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Fox McCloud

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Posts posted by Fox McCloud

  1.  

    Given that the IC mechanics as to why you're puking is the smell and not the sight, I generally agree that a lot more things should block the puking:

     

    -Gas mask (not even having internals on)

    -having internals on

    -Full space/bio/hardsuit

     

  2.  

    First off: The "old" lung system you're thinking of was tied to the "hostile environments" rebalance; it was almost impossible to get a collapsed lung under this scenario. The current system we have is the one that Paradise has ran on from day 1 until the "hostile environments" got slotted in for about half a month to a month.

     

    Getting it is largely RNG based on being in a vacuum---the longer you're in it without internals, the more chance you'll have of getting it.

     

    Once you do get it, you start gasping and feeling a "sharp pain in your chest"

     

    Dying from it is a case of bad luck--when the gasping procs, it gives losebreathe...only um...well, sometimes you keep on rolling for successes and die (been there, done that).

     

    whille I will agree with FJ that more and more realism isn't always more fun, there do need to be legitimate downsides to things; if there weren't burst lungs, you''d have dopes hopping up on dexalin/dexalin plus and no oxygen tanks running around without consequence in space--while this mechanic can be annoying in some cases, from my experience, MOST of the time, most ruptured lungs I see are from people forgetting to equip their internals when going into a depressurized environment (ie: miners/engineers going through an airlock and forgetting).

     

    I do generally agree though that space is way too weak, at the moment; there's a few issue with suits reducing pressure too much and space not being cold is a big problem--yes, I know, it's not realistic, but it actually makes people care about not going out into space without a suit because their face will literally freeze off from the cold (plus super slow movement speed).

     

  3.  

    The problem is multi-facetted.

     

    We can nerf painkillers so that you can't run around being a crazy unstunnable person.

     

    The problem here, though is...if we do that, then painkillers are useless for medical emergencies....not to mention that players can still stack weak painkillers together and still wind up with the effect of the current, very strong, painkillers. Even when painkillers were in a nerfed state (a while back), you could still become unstunnable utilizing this method.

     

  4.  

    I generally agree that harm-batonning should be allowed.

     

    That said, this is based on if harmbatonning only hits ONCE; as someone else mentioned, in the past, harmbatonning someone would actually cause the person to get hit twice, which ended up stunning them for a little longer and doing more damage than it should have.

     

    If the double-hit is fixed, then I'm completely fine with harm batonning still being a thing.

     

    'Course, I'll be blunt; I hate the new stun batons operating off of paincrit; it just gives criminals a way to make themselves literally unstunnable.

     

  5.  

    On Bay, he has a locker that starts with 2 pills of Methyl (15 units), 2 pills of Citalopram (15 units), a single bottle of sleep toxin (30 units), an empty syringe, and a straight jacket.

     

    Still has to ask for Paroxetine (probably for the best given its chance to cause massive hallucinations).

     

  6.  

    Just gonna this image from a recent /VG/ round here, to "help" the debate a little:

     

    IsvsBhY.png

     

    what I'm saying is: TINKERING FOR FUCKS SAKE, CAN'T DO THIS, STUPID PUNY "SINGULOTH",more like, smallolothI'm bad at puns, CAN YOU?

     

    You can tinker with it, though. You just have to know what you're doing and the patience to do it.

     

    It's how I pushed the Singulo to over 68,000,000 watts of power.

     

  7.  

    This is a bit late, and I apologize for it, but I felt it necessary to explain the new Nuke Ops mode that is currently running on the server, as there is some confusion over to the mechanics of how operatives go about their setup.

     

    Setup and Telecrystals

     

    This is probably the single largest change to nuke ops: Each operative starts with a radio in their backpack that has 20 telecrystals; these can be used to purchase your own weapons, ammo, or tools for the upcoming mission. Please note: not every single item a regular traitor has access to will be on this uplink (notable bows and pens are missing); likewise, a few items on the uplink are unique to only nuke ops.

     

    The Leader

     

    The lead operative has a bit more important role in Nuke Ops--he determines when the misison starts (via a shutter door only he has access to) and he handles the all important task of Telecrystal assignment. If you don't think you're up for being a lead op, hand over your ID to someone else.

     

    Telecrystal Assignment

     

    You may have noticed a red-screened console behind the operative's bar, and a number of small stands with a laptop on them. All of these tie into the TC management system, which is handled by the lead/boss operative. The purpose of this system is to better allow operatives to scale with the population of the server. The small consoles are easy enough to use; just insert your uplink into them---from here you can upload TC increments of 1 or 5 or receive TC as well (more on that later). You can utilize the giving out of TC to purchase gear that is more expensive than 20 TC. Remember the main console I mentioned? This is the lead op's console; it's used to re-assign uploaded TC to other uplink stations---additionally, it has extra TC in it based on server population. Lead Operatives? Always, always remember to re-assign your extra TC on this console; no sense in them going go waste!

     

    Starting Gear

     

    As you may have noticed, the gear you spawn in with looks pretty much the same---and it is, with one exception; all operatives start with combat gloves, which are not only heat protected, but also protect against electric shock, as well. NOTE: for Tajaran and Unathi operatives, your swat gloves will spawn inside a bag; don't forget to get them out and snip them!

     

    Equipment at Base

     

    The equipment available to an operative has also dramatically changed. Each operative has a personal locker which has a night vision goggles in it, some armor, a syndicate swat helmet, Stetchkin pistol ammo, and a military belt. The armor may seem peculiar, given your heavily armored hardsuits, but recall that neither of these will slow you down while on station, while still providing significant protection against harm (pro tip; swat helmets are superior to rig helmets in just about every way). The military belt will prove invaluable in equipping all your supplies--it can hold your pistol, ammo, and a hug variety of other assorted goods; not taking this is intentionally hindering yourself. Don't forget the ion rifle next to the persona lockers; perfect for dealing with pesky borgs and IPCs.

     

    Take note of some of the equipment in the base, itself; operatives can summon their own pAI, grab a deck of Syndicate cards (good throwing weapon or a last ditch effort to battle the captain for the nuke in a game of ultra high stakes poker), a bar of Syndisoap, and a full array of tools via a YouTool. There's also some washing machines and crayons provided if you wish to color suits or gloves to go for a more stealthy approach. Hell, even the bottles of alcohol will prove useful; recall that hitting someone with a bottle over the head is a guaranteed stun. The food provided can even provide a minor heal in a pinch.

     

    The one thing, though, that I can't stress enough, to take, is the "Big Red Button". No, this isn't some gimmick item to laugh at and leave behind--this item is for detonating, on demand, the full sized deployable syndicate bombs; these normally cost TC, so don't be a derp ops and leave this behind.

     

     

    Equipment on Ship

     

    The ship's equipment has also, not surprisingly, gone through a large change. The first thing you'll notice is the space suit when you enter the ship; this is more or less the same as your Syndicate Rigs, in terms of armor, but has less optimal storage capabilities. In the bottom right of the ship is your usual tools; a syndicate toolbox, multitool, welder, and a number of assembly objects. Operatives will also now have 2 syndicate mini-bombs and 2 syndicate bombs. The full sized bombs can be summoned in by using the beacon itself. Remember that "Big Red Button" I told you about earlier? You use it to detonate these--just make sure you set the timer on the bombs first before pressing the detonator--the detonator will ONLY activate primed syndicate bombs.

     

    The ship's bottom left corner is the medical center; here you'll find a regular medical kit, a syringe gun, anti-tox syringes, and O2 canister (and Nitrogen for our bird-brained friends =p), and a fully stocked internals crate. There's also a cyborg arm here. No, it's not for healing up an operative; it's for the creation of a medibot (you have all the necessary supplies to do so). Also take note of the wall mounted unit which can dispense a few types of medical supplies.

     

    In the middle left section of the ship is the armory closet and EVA gear. For EVA gear you will be granted a single pair of magboots and a unique-looking jetpack. These jetpacks aren't just for looks, ops; they're very special---they will fit in your backpack. Keep in mind that for the price of fitting on your back, these will not hold as much O2 as a regular jetpack--that's why it's strongly recommended that you pick up an O2 tank for your suit to rely on for O2. NOTE: these cannot function as jetpacks when used in your exo-suit storage slot.

     

    The armory closet has extra Stetchkin ammo and your default primary weapon; a fully automatic combat shotgun named "The Bulldog". The bulldog comes loaded, by default, with very low damage bullets that cause a guaranteed stun and stuttering; you can purchase buckshot and incendiary rounds for them on your uplink. You'll also find 5 pinpointers, a box of flashbangs, a box of tear gas, and a military PDA. Tear gas is especially effective against civilians and other individual not wearing gas masks--it'll incapacitate and blind them . The military PDA can be used to open and close the ship's enter/exit blast door and comes loaded with a DetoMatrix cartridge (don't forget about this!)

     

    At the ship's bridge/command center is a spare personal locker and some donk pockets---warmed donks have Tricord in them, again, great for a a nasty little confrontation you limp away from.

     

    Uplink Equipment

     

    This hasn't remained untouched either, you'll noticed a ton of new goodies and toys that you can order--there's a brief highlight of a few of them:

     

    C20r: A high fire rate machine gun that fires medium damage rounds that have a guaranteed stun; a standard "go to" weapon.

     

    L6 Automatic Squad Weapon: Expensive, but it fires a moderately-high damage projectile---has a massive 50-round magazine. Despite its lack of stun and moderately increased damage over the C20r, this weapon can mow through the crew in no time flat.

     

    Bio-Terror Chem Sprayer: has chloral, spores, cryptobiolin, and mutagen in it. Confuses your target, dulls their vision, makes them mutate horribly, and eventually knocks them out--be careful when using around fellow operative who lack proper protection.

     

    Viscerator Grenade: A grenade that deploys 5 viscerators who will charge and attack anything that is NOT a syndicate operative--operative will not be attacked by their own viscerators.

     

    Bulldog Ammo: comes in three flavors: stunslug (minor damage, but guaranteed stun+stuttering), buckshot (extremely high damage), and incendiary (low damage, but sets targets on fire).

     

    Tactical Medkit: Comes with a combat hypospray (injects synaptizine for pain and stun reduction), dermaline pill, bicaridine pill, night vision health HUD, surgical drill, stethoscope, and a giant syringe (lethal injection syringe). Invaluable for healing up after a firefight. This can also be used in the construction of a Syndi Medibot--they inject specific chems for specific damage and refuse to heal non-operatives.

     

    Syndicate Detonator: the big red button---mostly here if you forgot the one on base, lost it, or the holder got taken out.

     

    Energy Shield: These not only provide additional protection, but have a chance of reflecting laser shots--extremely useful for dealing with NT's ballistic-hating cronies.

     

    Dark Gygax: has more health and better armor than a standard Gygax--comes loaded with a very low damage incendiary rifle, teleporter, flashbang launcher, and energy relay, and smoke bomb launcher.

     

    Mauler: The cream of the crop for Syndicate boarding parties---comes loaded with a ballistic LMG (low damage triple-shot burst that's a guaranteed stun), scattershot, missile launcher, energy relay, ranged armor module booste, smoke bomb launcher, and jetpack. You won't be able to get this unless there's 40+ players on the server; if you get this, make sure the driver is highly competent in playing nuke ops.

     

    Coming Eventually:

     

    Syndiborgs: A borg that has a lawset that stipulates it to follow syndicate orders, is immune to law changes, and is invisible to borg consoles. Has an emag, crossbow, energy sword, laser gun, jetpack, crowbar, and flashlight. These pull from the ghost population and can be refunded if you cannot find someone.

     

     

    I certainly hope this adds some clarity to the nuke ops rework--if you have any questions about it, feel free to ask!

     

  8.  

    Letting the person know they are being helped is, indeed important; I admit, that, at times, when things are quite hectic, I don't always get around to doing it like I should, but it is, most definitely, something that should be a standard go-to for admins to engage in--even, as you suggested if it's just a "one moment" "I'm sorry, gimme a sec", "sec", or the likes.

     

    I will say this though, about AFKing admins--while it should be discouraged, sometimes real life literally does just smack you up side the head, at times, and you have to drop what you're doing on SS13 and go take care of whatever nightmare life has decided to throw at you---again, AFKing is definitely something that should be discourage, but we can't avoid it, entirely; life is just too unpredictable at times.

     

    I definitely thank you for your concern and thanks for sharing this with us--it's definitely something I will strive to improve on Paradise.

     

  9.  

    A nice as it would be to use the supermatter, with all the cool modifications you can make, it would get ejected at least every third round.

     

     

    and really at this point it doesn't matter, because the station never loses power unless an engi traitor uses a power sink (in which case they sabotage the power supply anyway)

     

    I'll have to double-check, but I strongly suspect that two things happened to cause this:

     

    (1) SMES charge was increased (can't confirm).

    (2) The "crap cell" charge was increased (this I know happened).

     

    End result is that it takes 30-50 minutes before you start noticing power going out when before it was ~12-16.

     

  10.  

    First off, this is only gathering information; just because the results are one way, or another, doesn't mean we are going to act on it (doesn't mean we aren't, either).

     

    Hypothetically speaking though, should we rely on a single engine, which should we utilize? The Singularity Engine or the Supermatter Engine?

     

     

    Please, also, feel free to share why you think one should be used over the other.

     

  11.  

    VG does have a functional defib unit, but I'm not sure how good/bad it is or if it's tied to the heart, or not.

     

    TG also has a defib unit that seems to be very balanced.

     

    How TG's works:

     

    If someone is dead, they can be defibbed with a chance of it working; if it does work, they will be healed 5 oxygen damage. Obviously, this means that extreme brute, burn, or toxin damage isn't what the defib is good for--its' for patients who die from being in crit for a long time.

     

    Limitations:

    -Can only be used on individuals who've been dead for so long; after a certain point, you have to clone them.

    -If you wait too long,but haven't passed the "must clone" time, then it will revive them, but they will have brain damage.

     

     

    Goon's dfibs are probably the most realistic, though, as they're only for treating actual heart failure (a condition that arises from being in crit too long).

     

  12.  

    If the majority wants this feature, I'd be more than happy to port over the code from /vg/ (or preferably Baystation or /tg/ if they have it).

     

    This is what I essentially told him; if we're going to have buildable things, then that's more or less already done---from TG. He correctly mentioned that TG does not have body scanners at this time. My primary concern was the concept, in general--and that if it WAS to be implemented, it should be a singular item, and not a "can't be de/constructed" and "can be de/constructed".

     

    Generally I trust TG's balance opinion more than any other codebase; VG has some very interesting stuff, but I wouldn't say it's balanced, at all.

     

  13.  

    The required access for opening lockboxes is armory access...meaning Captain, HoS, HoP (since we all know what HoP's do...), and Warden can all open the boxes.

     

    This is intentional and meant to be a nerf. Scientists have often ended up more armed and better equiped than the security force and are often taking on the role of vigilante/savior of the station. This is not the job's purpose nor is it a playstyle I want to encourage on Paradise of non-security personnel. The purpose of R&D is largely to enhance other departments and force co-operation. With the removal of lockboxes (and our shift from moderate RP to lighter RP, over time), science has morphed into a self-contained department that can pretty much do anything it wants without fear of retaliation...not healthy for game balance.

     

    That said, for traitors, you can utilize an emag to unlock these boxes for your own nefarious purposes. Yes, I know that means changeling/vamp/etc can't utilize them,but...quite frankly, a player should be relying on the their primary abilities as that type of antag rather than secondary.

     

    As for power armor specifically. I'll be frank, I'm not sure what code-base power armor came from, originally, but it does not have its roots in Bay, TG, or VG (or if it did, it's since been removed). The problem with power armor is two-fold: the armor module gives ridiculous stats in every single category, to the point of only being outclassed by adminbus only armors. The secondary problem is the movement speed bonus. Movement speed factors very heavily into how SS13 is played--just try playing on Goon vs our own and notice how much combat and security engagements change due to the dramatically different movement speeds. Power armor's speed boost makes an individual almost impossible to hit in a lot of scenarios because...well...things impacting movement in SS13 are ridiculously strong.

     

    Why were these changes made? Again, to nerf science. Science has been amongst the strongest of departments for a long time now---over the past year, it has suffered from powercreep more than any other department. No lockboxes, fixed chem set, telescience, effectively its own botany, the addition of anomallies, and huge expansion of artifact finds, etc.

     

    Everyone hates nerfs, especially when its to a job that we play a lot or hold dear, but ultimately, the larger health of the overall game does have to be considered.

     

  14.  

    Hello there, Nienhaus, good to see you on the forums. I contacted you earlier about using your fox sprite in our codebase---just haven't gotten around to implementing it yet! I'll definitely be looking through to see if there's anything to use here.

     

    I definitely like the mop (and the concept idea that's being proposed on TG for an R&D mop); might have to use that one!

     

  15.  

    1. Quite frankly, the teleporter should be harder to use, in my opinion. It literally takes a few seconds of work to be able to steal just about whatever you want, wherever you want.

    2. This has always been a problem with toxins on all three major codebases, sadly--you work and fiddle with toxins until you figure out how to make max-size bombs, then you pretty much abandon it until you get antag/there's a malf AI/etc. For a time, on Goon, they could be used to contain the singulo, but that's about as "useful" as they ever were.

    3. It is..but I don't really see a path to making it exciting either. The whole fundamental of R&D, when it was launched, was that there was no circuit imprinter, and many more items gave the "this item isn't reliable enough!" message. What you did with R&D was make unreliable items and use them until the broke, then shove it in the deconstructor and *sometimes* get a higher level. The problem with this was...it took forever to do, it wasn't intuitive, and as more and more items and such got added, it became a case of "how do you use this item until it breaks?" (power cells? Obvious. Circuit board? Not so much). Later, the circuit imprinter was added and no one really bothered to make R&D...well...exciting.

    4. It does get old pretty quickly, yes, but some people seem to thoroughly enjoy it for the benefits they get. That said, it can definitely be useful tot he rest of science (food, plasteel, etc, as Rumiluntti stated).

    5. The only purpose of this room is to store and manage R&D data and monitor PDA messages; don't really see why it should be exciting, to be honest.

    6. It's ok; damn shame the analysis machines are borked though.

     

    Your personal science department preferences sound like something that is more common in goonstation or something.

     

    What's wrong with that? It's far closer to experimental science than Bay or TG is. The way chemicals interact opens up a huge array of custom smoke and foam combinations (not to mention "secret chem" discovery). Anomaly research is based more on data analysis than "try all these random different things and hope it activates". Telescience serves the purpose of allowing for exploration and discovery on other places rather than just "lol steal everything!" Lastly is mechanics, which is very similar to R&D, but allows you to string together a huge array of different components for near endless possibilities (want to set up a toll door that you have to pay to enter? You can do that. Want to set up a teleporter that requires you to correctly answer a quick or else it teleports a person into deep space? Also possible; etc).

     

    There's nothing wrong with Goon's science+mechanics; it's a lot of legitimate fun and is far closer to actual science than what exists on Bay/TG.

     

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