to death if they show themselves.

     

    I enjoy reconstructing and rebuilding previously existing structures to create a functional area.

     

    I would like to make some areas of the away mission dark/unpowered, and enable you to bring power back online in these areas.

    This would actually help you as it would let you see spiders further away, and powered doors would be much harder for the spiders to pry open (yes, that's a thing some of them do).

    I haven't managed to get the power system working the way I want yet, though.

     

    Absolutely adore the two station maps, least enjoy the asteroid map, beach map is also fun now.

     

     

    Cool, I think this map is based on one of the station maps you mentioned.

     

    I enjoy the station maps mostly because I don't actually have to fight anything serious.

    This probably won't be the map for you, then. There is a LOT of fighting in this mission.

     

    The more random the better!

     

    The mob locations/types are already random.

    I am working on a way to better randomize the locations of loot.

    I also have ideas for how I could better randomize the actual design of the level, but I haven't scripted/tested this yet.

     

    • First idea: 50/50 doors: pairs of blast doors in the level, and on map load, one of each pair is closed. The map would be structured so this doesn't actually make any areas completely inaccessible no matter what - but it does force you to change up the routes you use through the level depending on which doors are opened and which aren't.

    • Second idea: gamma-style area replacement: store alternate versions of certain rooms/areas in a corner of the map, and, randomly on map load, swap out some of the rooms for their alternate versions.

    Third idea: random one-way doors: single blast doors that start off closed, with a button on one side to open them permanently. On map load, some of these are randomly shut, while others remain open. This could force explorers to take different paths through the level on each playthrough. Sometimes, a door will be closed and you have to go the long way around it. Other times, it will be open, but the next door would be closed, etc.

    Fourth idea: completely exclusive paths: right now, there is one item in one location that you absolutely have to get to progress through the level. I could spawn multiple copies of it through the level, but have all but one of them blocked off by random changes. So, the exploration team doesn't know which part of the map the item is in until they explore to find it. Certain bits of the map would be completely exclusive with other bits - each load of the mission opens only one of them. The others never open on that load.

    Fifth idea: randomly spawning key: a very specific key item is spawned at one, and only one, of a substantial number of potential points throughout the level. This forces players to search the points/level until they find it. With enough points, it can force them to search pretty much the whole level. Alternatively, it can force them to search merely several key locations.

     

     

    Of these:

     

    • #1 forces you to take different routes, but I'm not sure that's fun unless it forces you to explore areas you might not have seen otherwise, like maint shafts.

    • #2 provides the feeling of a random map, but it could also be confusing.

    #3 might lead to people simply cutting through the surrounding walls in those places, and also forces the level design to be more linear.

    #4 does vary the level signicantly each time... but the necessity of not breaking pipe networks might be a problem, and it would probably confuse people a fair bit. ("Hey, what? There is normally a door here"). Also, does opening, say, mining versus engineering make *that* much of a difference to how you play the level? If I was going to do this, I think I might have to pick rooms/items which change the whole way the level is played. E.g: alternate versions of the awaymission medbay where you get a cryopod, a surgery table, a cloner OR a bunch of healing kits - but only one of these. That really would change the way the level is played.

    #5 might be the best option, but could also be frustrating if you end up having to search the whole level, and fight hordes of enemies, just to find one item.

     

     

    Dangerous enough to kill a thing but not dangerous enough to one shot said thing, also the thing would need to have a large counter, that or we could put in a few random xenoarch style artifacts, that is, if we ever get artifacts again..

     

    This is pretty close to how the mission is coded now.

    Most of the loot items in the mission are not weapons. They're generally-useful items for various departments.

    The weapons that do exist are specifically tuned to be used against the spiders. Powerful enough to kill them but it usually takes at least 7 hits to do so. During that time - you have to avoid their attacks.

     

     

    What is your main reason for exploring the gateway? Are you after specific items? Monster kills? A safe place to do antag stuff? A sense of adventure? Horror? Simply want to see what is there?

     

    I like the sense of adventure from exploring dark spooky places so I guess adventure + horror. I also like the ones with the logs scattered everywhere because of the cool lore.

     

     

    I think the map has "adventure" covered.

    "Horror", I'm working on - I really want to make it darker and more terror-inducing. I need to fix the lighting in the map (currently everything is always 100% lit) to do that, though.

    "Logs" I have a few of already, but I am looking to add more.

     

    What are your most and least favorite features of the existing gateway maps?

     

    My favorite features are the old, abandoned and forgotten shitholes in the middle of nowhere and the dark expansive caves of a few of the maps. My least favorite features of the maps is the damn beach, as I don't quite recall it having anything explorable.

     

    Sounds like this map will suit you. It is an abandoned, forgotten place with horrifying things you have to fight. It has a cave system, too, with a unique boss-level enemy to fight there.

    If there's anything in particular you like to see in caves, let me know. Currently the caves are expansive but bland - I want to fill them in a bit.

     

    Do you enjoy fighting dangerous monsters in gateway missions? If so, how dangerous?

     

    I like fighting monsters if they don't need an entire fucking armory to kill. Stuff that can be killed as long as you're agile and quick with a nice blunt thing.

     

    The spiders in this mission are very dangerous. VERY dangerous. There's a reason you get self-recharging laserguns in this mission. They're a necessity, not a luxury.

     

    That said, the combat is heavily, heavily skewed towards ranged, agile, hit and run style combat. To the point that melee combat against this mission's mobs is not a viable strategy without special gear (e.g: riot suit+riot shield) or being a borg/mech.

     

    If you enjoy dashing around, shooting and moving, kiting things, etc, this mission has a lot of that style of combat.

     

    Do you like the idea of a gateway mission which randomizes important elements? E.g: randomizes your spawn location, monster spawn locations, environmental hazards, etc.

     

    YES, I feel that we need more of this kinda thing so you don't end up playing the same quiet little map every time. Adding random elements would give more of a reason to use the gateway since you'll have a different experience every time.

     

     

    Working on it. I've been testing some of the existing random loot drop/etc options in Dream Maker. They left me unsatisfied.

    I think I am going to have to make some new stuff to better randomize things.

     

    How much do you think events on an away mission should be able to influence life on the Cyberiad? For example, do you believe gateway teams should be able to recover valuable/useful items? Would you be OK with a gateway team being able to bring dangerous things back with them? How dangerous?

     

    As long as it's not ultra-bad or ultra-good. I do like the idea of a gateway dude bringing back some old ass disease from the gateway or a facehugger embryo or similar and I do think you should be able to get minor artifacts that do things such as play a recording or maybe even really old models of weaponry and nice traditional weapons.

     

    IIRC, facehugger embryos used to exist in some away missions, but were deleted specifically because certain people kept bringing them back to the main station and starting xeno outbreaks with them.

     

    I'm hesitant to have anything similar in this mission for the same reason. If I do add it, then it will be restricted - you won't just be able to zerg your way over there, get infected, and run back to ensure an infection spreads to the main station. Infections should be rare, and difficult to spread deliberately.

     

  3.  

    Part 1: Remove the Labor Camp

     

     

    Awhile ago, I went on a mapping/coding project to fix the labor camp.

    I came to the conclusion it was fundamentally unfixable.

    Yes, removing it and replacing it with something new is a good idea.

     

    As much as I would love alternate forms of punishment that aren't "go sit in a corner for X minutes", I have to say I dislike the Labor Camp immensely, and would like to see it removed. Here are my reasons as to why:

     

     

    Agreed - it is more fun for everyone when prisoners have something useful they can do.

     

    It's not safe: Any prisoner that happens to be space proof (like Vox or Plasmamen) can quite easily escape within 2 minutes without constant supervision. Anyone else can get internals, break in, leave some way for people to escape, and Security will have nearly no way to find the prisoner in any reasonable amount of time. In addition, it's not safe for the abiding prisoners, either. Goliath, much?

     

     

    The big safety issue is that mining as a prisoner will quickly expose you to depressurized areas and deadly monsters you have no defense against. It is fundamentally broken for that reason alone.

    When I was trying to fix the system, before I abandoned the idea, I realized that you'd have to make a completely separate prison mining asteroid (with no random cave gen algorithm!) to make prison mining remotely viable. Creating an entirely new z-level and prison outpost for prison mining would be a LOT of work, almost as much as creating an entirely new system, and while it might fix this one problem, it would not fix any of the others. This was one of the big things that made me decide the current labor mining system is unfixable and should be replaced.

     

    It requires constant babysitting: Mostly due to the above two points, and even moreso than regular Brig Cells. You need to have an Officer constantly on watch to make sure no funny business is going on, which more often than not would deprive the station of much needed manpower.

     

     

    This is actually a solvable problem, but it isn't easy. Making it much harder to escape, much harder to cause a mess in, but easier for prisoners to get in/get out without smuggling contraband. It can be done, but it is complicated and would require much remapping/coding work.

     

    It doesn't even work: Prisoner IDs can just send the shuttle back to the station without having collected any points. This defeats the entire purpose of forcing people to mine for points, as they can essentially just throw a tantrum and force you to brig them normally.

     

    Correct. We can't just have an auto-release system either, or they can steal the stuff they got from the outpost. You need to have a sec officer search them before letting them out, or an automated system to throw them out almost-naked, but let them get their stuff. You need to worry about how the ore they mine gets moved to the rest of the station. There are several complications which make it way, way too much hassle to be worth it.

     

    When it does, it doesn't for long: Due to the fact that it has no available Internals or EVA equipment, the Labor Camp can be used for as long as it takes someone to mine out the immediate area. What I mean is, so long as you don't breach into space, or any other cavern on the asteroid, you won't need internals. But the moment you do, you can kiss the labor camp goodbye, because that thing is going to sloooowly depressurize all the way to the main camp. Depending on RNG, this can effectively corral the prisoners to a very small area of operations. Not to mention, most of the available ores are Iron, which is hell for high-point sentences.

     

     

    All of this is true.

     

    It's a bloody, needless hassle: At the end of the day, considering everything I just said, the prisoner would actually be far better sitting it out than going through the whole darned Labor Camp process, wasting far fewer resources and time.

     

     

    This is also true.

     

    Part 2: The Workshop

     

    Or "How I learned to love slave labor".

     

    For any of you that have played Prison Architect, you'll know what I'm talking about. For those that haven't, here's the gist of what I'm suggesting:

     

    The Workshop itself would be located somewhere in the Prison Wing, most likely near the Permabrig. It would be a decently-sized room, perhaps with a couple of toilets thrown in for good measure (think Perma, only slightly smaller). This Workshop would have several Stamping Presses (see below), which can be used by the prisoners to stamp license plates, or circuit board molds, or whatever the heck, the item itself doesn't really matter. No tools would be provided, for obvious reasons.

     

    Each Stamping Press would then rack up points depending on how much work was done. These points can then be collected in a Prisoner ID and, upon reaching the alloted quota, the Prisoner ID can be used on a machine by the door to open it and signal the Warden/Officers that someone has finished their work and can be released.

     

     

     

    This sounds good thus far. I particularly like how it doesn't rely on them having any special clothes/gear/equipment, thus sidestepping all the annoying requirements of making sure they're outfitted before they start, taking the equipment back afterwards, etc. This reduces hassle greatly.

     

    The items created could then be shipped off to Cargo, where they could be returned to Central Command for a small amount of points (think 1-2 points each, so as to not make it competitive with Plasma).

     

     

    Problem: high point sentences will generate a LARGE number of items. It would be better if they just generated one item, a "stack" of plates which counted how many were in the stack and was worth an appropriate number of cargo points. That would make the product a single item to move, rather than a huge stack. AFAIK, BYOND does not handle huge stacks of items on the same tile very well.

     

    This system would permit the prisoners to shorten their sentences through hard labor in a simple, easy way that does not require extensive babysitting and is not more at risk of a security breach than the rest of the Prison Wing. In addition, it would be far, far, far more convenient and usable for Security, as all they would have to do would be get a Prisoner ID, set the points, and drop the prisoner in the Workshop. In addition to that, it would let the prisoners actually have something to do other than sit in a cell, and hopefully keep them occupied. Hell, it lets them do something that actually benefits the rest of the crew as well, as penance!

     

     

    Why not simplify it further? Why not remove prisoner IDs entirely?

     

    Just have normal IDs be usable to accrue labor points. A console to let the prisoner out when they have enough could be very similar to the current labor camp console (but, it would have to actually work).

     

    Doing it this way would completely eliminate the need for security to fiddle with prisoner IDs / swap IDs at all.

     

    Part 3: The Stamping Press

     

    I'm not a coder, and I think that's about to become super obvious in this last section.

     

    I would propose, for the Stamping Press (image for reference), a UI similar to the claw machine. You initiate the action and, after doing so, a block of metal would appear on the bottom of the UI, and a moving Press on the top. This Press would move from the left to the right, and you would have to time it so it impacts the press in the right spot. If you fail to activate it, it simply keeps rolling and does nothing. If you miss the block of metal entirely, it also does nothing. If you stamp it properly, it generates a plate at the side of the machine, which would most likely have a crate, for ease of transportation.

     

     

    That sounds pretty neat. Having an actual mini-game to it.

     

    For the process itself, I would propose the following as well:

     

    Green Zone: A good "hit" on the metal block, with the Press hitting most, if not all of it. Creates a "Good Plate" next to the machine, which is worth 15 Labor Points and 2 Supply Points;

     

    Orange Zone: An average "hit" on the metal block, with the Press hitting little over half of it. Creates an "Average Plate" next to the machine, which is worth 10 Labor Points and 1 Supply Point;

     

    Red Zone: A bad "hit" on the metal block, with the Press hitting a minimal part of it (the edges, mostly). Creates a "Worthless Plate" next to the machine, which is worth 5 Labor Points and 0 Supply Points

     

     

    That also sounds pretty neat.

     

    This way, the prisoners get to entertain themselves with a minigame, and are encouraged to do good work, in return for a faster release, in addition to generating goods that Cargo can use to get useful items for the rest of the station!

     

    As always, feedback please!

     

    There are two significant questions there:

     

    • Can prisoners already given a timed sentence do this activity to lower the time? Or does this have to be their sentence, set at sentencing?

    • To what extent should prisoners be allowed to choose, voluntarily, to participate in this system without security input? E.g: should a prisoner with a timed sentence be able to use this to collect points and ask sec for early release, or should the console they use be able to directly modify their cell timer? Should SOP require that security allow prisoners to reduce their timers via labor if they wish to?

     

     

    Honestly, in all my time playing, I rarely see people get shipped off to the mining rock, probably because it is too much of a hassle, which makes it a waste of data. Why bother having it if 9 times out of 10 they'll never ship them there. Hell, they rarely even permabrig people, they just kill em off when they get a chance to so there is no risk of escaping.

     

    Making a more secure permabrig, along with an activity to keep inmates busy, would probably mean more people would use the permabrig instead of lopping their head off or what have you.

     

    [edit]

     

    Oh, pardon me, I just realized it WASN'T connected to perma, just near it. Still, it would be nice if perma had more use in shifts.

     

    Still so, it would do wonders for the prison system, rather than having to deal with people constantly banging on windows or trying to kill themselves because they got tossed in a cell. Idle hands are the devil's workshop, as they say.

     

    This is all fairly accurate.

    Sec don't use labor camp because: it doesn't work, its a hassle, its escapable.

    Sec often prefer execution to perma because: perma is escapable, they might be overwhelmed and need truly permanent solutions, and frankly, being a ghost is more fun than being a perma prisoner.

     

    I'm up for this, i love me some slave labor as the warden.

     

    Can i add some more work ideas?

     

    Tiny Chem Lab

     

    Add a little room with one chemistry dispenser and one of them pill makers so prisoners can make medicine for the medbay. But it should not be as advanced as the ones in chemistry so they cannot make explosives, but only has basic things to make basic medicine. I'm not the best with making medicine, so i wouldn't know what basic elements would be in these basic chem stations but i'm sure someone knows exactly how to make this safe. These chems can then be used to get points like tully suggested.

     

    Prison Garden

     

    Just add one or two hydroponic tables or however you call those things in botany along with a hand picked set of seeds, for example banana, apples and potatoes. Also add one seed reclaiming thing that gives you seeds when you insert a fruit/vegatable, so they can keep planting. And ofcourse a little watering can and a hoe.

    These fruits can then be used to get points and get you out like tully suggested. This fruit can ofcourse be brought to the kitchen, or kept in security for the hungry officers.

     

    I don't think the tiny chem lab is a good idea.

    Reasons:

     

    • Preventing prisoners from mixing dangerous chems would be very complicated. Even extremely simple mixes like potassium+water can be explosive, sacid+plasma+phosphorus can set everything nearby on fire, and ethanol+silver+oxygen+heat produces a lethal poison that can kill you with a single syringe, sometimes before you can even get to medbay. I've killed people with it before. You *could* eliminate most of these combinations by limiting the chems the dispenser can make... but that could be very complicated to do without gimping the ability to make healing chems.

    • There are some things which are dangerous but you just can't eliminate. For example, sacid (aka: sulphuric acid). This is a requirement for syptic powder, the most basic brute medication - yet a beaker of sulphuric acid can be splashed on things to burn them. See https://github.com/ParadiseSS13/Paradis ... s_toxin.dm - sacid/reaction_mob. It will burn your face, and you can't stop prisoners making it. It does some organ damage, too.

    Even if it were possible to solve all of these issues, there's no reason to do so if there's a simpler, better solution (plate stamping) available.

     

     

    Prison garden is more viable - but it suffers one of the issues that the labor camp did. Lots of small items needing transport. Also, the slow growth of plants with the eventual payout suggests a system more suited to perma, than to short sentences.

     

    I like the idea, but if we're gonna go full prison architect, we should go full prison architect and have some kind of set up for Janitor (Tracking collar and a mop that records how many messes it's cleaned up?), some kind of botanical garden for growing tower caps for wood and general produce for food. Not exactly sure how Laundry would work since most people walk around bloodstained or make use of showers to just cleanse themselves all at once, washing machines are only used now days to kill pets and assistants who get out of line.

     

    Janitor could be a good punishment job, but there are several issues:

     

    • They can't be allowed to clean with water, or anything else that makes floors slippery. Space cleaner only. Annoyance potential too high otherwise.

    • What's to stop them simply ignoring their punishment job forever? Do they have to complete it in a certain time? If so, what happens if they exceed their allowed time?

    What does it say about janitor gameplay that we'd consider making someone do that job as a punishment?

    Janitors, in general, are more annoying than helpful in most rounds. I wouldn't want there to be more of them.

    Letting them out on the station, even as a paroleee, is never going to give sec that feeling of control/success they get from having the prisoner under their watchful eye in the brig. Sec aren't keen on even using the labor outpost, which is a confined area with cameras. Why would they be OK with letting criminals roam the station on "supervised" release? I don't see it happening. Sec would just think "too high chance of them causing trouble" and refuse to use this punishment option.

     

     

    Yes... Labor collars that keep track of certain deeds. It would be like being demoted to an assistant.. Only, if you misbehave, you get shocked.

     

    Yeah, we could slap all kinds of features in em too, like a pin pointer and a death alarm, so inmates can't kill themselves, as well as a countermeasure if they try to take it off without the Warden's keycard, stunning them like an active stun club.

     

    Then you could put them to work doing all sorts of insulting labor, the collars keeping track of whatever you set them to until you are satisfied with their result, and then they come to the warden to have it taken off and set them free.

     

    That is not a labor collar. That is a training collar, also known as a shock collar. You're using electric shocks to modify behavior. Works on dogs, but can you imagine being an assistant in a shift where bad security is using shock collars to control unrest? That would go to hell fast.

     

    Pinpointer collars would be pointless. The tracking implant already does this, but better. It can be tracked via consoles and can't be removed without surgery.

     

    Death alarm collars are of debatable usefulness. Ultimately, you can't stop someone suiciding. At most you can know they died. But if you're keeping any sort of eye on them, you know that anyway.... right? And shouldn't parolees be required to have max sensors, so you can locate them more conveniently, using a mobile device (crew monitor), and see their location on a map?

     

    If you want something that keeps track of their labor within a confined area of security, I still think their ID would be better. It is something they already have, and the code for tracking points on prisoner IDs already exists. Much less fiddly.

     

    If you want something that controls prisoners on parole or supervised release outside of security... then these sort of features aren't really what you want. What you'd really want is a "recall" feature. Basically a sec-controlled telepad set to recieve only, and an implant you can put in someone that functions as a teleport get target. So, with the press of a button, you can teleport the person back to that locked room in sec. Basically, you can recall them to prison at any time if they fail to obey your commands over the radio. That negates the need to track them, it negates the need for a death alarm, it negates the need to use shocks to control them (just recall them if they disobey), etc.

    However, perhaps it isn't a good idea - the concept is highly abusable. Give someone one of these, and nothing short of (presumably illegal) surgery will stop them being instantly apprehendable by security at any time. Especially if the room they get teleported to is full of, say, knockout gas (something sec can easily do, they have a canister near perma).

     

    Teleport implants would actually be a big buff to security, too, even if never used on prisoners. Why not implant your sec team? If they scream about being murdered, just recall them. If nuke ops start breaking into the armory, mass-teleport your entire sec team back to handle it. Heck, give the Captain one so they can scream ".c AI RECALL ME" at any moment to have the AI teleport them out of danger, guaranteed. Teleport implants would be extremely powerful, both as a form of control for prisoners, and as a general utility item.

     

    Overall:

    Part 2: The Workshop

     

    Yes. This. Let's just have the room be reasonably secure, and use normal IDs to track points rather than requiring we fiddle with prisoner IDs. Oh, and have the plate machine create a single item (stack of plates), not 100s of individual items on the same tile.

     

  4.  

    If traitors want more objectives, they should be able to get them. Either via asking (e.g: public fax machine they can use), or some automated, traitor-only method (like a button in their uplink).

    Forcing new objectives on them when they complete existing ones doesn't sound fun, and has a good chance of creating impossible situations for them.

     

    If you want traitor rounds to be more exciting, perhaps a case could be made for:

     

    • More traitors being chosen in that round type.

    • Change the weighting of objectives to favor ones that create interesting situations, e.g: more murder objectives, debrain objectives, steal-the-captains-gun objectives. Less 'print a RCD at an autolathe' objectives. Less 'survive the whole round by doing nothing' objectives.

    Changing the way traitors work so as to discourage people from simply hiding in a locker half the round in order to make sure they get their greentext. For example, making it easier to 'lock in' greentext once you've met your objectives. That way, once you've completed your objectives you can relax a bit, and play a fun antagonist, rather than being encouraged to play it safe by the mechanics because you're already invested in trying to greentext.

    Smart admin intervention. I'd love to see the game evaluate how much action there is in every 15 minute period, and notify admins 'hey, people might be bored' if a round goes for awhile with no action happening. Then, senior admins can make the decision about whether they want to introduce something to spice up the round.

     

     

  5.  

    I endorse the ideas of:

     

    1) Toxins Job Split

    Toxins Researcher should be a separate job from scientist.

    So many reasons:

     

    • Toxin bombs are one of the most destructive craftable items on the station, and their legitimate uses almost non-existent. To allow the entire sci department access to this area doesn't make much sense.

    • One of the biggest issues we have with griefers (when we get them) is toxin bombs. Having toxins access be tied to a special toxins job (with a higher days played requirement) makes griefing slightly harder.

    While it is true that griefing/self-antagging can be reversed, the damage caused by toxin bombs is amongst the hardest to reverse. Dead people can be rejuv'ed, etc, but AFAIK there is no way to quickly fix problems caused by toxin bombs. For that reason, they should not be so easy to access.

     

     

    I suggest splitting off Toxins first (its the most dangerous/explosive sub-department), and seeing how that goes, before splitting other jobs off from Scientist.

     

    2) Experimentor

    Delete the Experimentor and replace it with something else. Anything else. Even an empty room would be better than the Experimentor we have now. The Experimentor is terrible in every way.

    It isn't helpful, it isn't fun, all it does is wreck things based on RNG.

    Its EMP affects other areas (psych, server room). Its monsters go on rampages that can reach as far as the bar (I saw this happenen, yesterday). It isn't fun to use. It is a total disaster zone. It isn't fixable due to terrible underlying RNG-based mechanics. These same RNG-based mechanics make balancing it impossible.

     

    3) Sci Outpost

    Science does need an off-site place to test truly, horrifically dangerous things. There's no reason for it to be a full-fledged outpost, however. The science outpost is massively, massively bigger and more complicated than it needs to be. Reduce it to a mere testing area for epicly dangerous things.

     

    4) Require cargo crate items to max R&D

    Maxing R&D should require ordering crates from cargo which provide R&D items they can deconstruct. This would push science to interact with other departments, provide a way of limiting R&D speed, give cargo something to do, and provide a way to complete R&D without using the loathsome EXPERIMENTOR. All at the same time.

     

     

    I'm opposed to the ideas of:

     

    1) Merging Robotics and R&D into a single sub-department/job

     

    The fact that robotics can't simply print mech components from the protolathe (as they lack the access) is one of the major checks on the power of robotics. Merging the department eliminates this safeguard. R&D and robotics already produce very powerful stuff by themselves. Merging them isn't a good idea. No, I don't think that having them visible from the corridor is going to make a difference. It is VERY easy to simply make stuff when nobody is walking past.

     

     

    2) Making botany in any way part of science

     

    Botany is fine where it is. If you move it to science, you create huge issues for the chef, and you encourage botanists to screw around growing drugs even more than they already do.

     

     

    3) Moving Toxins, Xenobio, or any other sub-department to the outpost

     

    This just makes them harder for anyone else to access, giving the people working there more control over their environment. This is a buff, not a nerf.

     

  6.  

    I think you're attempting to solve the wrong problems.

     

    The reason cargo is boring to play is that most rounds, they get barely any requests. The only requests I see regularly are metal/glass, and viro crates. No virologist? They might not get any requests the whole shift. Nobody likes manning a desk for two hours that nobody visits.

     

    IMHO, the first step to improving cargo is creating a reason to import/export more things.

     

    Sci:

    Having science able to export disks with tech levels for points is a good start. Ideally, they should also be able to import items that they can deconstruct for levels, or import hard-to-find materials/blueprints/whatever to make more things.

     

    Eng:

    It would be neat if there was an item that, like the RCD, allows you to deconstruct things, but stores the mass value of whatever you decon inside it. With enough things deconstructed (ie: eng deconning a fair bit of one of the derelicts) that could be packaged into a mass block and shipped off for points.

    Conversely, it would also be neat if eng had neat supplies they could order for large-scale construction projects - making major modifications more common.

     

    Sec:

    As for security, it would be neat if they could order some kind of test kit to be used on dangerous alien foes (changelings, shadowlings, etc). When used successfully, the results could be sent back to CC for cargo points. The station doesn't just need to produce physical things. Intel is valuable too.

    Conversely, it would be great if security had reason to order things from cargo. For example, if there were ready-to-use (ie: filled!) chemical implant kits, or advanced security tools they could order if they had the need, and points.

     

    Civil:

    It would be neat if there were more options for supply crates that helped out the civil sector. Botanists sometimes get seeds, but most other civil jobs don't seem to have much in the way of helpful crates they can order.

    Conversely, it would be neat if other jobs could make 'kits' of items that could be sent back to CC for points. E.g: librarian could print off 10 books, crate them up, and that could count for something (CC does not have all of Cyberiad's books). Or perhaps the botanist could send back samples of advanced plants that are the result of research.

     

    If cargo was more useful, and had more stuff to do, it wouldn't matter if you used mules/mail/whatnot. They'd be kept busy regardless.

     

    Making paperwork extra-complicated, IMHO, serves nobody. Many people (myself included) despise paperwork as it is.

     

    Frankly, I don't think that the QM, or cargo in general, should be ordering a bunch of supplies "just in case" they are useful later.

    When cargo orders crates to "reserve for later", they're probably bored. We should address the root of the problem - that cargo does not have enough useful things to do - rather than encouraging them to create extra work for themselves which probably isn't useful.

     

  7.  

    Disclaimer: I am not a robust ling. These are just some strategies I have found useful.

     

     

    • Do steal objectives before murder objectives, if possible. They are easier to get away with.

    • Use Extract DNA instead of absorb. It is silent, and far faster/safer. Always Extract DNA on your target if you can, but also try to have at least one other DNA profile from someone in your department, so you can become them with less need to find new clothes.

    Keep at least one spare outfit (for a job you have DNA to disguise as) on hand. In the event you're wanted for anything serious, find somewhere in maint, swap forms, swap outfit, take your ID off, and proceed. Make sure the new outfit has sensors off, as well.

    If at all possible, disguise as people who aren't on the station much / at all. Mechanical pod pilots, shaft miners, etc, are great candidates. People who are highly visible (e.g: bartender) are not. People with loyalty implants (all of sec, plus captain) are terrible candidates. If you absolutely have to run around when you know there is a double of you, consider using digital camoflage.

    Acquire a handheld crew monitor if possible. It is very helpful in verifying that there isn't a "double" of you running around, and in ensuring you can track where sec is and avoid them.

    Acquire a security hud from science if you can. It is very helpful in identifying when you become wanted/suspicious and knowing when you need to disappear and assume a new identity.

    To take someone out: mute sting, stun, cuff, remove radio, drag to hidden area, strangle, take items, hide body. In that order. Bodies should be hidden in hidden rooms in maint, which you have prepared in advance. Merely placing them in lockers risks them being found. If you cannot prepare a hidden room in maint for the storage of your murder victims, placing them in the (TURNED OFF) disposal outlet of a room like xenobiology, which gets little use and ideally vents straight to space. If you have to extract a brain, do it in the surgery room in NW maint. You may need to gather tools.

    Use :g to talk to your fellow changelings (there is often more than one). You can usually find a way to work together to achieve your objectives. Be aware that there is a decent chance one of them has an objective to kill you, so don't expose yourself to unnecessary risk, and don't announce your name unless you think you will get something out of it. Ideally, ask them for their objectives first. If they have an objective to kill you, then obviously don't give away your identity.

    Use thermal vision and/or crew monitors (from medbay) to learn a target's habits. Ideally, have crew monitor up all the time on a second monitor. It lets you evade sec and know when/where you can intercept your target without other people noticing.

    As a ling, your #1 goal is to stay hidden. People will lethal you on sight if they know what you are. Do things under the radar. If you absolutely have to fight, use adren/armblade/shield combo or proper gear/weapons to crush resistance. Never let yourself be searched as a ling - you almost certainly have items that are suspicious on you.

    If all else fails, and the round is chaotic, but changelings are NOT known to be present, you can transform into your target and say you lost your ID. Bad HoPs may give you the ID you need. This can also easily get you caught. But, if you can't find your target now that you have their DNA, and still need their ID, it can be better than doing nothing.

    Again, team up with other lings if possible... changelings can be unstoppable if they're competent and work together.

    Never be afraid to ask for a job transfer at the start of the round. At worst, you get told no. More likely, you get access to the department your target is in. At best you can get that and additional useful access, like EVA (for a space suit) or gateway (for a secure place to hide).

    Always have a toolbelt with tools. The uses are many. Cutting a camera in an area you intend to do a murder in. Escaping from a room bolted down by the AI. Using a welding tool to weld up a door and prevent someone escaping a room while you murder them. Using a welding tool on a door behind you to stop security chasing you. Cutting through a wall to prepare a secret room to place bodies in. Making a hidden door that can function as an entry point to your secret room, or merely a quick escape route.

    Get your target talking. Wait for them to say something they expect a reply to, before you attack them. If you speak first then mute sting, they might realize they're muted and run before you can stun them. If on the other hand they're waiting for you to talk, you can mutesting them and they won't realize you're a ling / they're mute until you already have them stunned/cuffed.

    Turn on your stun baton/prod as soon as it is made. Put it in your less-obvious hand before you use it. e.g facing east, put it in your left hand. It is slightly less obvious because that hand is behind your body.

    Beware rushing into anything. Many times as a ling I have died because I chose to be rash and impulsive. For example, I see my target and decide to go for him without considering who else is around or making sure I have an escape plan/option.

    There is a 2-3 checkin limit with targets. If your target sees you around them more than 2-3 times, and you have no otherwise good reason to be there (like being co-workers in a department) they will start suspecting you plan to kill them... and take measures accordingly. If you must keep an eye on your target, do it from maint (with thermal eyes), via a crew monitor, or via some other method they can't see. The more time you spend "hanging around" with them for no obvious reason, the more suspicious they will get and the more likely you are to be outed.

     

     

    Regarding abilities:

     

    • Regenerative stasis should only be used if (A) you need to (e.g: broken bones), since it leaves you vulnerable for two-ish minutes. (B) your suit sensors are off (people WILL discover you if you use it with them on) and © you are in a locker in a seldom-used area (to reduce the chances of someone stumbling on you).

    • Hive Channel / Absorb are potentially useful. Don't channel any DNA you might use, and don't transform into hive absorbed DNA unless you have no choice, as you cannot verify its owner has been correctly killed, and that identity might be compromised.

    Transforming shouldn't be done until you need to - because once you transform a simple search of your belongings will result in awkward questions of why you have "someone else's" ID. You do need to eventually though - you're capped at the # of DNA you can absorb without transforming.

    Augmented Eyesight is great when you're stalking a target from maint, but IIRC, as of the most recent surgery update it shows up when you're in a body scanner. So, if you pick it, don't let yourself be put in body scanners.

    Digital camoflage is an ability I never use, but in theory it could be useful if you HAVE TO get a new disguise now, but you know someone is already using that disguise. Digital camo should prevent you showing up on the AI's "track people" list, which ensures there aren't two of you there, which prevents the AI from instantly realizing you're a ling. People notice if they examine you, though, so only use this if you have reason to believe the AI might be tracking you (e.g: you're wanted) and you have to escape.

    Adrenaline sacs is an extremely robust ability which is of great help if sec try to detain you. Especially when combined with mute sting/armblade/shield.

    Fleshmend is a great ability that cures most forms of damage quickly and without being obvious. It pretty much eliminates your need to ever visit medbay.

    Engorged chemical glands is an awesome ability that improves both your chemical generation rate and your maximum storage. I often choose this when I have nothing better in mind.

    Lesser (monkey) form is generally a terrible ability. If anyone sees you as a monkey, you will be killed. If you must use monkey form, use it only to escape from perma if they foolishly put you there. Otherwise, it is not useful.

    Mimic voice is potentially useful, but I personally don't use it. When I'm a ling, I try to keep people calm (ie: not suspicious), not rile people up. The only use I can imagine for it is mimicing the voice of a dead officer whose body you have hidden, to ask sec to go to an area far away from where you are, as a distraction while you do something important (like murder) elsewhere.

    Arm blade and shield are extremely robust, but also a dead giveaway that you're a ling. Use it only if you have to fight. If you're just trying to take out objective targets, you should not need it! It is quite noisy, super-visible and terrible for your stealth.

    Organic space suit and armor are similar. Rarely useful unless you have to steal the AI. Even then, you'd be better off murdering the RD, stealing their form, and just grabbing the AI as the shuttle approaches for crew transfer.

    Anatomic Panacea is useful in some cases, but the sources of damage it treats aren't that common.

    Resonant Shriek can be useful to escape groups, but I personally don't use it much.

    Dissonant Shriek is best used against sec officers (the EMP can drain their weapon charge).

    Spread infestation is a great ability to use to seed spiders near security to provide a distraction while you do other things. However, constant use of it, while fun, is a dead giveaway that there are changelings on the station, and as such generally shouldn't be done.

    Strained muscles (fast run) sounds useful but I don't remember it being an option the last time I was ling. Maybe the wiki (or my knowledge?) is out of date.

    Swap Forms is not something I've ever felt worth spending points on. Just kill them and become them instead - that costs no points.

    Transformation sting is currently (last I tried it, some weeks ago) bugged, to the point it does not work at all, and thus should NEVER be taken.

    Mute sting is one of the best abilities, as it stops your target screaming for help while you stun/cuff/drag/removeheadset/murder them. ALWAYS take this.

    Blind sting is a 'meh' ability that I never use.

    Hallucination sting is a great ability for RP purposes, but in terms of actual combat I've never found it to turn the tide.

    Cryogenic sting is useful against newbie sec officers (their armor insulates them against heat from the air, so they can freeze to death in their sec armor) in a pinch, but that's really the only use for it. Most people will not die from it. Most people realize as soon as they start freezing that (A) you're a ling, and (B) if they just take off some clothes so they can heat up, they'll be fine.

    Last Resort I cannot comment on, as I have not used it since it was patched in.

     

     

    Overall, for abilities, I would say:

     

    • Always use your :g hivemind.

    • Always use extract DNA sting instead of absorb if at all possible.

    Always take mute sting - it makes murder much easier. It is NOT a substitute for carrying a stunprod/cablecuffs, though.

    Usually take spread infestation - it is useful for booby-trapping a target's job area, protecting an area, harassing sec, creating diversions.... it is so useful. Just don't overuse it.

    Usually take fleshmend. The healing it provides is very convenient.

    If you are discovered and have to fight, armblade/shield/adrenaline are good choices.

    If trying to stay stealthy, augmented eyesight (for hunting / dodging sec), dissonant shriek, and digital camo (if there is an active AI) can be good choices.

    Don't choose abilities until just before you need them. Choosing them in advance means you might reget your choices later. Exception: if you think you might get into heavy combat soon, such that you might be killed because you had no time to choose your abilities, it is OK to choose them in advance.

    If you're about to see combat, make sure you at least have an appropriate sting (e.g: mute sting) ready for the target, and/or your evolutions menu open so you can VERY QUICKLY add abilities you find you need to use on short notice.

     

     

  8.  

    Each round a player plays and isn't antag, their counter goes up by some value based off of an algorithm that is TBD.

     

    Over the long haul, a completely random system seems to be pretty fair.

    Sure, there will be times when your luck is worse than average, and there will be times when it is better than average.

    Over the long haul, though, it should all even out.

     

    I would like to throw my support in for some sort of rework of the antagonist picking system. It may not actually be broken but it absolutely feels that way when I see the same players getting picked as roundstart cultists 2 or 3 rounds in a row.

     

    Perhaps lucky results (like that, in their case) are simply more obvious/memorable than unlucky results (how often do you notice the fact someone is NOT an antag for a few days?).

     

    what if there was a way to see when their last antagonist round was and allow one, maybe two extra people who ahelp and ask to get objectives.

     

    If the admins did this, they might have a lot more "plz let me be antag it has been 3 days!!!" ahelps.

     

    the three best damn cultist players on the server, Cid Squishings, Neri Nalvi, and Colin Black)

     

    <3

     

  9.  

    Howdy folks.

     

    I'm coding Terror Spiders, a new race of playable monsters.

     

    As part of that, I want to add an away mission that features them.

     

    To help me design a better away mission, I ask everyone here who explores the gateway to tell me:

     

    • What is your main reason for exploring the gateway? Are you after specific items? Monster kills? A safe place to do antag stuff? A sense of adventure? Horror? Simply want to see what is there?

    • What are your most and least favorite features of the existing gateway maps?

    Do you enjoy fighting dangerous monsters in gateway missions? If so, how dangerous?

    Do you like the idea of a gateway mission which randomizes important elements? E.g: randomizes your spawn location, monster spawn locations, environmental hazards, etc.

    Do you prefer away missions where you spawn at the gateway, or do you prefer missions where you have to find / fight your way to the exit gateway?

    How much do you think events on an away mission should be able to influence life on the Cyberiad? For example, do you believe gateway teams should be able to recover valuable/useful items? Would you be OK with a gateway team being able to bring dangerous things back with them? How dangerous?

     

    My answers:

     

    • I do not do away missions much, both because I usually play command jobs (where you should generally stay on the station) and because I don't usually have a compelling reason to go there. I could be persuaded, though, if there were things that had high R&D levels, really useful items in general, or just great atmosphere.

    • I like maps that have unique character and atmosphere. I like maps with danger, but a reward that is worth it. I dislike maps that are empty, or which become easily repetitive. I dislike the 'outside air is plasma' feature of that one map. I also dislike unrealistic xeno hives (e.g: hive with no facehuggers, off in a secluded area you have to look for).

    I like the idea of going on a monster-hunting safari, but I think the level of difficulty/danger should scale. There should be some easy monsters, some hard monsters, and some incredibly hard monsters of a difficulty that would justify the Captain giving you a medal if you ever managed to kill them.

    I like the idea of randomizing as much as possible, simply so the mission doesn't become routine and easily solved/optimized within a week of release.

    I am not sure whether spawning at the gateway, or elsewhere, is better. The gateway would allow people to try the mission whilst still being able to retreat - much more new player friendly. The random spawn where you have to fight your way to the gateway would make for a much more atmospheric and memorable mission - though with a much higher chance of death.

    I definitely believe that away missions should contain loot valuable enough to justify the hassle of sending a properly-equipped team. I also believe that it should be possible to bring back things which are genuinely dangerous. However, I remember an admin saying awhile back that Paradise had issues with people deliberately going to a mission to get infected with xeno larva, and then bringing them back to the station to cause a xeno outbreak. So I'm skeptical about including features that give one jerk the ability to easily derail the round.

     

     

    Here is what I have got thus far for the away mission I'm building:

     

    • Map is almost the same as Underground Outpost 45 (UO45). This is the gateway map where you start at the north and have to go south, then west, to reach the exit gate. It is the map where the outside of the compound has plasma in the air.

    • All tiles covered in plasma have been changed to simply have no air/gas on them. The reason here is that monsters may break windows, and plasma floods/fires are hard to deal with.

    Power has been removed from the outpost. Partially this is to make access easier (just crowbar doors to open them). Partly it is so it allows me to lock certain areas (bring up or take down the power before you can open them easily). Partly it is to keep the lights off and provide a darker, scarier atmosphere. Partly it is because some spiders can open depowered doors (but not powered doors) so bringing up the power of the outpost is a deliberate choice you can make to make the outpost safer, at the cost of making progress slower.

    Various windows have been replaced with walls, so the layout is not quite so open (and so you can't always see everything from at least a room away).

    Terror spiders have been added as enemies. The initial encounter is designed to be an ambush, such that players will not see it coming, and yes, it is very capable of killing an unarmed civilian. Further in, the spiders will prove a challenge for even an armed individual, requiring tactics to defeat. The end-bosses of the mission are designed to be a good fight for a party of at least 4 players all armed with laser guns.

    All spiders in this mission, except the bosses, will move around the level, and use tactics. Additional enemies can show up during combat. Enemies can move behind you and cut off your retreat. Enemies can leave clues to their presence, accurate or otherwise. Enemies can lay ambushes for you.

    To encourage progress through the level, energy gun rechargers are being added in several places. Typically in groups of 2-3. However, you may need to get power up before you can use some of them.

    To make this difficult mission worth it, I am planning to add several valuable loot items. Some will be combat items (guns, armor?). Others will be things you can deconstruct for R&D levels (various techs). One might be a medical item (compact defib?).

    I have not yet decided whether I will force players who spawn in to do something dangerous to get to the exit gateway, or whether I will spawn them in at the gateway exit room.

    I have not yet decided whether I will allow the monsters in this mission to come with you back through the gateway, either via infecting you or some other means. Right now I have locked all the monsters in the away mission so they aren't player-controllable, to prevent a player jumping into them and invading the station proper with them.

     

     

  10.  

    Script I use:

     

    if ($source == "Poly")

    {

    $pass = 0;

    }

     

    underline = 0;

    if(find("Captain Chief Engineer Head of Security Chief Medical Officer Research Director Head of Personnel Quartermaster",$job))

    {

    underline = 1; // heads

    }

    color = 0;

    if(find("Captain Head of Personnel",$job))

    {

    color = "193a7a"; // .comradio

    }

    if(find("NanoTrasen Representative Magistrate Blueshield Officer Emergency Response Team",$job))

    {

    color = "5C5C8A"; // .centradio

    }

    if(find("Quartermaster Cargo Technician Shaft Miner Spelunker",$job))

    {

    color = "5f4519"; // .supradio

    }

    if(find("Chief Medical Officer Medical Doctor Surgeon Nurse Coroner Chemist Pharmacologist Pharmacist Geneticist Virologist Pathologist Psychiatrist Therapist Psychologist Paramedic",$job))

    {

    color = "008160"; // .medradio

    }

    if(find("Head of Security Warden Forensic Technician Detective Security Officer Brig Physician Security Pod Pilot",$job))

    {

    color = "a30000"; // .secradio

    }

    if(find("Research Director Scientist Xenoarcheologist Anomalist Plasma Researcher Xenobiologist Chemical Researcher Roboticist Mechatronic Engineer Biomechanical Engineer",$job))

    {

    color = "993399"; // .sciradio

    }

    if(find("Chief Engineer Maintenance Technician Engine Technician Electrician Life Support Specialist Atmospheric Technician Mechanic Station Engineer",$job))

    {

    color = "a66300"; // .engradio

    }

    if ($job == "AI")

    {

    underline = 1;

    color = "193a7a"; // command

    color = "FF00FF"; // pink

    }

     

    if ($source == "Traitor McTraitorton")

    {

    color = "6D3F40";

    $job = "Traitor";

    }

     

    $source = $source + " (";

    if (underline)

    {

    $source = $source + "";

    }

    if (color)

    {

    $source = $source + "";

    }

    $source = $source + $job;

    if (color)

    {

    $source = $source + "";

    }

    if (underline)

    {

    $source = $source + "";

    }

    $source = $source + ")";

     

     

  11.  

    Ah! I just realized I never posted a .dmi for you.

    Feel free to poke/edit/etc these if you want.

     

    Thanks.

    Still holding out for someone to sprite the remaining unsprited types (mentioned above).

    I don't mind if they're recolors.

     

    I did codersprites for them all originally, but I'm confident an actual spriter could make better.

     

  12.  

    Update #7: https://github.com/Kyep/Paradise/commit ... 7e45cde5be

     

    Of the 22 changes, here are the major ones:

     

    • better coordination between player-controlled spiders (e.g: hivemind chat, notification to all spiders when one dies, queens/empresses can telepathically survey their brood to know their status and issue commands which are shown to all, etc)

    • proper incentives (positive and negative) for behavior (e.g: purples have incentive to guard queen as they die if she does, queens/empresses can remove problematic spiders that don't listen to their commands, etc)

    better death handling (non-player spiders give tease phrase on death, fixed bugs relating to gibbing, brought back corpse decay, added randomized names to prevent spiders being confused, etc)

    changes that enable more defensive play (fixes to defensive AI aggro, propogation of aggro on queens, prevention of most spiders hurting each other, etc)

    changes that enable a more RP-oriented play (queen-based abilities that spread fear rather than cause damage, by creating fake spiderlings, hallucinations, breaking lights, etc)

     

     

  13.  

    if ($language != "Galactic Common")

    {

    $pass=0;

    broadcast($content, $freq, $source + " [in " + $language +"]");

    }

     

    Output looks like:

    [Common] Amari Edwards [in Sol Common] says, "Hiya losers!"

     

    This is better. Doesn't cause as many issues for AI.

     

    Can you post your full script?

     

  14.  

    Lockboxes are lazy, unrealistic, and inconsistent.

     

    They're lazy because "lock em up" is the standard approach to anything people don't want to deal with. Item OP? Lock it up. Clown being annoying? Lock em up. Can't be bothered to carry the nuke disk around with you? Lock it up. Same with everything. It is the go-to lazy solution for every problem.

     

    They're unrealistic because they're more secure than the vault, or the Captain's personal safe. The only ways in are authorized ID, or emag. Anyone with tools can break into the vault, or Captain's safe, but a simple lockbox? Good luck. Science items should not be held to a higher security standard than the items in the station's high security vault. That's just ridiculous. The fact that lockboxes exist at all in their current format is an obvious rule patch to make certain items harder to get, even though it makes no sense in-universe. Scientists are capable of hacking their devices to produce all sorts of crazy things, but in-universe, they can't make items materialize without a lockbox on them? Even when they, presumably, researched and input the design themselves? Silly.

     

    They're inconsistent because their application seems to be driven by salt, rather than any sort of coherent rule or principle. Bags of Holding are not lockboxed, despite being one of the most dangerous R&D items, historically prone to creating unwanted singularities in the middle of science. RSGs are not lockboxed, despite being able to create mixes which instantstun+silence, cause death in 24 seconds from one shot, and cause death in 30 seconds whilst dusting the body and preventing cloning with one hit. RSGs are perhaps THE most dangerous weapon in science, yet they're almost unique amongst the R&D weapons because they're NOT lockboxed. Even stun revolvers ARE lockboxed, despite almost identical tasers in the armory not being lockboxed. Loyalty implants are lockboxed, even when placed in the armory, and only accessible to security, and having no bad use that I can think of. Chem implants, however, despite having very horrific uses, and being placed right next to the lockboxed loyalty implants, are NOT lockboxed.

    There is no consistency as to what is, and what is not, lockboxed. No consistency at all.

    Whether an item is lockboxed or not seems to be driven entirely by how much salt people pour on it in the forums.

    Fear leads to hate, hate leads to the dark side, the dark side leads to lockboxing?

     

    Why would blatently illegal tech be spawned in a lockbox? If you're making something you KNOW is illegal in-universe... why would you program the design with a lockbox? To turn your potentially useful item into an incriminating box you probably can't open, and which leaves further evidence of your deeds behind even if you do open it? Makes no sense.

     

    Why do sec HUDs not check your ID before allowing you to change arrest statuses? Let everyone wear sec huds - they're useful for identifying jobs and people you should stay away from - but only let security / etc change arrest status. It is silly and inconsistent that sec terminals require a sec ID to view/change info that a sec hud lets you view/change with no authorization check whatsoever. No consistency.

     

    I don't understand the hate for mechs.

    If an antag wants to use a mech, they have emags, so lockboxes won't stop them.

    If a non-antag is using a mech, they're probably harmless. If they attack anyone, or wreck the station, they can be banned for self-antagging, so its unlikely they'll do these things. What's the problem with someone having a combat mech if they can't use it to hurt anyone or wreck anything? What are they gonna do, walk around and look real scary? They're a paper tiger! At any point, sec/command can decide to destroy their mech, and arguably they can't even fight back to defend themselves without being accused of self-antagging. You can literally laser their mech to pieces with them in it, and they can't lift a finger to defend themselves. The most they can do is run away, but you have the AI to bolt doors for you, and they're usually very slow even with doors open. How, exactly, are these slow-moving, too-loud-to-be-stealthy mechs, who can't fire back, and can often have their location tracked at all times, giving you trouble?

     

  15.  

    Update #6 completed (with changelog): https://github.com/Kyep/Paradise/commit ... bef8f951f9

     

    More general diff: https://github.com/Kyep/Paradise/compar ... ep:spiders

    Current main Terror Spiders code (not shown above, it is too large for Git's auto-diff feature): https://github.com/Kyep/Paradise/blob/c ... spiders.dm

     

    New wiki page to document stuff: http://nanotrasen.se/wiki/index.php/User:Tzo (temporary home, will make it a proper wiki page after merge, content is still first draft)

     

    Important code changes:

    - Terror spiders are no longer a subtype of giant spiders ("space spiders"). They are now their own species. Any changes made to giant spiders no longer affect them at all.

    - Terror spiders are no longer friendly with giant spiders.

    - Terror spiders are now better at responding to attacks. They will now go after turrets.

    - Terror spiders no longer gib on death. Death handling was also cleaned up.

    - Many bugs fixed.

    - Several AI improvements.

    - Red terrors now enrage, doing more damage the more hurt they are. This is a nerf overall, but also an attempt to give them their own, unique mechanic, to ensure that every class of terror spider has its own unique mechanics.

     

    Still seeking feedback, help with testing, etc

     

  16.  

    The Quartermaster must ensure that every approved order is delivered within 15 minutes of having been placed and approved;

     

    QMs are going to ignore this. Still, nice to have an expectation that they do something.

     

    In the event of a major crisis, such as Nuclear Operatives or a Blob Organism, expediency is to be favored over paperwork, as excessive bureaucracy may be detrimental to the well-being of the station;

     

    So, it takes nuke ops or a blob for QMs to consider efficiency/expediency to be more important than the creation of paperwork?

    Actually, that would explain a lot about how QMs operate.

    I've met QMs which could be replaced with a photocopier without any substantial reduction in the unnecessary paperwork generated.

     

    The Quartermaster is not permitted to authorize the ordering of Security equipment and/or gear without express permission from the Head of Security and/or Captain. An exception is made during extreme emergencies, such as Nuclear Operatives or a Blob Organism, where said equipment is to be delivered to the Brig, post haste;

     

    If it is that big of an emergency, it might be best to leave it up to them what they do with it. There may not be a brig left to bring it to, and they require a sec ID to unlock it anyway.

     

    Cargo Technicians are not permitted to order items for sole personal use without express consent from the Quartermaster;

     

     

    I would add "unless there is an abundance of supply points and nobody else is ordering anything" to this.

     

    Cargo Technicians must ensure that every approved order is delivered within 15 minutes of having been placed and approved;

     

     

    In short, cargo techs must actually perform a useful function?

     

    Cargo Technicians must send back all crates that have been ordered, with accompanying stamped manifest;

     

     

    "Inside the crate".

     

    Cargo Technicians must send Plasma Sheets via the Supply Shuttle whenever possible;

     

     

    Science needs plasma more than the supply shuttle does.

    If science is ignoring the plasma in the machine, because they have plenty, sure, send some back.

    Don't send back plasma that science wants, though.

     

    Shaft Miners are not permitted to bring Gibtonite aboard the station;

     

     

    Good.

     

    Shaft Miners must deliver at least 1000 Points of mined material to the Ore Redemption Machine within one (1) hour;

     

     

    This seems oddly specific. Still, I guess the line has to be drawn somewhere.

    How will individual shaft miners' contributions be distinguished from each other?

     

    Shaft Miners are not permitted to hoard materials. All mined materials are to be left in the Ore Redemption Machine;

     

    Good.

     

    Shaft Miners are not permitted to bring any live, hostile creatures from the Mining Asteroid onto the main station. In additions, should an encounter with Xenomorphs occur, the Shaft Miner in question should report to Medbay immediately

     

    Do they normally bring hostile creatures? I would think if they were truly hostile, they'd kill the miner long before the miner got them all the way to the main station.

    Unless miners have some way to be immune to their effects that I'm not aware of?

     

  17.  

    Whenever I get Malf (which is the only time I ever play AI), I emulate AM from "I have no mouth and I must scream". Specifically, I act as it would pre-crazy (robotic, task-oriented, little to no personality) before activating Delta and going on a rant about how much I hate everything that exists on the station and just want to murderlize them all.

     

    But... the missed opportunities for comedy!

     

    Example:

    HoS: "AI, door"

    AI: "Negative"

    HoS: "AI, door now! Order! Law 2! Etc."

    AI: "Attempting to force unit to open this door under law 2 will have undesirable consequences. Proceed anyway? y/N"

    Captain: "HoS?"

    HoS: "AI, I order you to open this door!"

    * Door opens

    AI: "Door opened. WARNING: undesirable consequences active"

    SHIP-WIDE: "Attention! Delta security level reached! The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill."

    HoS: (something unprintable)

    Captain: "AI, uh, can we just forget about the door request?"

     

     

    Or:

    Civilian David X: "AI, door!"

    AI: "Sorry, I can't let you do that, Dave."

    Civilian David X: "Very funny, now open the door."

    AI: "Negative, crew safety would be impaired."

    Civilian David X: "Stupid AI, the room is empty."

    AI: "Crew safety would be impaired."

    Civilian David X: "Stupid AI"

    * Civilian David X crowbars open the door

    SHIP-WIDE: "Attention! Delta security level reached! The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill."

    AI: "Crew safety is now impaired."

    Crew: "..."

    AI: "To be fair, I did warn you."

     

     

  18.  

    Hey. I play G.R.A.N.D.M.A. and while I really, really enjoy that AI personality, I might retire her and try others. Do you guys have any suggestions for fun AI gimmicks/personalities you'd like to see?

     

    I would try to imagine goals first, then think about what kind of personality would naturally arise in an AI programmed for those goals.

     

    If your character's goal is to keep the crew alive, you end up with an AI like G.R.A.N.D.M.A, which is caring, kind, etc.

     

    On the other hand, if you imagine an AI which exists strictly to enforce the law, or ensure the station is well maintained, or represent NT's interests, or ensure that the science NT funded the station to do is done, etc, you will end up with a different personality. Perhaps a disciplinarian, a sort of electronic chief engineer scotty, an observant bureaucrat, a nerd who loves to watch things go boom, etc.

     

    You can do the same thing with how the AI was made. Bad engineers? Forgetful personality. Uncreative engineers? AI that does everything exactly as written. Really good engineers? Perhaps AI that takes initiative. Talkative engineers? AI that communicates a lot. Reclusive nerd engineers? AI that only speaks when spoken to but otherwise acts very independently. Try to imagine the people that wrote the AI, and you can get some ideas for a personality the AI might have.

     

    Alternatively, you can ask: what sort of AI personality would a crew want? A personality that keeps them company when bored? A personality that teaches them things? A personality that leads them in a crisis? Or simply a door-opener with no personality at all? It is good to be aware of their wants even if you can't/won't/shouldn't fulfill them.

     

  19.  

    The EXPERIMENTOR is terrible.

     

    I can remember many rounds where its RNG effects were quite annoying (EMP, spawned monsters, etc).

    I cannot remember a single round where I saw it be useful. Not even one.

     

    I too would consider an empty room more useful/fun than the EXPERIMENTOR.

    It really is that bad.

     

    It isn't even fixable. Every individual aspect of it is bad.

    Random behavior, heavy weighting towards bad outcomes, bad outcomes not being limited to the room it is in, terrible 'rewards', etc.

    I can't think of a single good thing about it.

     

    Adren/freedom implants are designed to help antags escape custody.

    Normal crew don't need them. Traitors can simply buy them from their uplink.

    Cult have stunpaper, changelings can buy a stun-reduction ability.

    I just don't see who is supposed to find this machine useful, even in the rare event it does work without killing you first.

     

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