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Purpose2

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Posts posted by Purpose2

  1. If the person and the targets are playing well and not being jerks. Its the most OP item in the entire game. Hands down. I've used this a lot. To hillarious results.

    Just to add to your list: wololo tots and get them to buy you items... "hey go stick these bags of holding into each other in the security lobby, good thrall"

    It needs a nerf of some kind, its just tooooooooooo good.

  2. Not entirely on topic, but the map that I'm putting together for Paradise has two Chemistry fridges. One internal within MEdical, and one public facing in the main hallway.

    The idea being that Chemists can put harmless things in the public facing, such as oculine, or small brute patches, charcoal...

    You wouldn't put more dangerous chems like Strange Reagent, Penetic Acid etc in the freely accessible one.

    • Like 3
  3. 10 minutes ago, BiberDark said:

    This is definitely going in the right direction and has to be implemented as soon as possible. After that we can adjust it to be even more deadly. Is it possible to break bones with the air throw. Smashed against a wall you should break some limbs and ribs possible the skull. Return of the mag-boots. If you could now add faster temperature effects, space is 0 Kelvin - frozen to death / frozen eyeballs blindness. Ruptured lungs because of depressurization it would be good. Give Space the deadliness it deserves.

     

    There is another PR up AFAIK, that messes with the things that handle if you break stuff by hitting it. So, the ultimate answer to your question is yes, but as part of an adjacent PR.

    Ruptured lungs from depressurisation is already implemented.

  4. 15 minutes ago, owenowen101 said:

    I do hope an admin would never sanction this kind of thing.

    It happens more often than you think.

    A guy was being a total greytidey shit on an Extended round, ahelp'd asking what I could do to him while I was HoS. Was told I could break his legs.

    So we had a whole RP torture session, culminating in me breaking his legs.

    • Like 2
  5. @necaladun - I think its more, a vision for what the server should/could be. 

    For example, if the plan is to expand 'away missions' to give unique experiences, contributors are able to work towards that aim.

    Or if the plan is the opposite of that. Remain or even reduce the ones we have to keep people on station. These are the sort of statements that would be part of a mission statement, helps guide the contributors.

    Is the plan to expand jobs, and capitalise on the fact that we're very popular by putting systems and everything in place to allow the server to actually function at high pop? In which case, job expansion, map expansion/building become more of a focus.

    Is the plan to focus on combat? Improve and adapt systems to add depth to this?

    Is the plan to add tools that aid and foster a healthy RP environment?

    ------

     

    As you can see, a lot of these are diametrically opposed. Without a clear view from the show-runners, people lack direction and add things that ultimately pull in all sorts of different directions resulting in a confused frankenstein abomination of things that do not positively work together, and in some cases actively detract.

    You bring up admins, but admins aren't the only people that contribute to this game of ours. You are quite right that people naturally lean different ways, but via 'narrowing the scope' (and its not much constriction, knowing where people WANT the server to go...) people are then able to even contribute easier.

    I don't think what people are asking for here is unrealistic, while I grant you, it will take time and effort... but the rewards are far-reaching.

    • Like 2
  6. Some/most of you are aware of Norgad's maintenance PR which got merged 1-2 months back. This has now been deemed axed. Further details here.

    I'm conscious that we should be moving forward, and I feel that sentiment is shared by both those that do and don't support the reversion of the PR.

    ---------

    What is the problem we're trying to solve?

    Maintenance is samey. Its un-exciting, and regulars can walk around maintenance with their eyes closed.

    Because it is always the same, its really easy to use meta knowledge about what should and shouldn't be, and regulars can tell if "a single hair is out of place".

    We currently use randomisation in a few forms already:

    • Maintenance loot
    • Lipstick types
    • Poster types
    • E-Sword colours
    • Away mission selection
    • Mining asteroid locations
    • Z-Levels & Space Ruins

    ---------

    The proposal:

    We implement two separate forms of randomisation within maintenance.

    1. Tile
    2. Room

    There is a third, area randomisation, which is much wider. I'll touch on it later, but for the moment, lets push that to the back of our minds.

    Randomisation can help keep things fresher for longer. It can be used to help degrade individuals attempting to use meta-knowledge rather than actual clues towards antagonist activity.

    Tile Randomisation

    Examples of these, using simple spawners (I made a bunch of these tools that got merged, we just aren't using yet (More details)):

    • Selecting 50 tiles in maintenance and giving them a 1 in 50 chance to have a pool of blood spawn on it.
      • Or oil, vox blood, kidan blood....
    • Selecting internal maintenance doors and giving them a 1 in 15 chance to be welded closed at round start.
    • Selecting walls and giving them a chance to start the round rusted.
    • Selecting walls and giving them a chance to have fungus
    • Walls that have a chance to be fake walls (1 in 20?)
    • Cobwebs? Dirt? Junk/trash....
    • Tube/Bulb lights under various states of construction
      • broken bulb
      • missing bulb
      • a frame under construction, perhaps missing coil.
    • Grills that could come build / broken / not there

    (Almost) all of these are now built and in the code, and can be easily added to the map.

    Room randomisation

    This is where more of the flashier stuff can happen. We can take rooms and design multiple uses of the rooms, and have them randomly be selected at round start.

    Just as an example of what this /could/ look like, I put together a few images, because this text has likely been quite dry. Pretty(ish) pictures!

    This is what the room CURRENTLY looks like

    4P56yUc.png

    Here are some example variations in situ:

    Spoiler

     

    • 89I2F2M.png
    •  
    • qTrACY2.png
    •  
    • D4X0wrh.png
    •  
    • Vxdv3tf.png

     

    Another room that is CURRENTLY live:

    ExeyAub.png

    Further examples of variations, this time with different potential doors, or even lack there of:

     

    Spoiler

     

    • mO7KqsD.png
    •  
    • pGHMQ65.png
    •  
    • ORlTgbJ.png

     

    These are tame examples, but imagine if one of those variations will appear once in twenty rounds, a space bear spawns in that room.

    Or if a corner room has been blasted apart and breached as if a Meteor had hit it before the shift started.

    ---------

    FAQs:

    What about Area Randomisation?

    This is legit too, HOWEVER, Maintainer feedback was significantly against anything that might change the wider format of maintenance. Now, I think there are good places where this could be used... and I'll update this with an example of how that could look, but for the moment, lets take Area Randomisation off the table.

    How is this going to be coded?

    There seems to be a few different ways this could be done. Presently leaning towards the Space Ruin method, although I know @monster860 did some work on this in the past, I'll be looking into his implementation as well.

    Will this not lock us into our current style of maintenance?

    Not really because if we decide we need to make edits to it, we can simply disable the randomisation part for that section. Also if this concept of randomisation takes off, we could go through and revamp maintenance with this in mind, and build it correctly from the ground up even.

    Wouldn't it be better just to re-vamp maintenance entirely?

    Could be! However, a significant issue people had with Norgad's version is how everything felt tacked on, and FELT added for the intention of expanding maintenance, rather than feeling like what it should, maintenance tunnels on a space station. In order to do this properly, it may require larger scale moves. I'm not sure what they might be but lets say for arguements sake, moving all of Medbay 3 tiles to the east, and all the knock-on effects that'd have.... Or perhaps we make the maintenance tunnel between library and botany a proper hallway, with offices / a shop / an arcade etc at the end of it? This is much wider development that would require a stronger mandate.

    ---------

    Opening the floor to thoughts/ideas/concerns, supporters and detractors alike.

     

    Cheers,

    Sam

    • Like 1
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