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Fox McCloud

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Everything posted by Fox McCloud

  1. Cool, in theory--horrendously abusive in application. It pretty much means it's impossible for antags to do anything to an officer, ever unless they have EMPs (and even, then...)
  2. You're presuming a lot, here. Have you sat down and profiled our server, once--ever? Have you actually taken the time to see what is and is not expensive on Paradise, proc wise? Could you please name the most expensive loops for the game? What are the current major bottlenecks? What are some current inefficiencies? My point is, please don't go around making claims like this unless you've actively coded on Paradise and have some inclination of how much overheaded we do/do not have and just how expensive things are. It's not just a simple matter of "turning up the tick rate" as you're calling it. We have to unify the atmospherics system into one gigantic controller (technically the full atmos system is controlled by three separate controllers) before we could move up the speed at which it processes. In addition to this, it's not just LINDA itself we have to take into consideration---it's the entire game. Like it or not, Paradise's coding team is relatively small--we don't have the ability to make as many major leaps and bounds in performance improvements that TG does--as such, we're nowhere near as efficient as TG in terms of overall operating capability. When you're more efficient, you have more overhead...and when you have more overhead you can afford to run things faster or play a little loose with some feature's performance capabilities---we have to put more thought/consideration/performance testing into things like this before we can remotely consider them. It's not a simple matter of "maintainers/coders don't want to turn up LINDA's speed because they're a bunch of selfish sourpusses that don't give a flying fart in space about the community". No, we've profiled it, we've looked into it, and at the current level of optimization of Paradise, we really can't afford it---I'd even say that just turning it up because a few people want it fast would be acting against the community, because it would degrade overall gameplay for far more people and generate a far more negative game experience than LINDA being a bit on the slow side, as it is. tl;dr: Don't go around making claims unless you're actually familiar with/have worked on SS13's code. Also stop claiming how simple things are to change without understanding consequences of those changes.
  3. Been wanting to implement the chameleon kit for a long time now--it just requires a lot of very tedious backend work regarding flags and some human appearance code for it to be properly slotted in.
  4. Two detective slots is going to be bad, to say the least; there's already rampant complaints about how difficult it is to antag--now you're going to have two people who have the ability to solve crimes--not only that, but you now have two revolvers in play, which is a huge increase in overall security power, especially given how powerful ballistics are to begin with. The janitor's closet looks like it was tacked on, at best, and doesn't fit where it's at--it feels like a case of "let's find a spot to cram it in and put it there" not to mention it leaves an empty hole near engineering and paramedics....as for the job slot itself; we've tried it before and it didn't really work out well; really not sure why it would work out any differently this time. Some of the jobs here don't scale well overall tasks at hand, no matter if they have an additional locker, or not---cargo tech is a prime example of this; the fact of the matter is, there's really only so much you can do in cargo, and if cargo is full, the last tech isn't really going to be able to accomplish much but greytide around on the mulebot or something similar. +1 borg may also be a bit contentious, depending on who you ask, especially with the power of secborgs.
  5. Heretic echoes my feelings as well. On paper, it sounds nice, but in practice, it gets abusive pretttttty doggone quickly. It also means that since everything is non-lethal, you're going to see a LOT more confrontations over the pettiest of things since there won't really be any repercussions for any of them just whacking someone repeatedly other than some IC punishment in some situations. Personally I think we need to encourage less kneejerk reactions and violence as a first go-to thing for dealing with altercations.
  6. TG has a little script that, I believe, makes all sprites "fit" to female bodies better (without the need for making duplicate sprites)---but I haven't looked into it much. Respriting every single piece of clothing for male and female (which would have to be done for all races), though, is well, insanity--the amount of work that would have to be put into this would be astronomical.
  7. This is blatantly false, and was one of the things we deliberately changed to discourage such behavior. Changelings only have to kill, at most, two targets; with it statistically favoring only a single target. The absorb objectives can be accomplished via DNA extract sting. We're not Bay/Polaris; this is blatantly False. The "absorb people for more points and thus more abilities" style changeling was killed off in early 2015; the only unlockable ability you can get now is the "spread infestation" ability that spawns spiderlings. Getting more genomes only allows you to re-attune your fixed points. As for detection? We had that, it was awful; it literally led to Code Red and security raiding every department and lining up every single staff member (regardless of rank) against the wall and forcibly testing them. No, I'm not being melodramatic or kididng; this is exactly what happened on multiple rounds.
  8. Purcahse the syndicate medical kit (it has a stethescope) and git guud at cracking safes. Or just use C4 on it until it deletes it, then go for the respawned disk.
  9. Agreed with this statement here, at least on the level being discussed in this thread. It's one of the reasons that, despite the fact I think Goon's medical vending machines are really neat, I'd rather not see them added to Para because....it invariably means that only severe injuries will ever warrant a trip to medbay---otherwise, just buy things from a vendor and be done with it.
  10. The gamemode was out and out removed because it didn't function. Even when the mode was ran, it was eventually turned off---why? Because even with just two xenos and a high crew population, the more robust players just bided their time and nabbed a person who didn't stand a chance...then...after about 10 minutes, there were 5-10 xenos running around and the crew was helpless to do anything....and would often just call the shuttle and hope they could hold out. Once in a while the xenos would be dumb and just rush the crew and get killed 5 minutes in, too. There was really never a back and forth--it was an extreme win for one side or the other, in nearly all cases. Even in a high roleplay environment, Xenos are really bad (if not worse)---their problem isn't really related to high vs low RP---it's just how strong they are that's problematic.
  11. MemeGodhand and chainsaw hand both have the severe downside of permanently making you unable to utilize an entire hand----and godhand, specifically, does burn damage instead of brute (weaker against human mobs as it won't break bones or cause internal bleeding).
  12. It has more armor penetration than any other chaplain weapon (besides two other null rod variations), still deals the same damage (18), AND you get a free companion--it's pretty much already a straight upgrade over some other chaplain weapons (scythe and high frequency blade), I don't really personally think it needs a buff; it's already pretty unique.
  13. Goon tried this out...and having seen the impacts of it, it's just not really a good idea. It has the same problem as syringe stabbing and auto-injector refilling has---it's the go to thing to use in most situations as an antag (or even as a defensive weapon), and will be utilized constantly by anyone with even the slightest of "powergamey" leanings.
  14. It also means that you're conveniently able to get a ton of extra protection, for free, just because you're wearing a coat. DZD did extensive math on this, and it's a ridiculously huge additional advantage, to the degree that you have to dramatically nerf armor stats for it to be balanced against vests.
  15. Just for clarity, and so there's no disinformation that spreads about this; there never was a horror form---it was never there to be removed to begin with. Old lings most certainly did not have a horror form.
  16. To be fair, saying neutrally, the peculiar colors are part of the reason that happens. Peculiar colors don't make people condescending, hostile, and trollish; it won't matter what colors you can select, those people are still going to act that way no matter what Want to know how I know? Because at one point in time you couldn't select any colors like that, and guess what--shocker, there were still assholes then, too. Likewise, if you're approaching this from the inverse and saying that "if there weren't any peculiar colors then there wouldn't be that toxic behavior" is ridiculous. If someone is treating someone poorly because the color of someone's character it's the person doing the poor treating and not the person with the peculiar color that is the problem.
  17. Clearly peculiar colors are the true pertinent cause of ills and problems in SS13 and not the condescending, hostile, and trollish behaviors a lot of our players (even regulars) routinely engage in.
  18. I dunno about you, but from what I've seen, not everyone with a reference name necessarily acts or acted like their named character---some definitely do; most of the ones that do get tired of their routine and go back to a different character, eventually---orrrrr the character becomes a "in name only" kinda thing. That is to say, their character actually develops and changes and takes on a unique personality--effectively becoming a character in name/appearance only. Also, I'm sorry, but some reference characters are actually hilarious. "Gary" is both amusing, funny, and generally roleplayed very well---I know more than one has met their end to a "HAHA, Gary" before getting absorbed and having a chuckle at it--I've heard a plethora of positive remarks about the character made in deadchat about how well roleplayed it is and how much they have fun with him. Is it a reference character? Sure. Is it a original? No..but does that really matter? The player enjoys roleplay as that character and a lot enjoy interacting with them---that's more important, in my honest opinion. On a server that has a peak population of 120 people, with greytide as a legitimate issue, this comes across as a minor "problem" in the grand scope of things---and I really don't think it's one to begin with. Also, to add to what Neca and Earth said---as someone who's been around since day 1? Paradise has literally never policed fictional/reference names.
  19. This. Flash is absolutely devastating against those who don't have flash protection (not many people will get it, to be honest--far less than a year ago, largely due to random maint); one quick AoE flash and that person is not only blind, but can't control their movements, making a quick baton all that much easier.
  20. Hmmm..... Yeah, totally different things, most definitely.
  21. A little yes, a little no. They were there and removed, but the way they were removed (intentional) was....a bit silly, so... That said, I have mixed feelings on this. On one hand, yeah, I wouldn't mind seeing the locks go "poof". On the other...ehh...I dunnnnnooooo.
  22. It's actually worse than what we had before. Before you had your scanner and you would scan stuff take it back to your computer, consolidate+isolate data then print it out. This is like the old system only now you have to use swabs, microscopes, luminol, and so on and so forth. So it's even more complex and time consuming than before.
  23. Yeah, no; this is a CMO only item for a reason.
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