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Fox McCloud

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Everything posted by Fox McCloud

  1. Because every time we implement features with life, organs, viruses, or things that heal, we have to snowflake out exceptions for the damn things. Then, half the time something new gets added it's complained about, endlessly, how X, Y, and Z should work for IPCs (conveniently, it's always things that benefit them or heal/give buffs that are wanted, but those things that are downsides, typically they want kept removed). The race is literally, snowflake: the race, from a coding standpoint--the amount of bugs, bullshit, and maintainability issues they cause is more than all the other races in the game combined. And that is why they're called "snowflakes". There's nothing wrong with liking or playing the race--let me make that clear, but from a code perspective, they're a huge pain in the ass.
  2. Magistrate isn't going to become a "free" job---just not going to happen. Reason there's not many trials is because people want to turn them into mega drama-fests, and string them out for forever----and most of the time the crime that the person committed is fairly obvious and warrants a sentence that's fairly clear cut (this is even more so, on our server, due to the restrictions on antags and what we do or do not define as 'self-antagging.'). There have been trials, but when they generally happen, they dominate most of security's time and invariably the defense attorney and prosecutor spend insane amounts of time arguing to the point that....generally speaking, most trials end up lasting 1+ hours.
  3. -1 No. This has been a thing in SS13 for eons. It's not "logical" or "realistic", but this is ultimately a game, at the end of the day, some conveniences exist for the sake of clarity and lack of confusion. This makes brain surgery even more annoying than it is, and it pretty much means that if someone ever gets gibbed, there's going to be even less of a chance that they'll be revived (let alone revived as the right species).
  4. Not even remotely. Mito healing 0.4 damage for all internal organs. Oculine has an 80% chance of healing 1.0 (so might as well say 0.8, averaged). Not only this, but it also rolls for a chance to cure blindness and nearsightedness. It also reduces general eye blurriness and reduces the duration of temporary blindness effects...not only that, but it can rapidly cure ear damage if it's below certain thresholds. Mitocholide is broader spectrum, but weaker, but for anything remotely involving purely just eyes? Oculine is vastly superior.
  5. >Making realistic chems with realistic recipes have unrealistic recipes. Star Trek chem died off a long time ago. As someone who's incredibly experienced with chemistry.... The only easily-accessible heal over time drug in the game that can deal with brute or burn (other than salicylic); it's not even than useful for day to day treatments, due to its randomness and the fact that styptic/silver sulfa/synth flesh is instantaneous. It's not that useful for for combat due to its random nature, either--at best it's a supportive medicine that helps with very minor damage and veryyy minor blood regen. No, go away. This chem is insanely useful. If the chemists didn't bother making pentetic and you need to clear something out of someone fast, this is incredibly useful--it's also good for those who have lots of robotic parts since pentetic will invariably burn and physically traumatize them and they'll have to take the time to repair every single one of their damaged limbs. It's also an excellent purgative for dealing with with who are hopped up on stimulative chems. This isn't just used for medical purposes--this has a lot of nefarious use too. We really don't need another tox healing chem--we already have a ton (Omnize, charcoal, pentetic, and antihol)---anddd the conditional healers (epi/atropine) also heal tox, under certain circumstances, too. See my original statement. Also, this is one of the better combat chems out there, by virtue of its pain reduction--it's also one of the few heals over time chems capable of dealing with brute--this reallyyy doesn't need to be better than it is. See above. Diphen is largely used as a building block for illicit drug-related chems. It would make some sense for the medical vendors to start with this though. The best sarin purgative in the game, capable of wiping out every single trace of it, guaranteed with only 3 units (and that's if they have 300+ units of it in them, which will literally never happen). It's also incredibly strong for getting people out of crit, especially when used in conjunction with epi; by itself, atropine is better at getting people out of crit than omnizine is--combine it with epi, and the healing rates are astronomically high. This has a veryyy low depletion rate---you're going to overshoot it if you inject someone with a ton of it; like epi, it should be used in small doses. It's also a decent poison, if used tactfully. Because every cloning session being literally instantaneous is a good thing.
  6. Sorry, just felt it needed to be pointed out at a casual mention of another massive overhaul. This. If I came across as harsh, that's not my intentions, at all. I just wanted to convey how much time and effort we all put into this for essentially no compensation, at all. But that's ok with most of us--it's a game we love and we enjoy doing what we do---and some things we, ourselves, drool over in coderchat---but it's the matter of actually getting them up and running on our codebase first...or implementing prior systems before it can be a reality (for example, I wanted abductors to be a thing over a year ago, and that's now just coming to fruition). Again, we're all more than happy to do what we do, and we'd love to do this, it's just the casual throwing around of "do this/do that' without fully understanding how much time/energy/effort is required that can be disheartening, sometimes.
  7. do you have any idea how many things we have already done -tg- surgery, new internal organs, life refactors, bot refactors, expanding our hud system, replacing virus2, getting abductors, cameranets, the advanced camera consoles, -tg- shuttles, SNPC's there's a point at which we really need to pause for a second and look back at all of this and get it all working perfectly before starting another massive refactor I'd just like to emphasize this point and add something else. We're real people, people with lives, jobs, hobbies, and other things we could be doing. We code, implement features, port things, bugfix, and design things on our own 100% free time---and we've invested hundreds of hours into it---hours that we could have easily been spent elsewhere---and all for literally nothing in return. We don't just snap our fingers and magically a PR ports itself; it requires hours upon hours of work and investment to get a system implemented or something new coded, working well, and tested so it doesn't cause bugs. Take abductors, for example; I invested over 24 hours of my own free time into that to get it working--that's over half a full-time work week---and I didn't get paid for implementing it (not suggesting I should, don't take that the wrong way). Fethas' organ rewrite took several hundred hours of time investment--same deal for her---same with Tigercat and his many refactors--or any our coders, really. I'm not trying to condescend you or talk down to you or say "give us respect" (far from it), I'm just saying that "do this", "do that", "implement this right now", or "maybe you should actually work on this instead doing 'X'." can really rub us the wrong way...because at the end of the day, we're unpaid volunteers. More On Point Yeah, this is a realllllyyy nice system; the more things that can be moved into dynamically generated action buttons, the better---as it means less, overall, UI clutter (for example, internals are UI clutter; they're there if you have internals or not) and it makes things easier to access, but as Tigercat correctly pointed out, this system was accompanied by a dramatic rewrite of mechs. It wasn't just a refactor or behavior improvement here and there--basically most of mech code was rewritten. I don't think many would oppose such a system, it's just the time and resource investment that we'll have to invest into it for some minor functionality improvements (from a player perspective)---especially when mechs are already 99% self-contained anyway (incidentally, this is also why gun code hasn't been touched much....it's a huge amount of time+resource investment for something that will essentially be 99% of the same to a player when they use it).
  8. Teams? So how many of these duos are there kidnapping crew at one time? And can they kidnap eachother if you're robust enough? Up to four teams---multiple teams only really occurs during the game mode---most of the time your experience/interaction with abductors, though, is going to be through the late-game event---which only has a single team. Already been covered, but I'll re-iterate. No, they cannot speak common. They can understand all languages, but cannot speak anywhere but their mindlink (they can only speak to their team-mates, by default). The scientist has no weapons and no armor (aside from his boots); he's primarily tasked with manning the consoles on the ship and doing the surgeries--that said, he can quickly teleport himself back to his ship, with an implant, if he happens to get caught. Mechanics? Well, technically I believe they're EoC; some of the organs they put into people kill them or cause harmful effects---also, abductee's minds snap when they've been fully dissected, which makes them act ....non-normal. Will there be peaceful abductors? Probably, but it won't be nearly as fun for the abductors or potential abductees, either (and unlike Vox raiders, abductors are more than capable of completing their objective if they go full out hostile).
  9. It's actually finally happening. Abductors game mode is getting implemented and ported https://github.com/ParadiseSS13/Paradise/pull/4233 Shout out to Tiger, Crazylemons, Fethas, DZD, and Tastyfish who all laid the groundwork for this mode being even remotely possible (and special thanks to Fethas, Tastyfish, DaveTheHeadcrab, Jayfeather, PseudoUnicorn, KitsaKatsis and DarkPyrolord for helping test+bugfix this). For a rundown of how the game-mode plays out, see this wiki article for details: https://tgstation13.org/wiki/Abductor Abductors are a unique type of antagonist that aren't inherently lethal, in nature---their prime directive is to study and catalogue every single species in the known universe. To this end, they usually kidnap individuals and perform experiments on them, then observe the results of those experiments. Abductors are always in pairs--an agent and a scientist. The scientist's job is to scan subjects for the agent, mark the agent (or abductees) for future retrieval, and is usually tasked with manning the abductor's special camera console and typically handles surgeries. The agent is the muscle of the team; he has a special vest that has two modes: stealth and combat. The stealth mode of the vest can disguise him to look like any crewmember that the scientist has scanned---it's a fairly weak disguise though; something as simple as a hug will break it (and examining them closely will reveal their true clothing). The combat mode of the vest offers heavy protection against every damage type in addition to a long cooldown anti-stun adrenaline injection. Typically they'll try to find an isolate target then send the agent in to incapacitate them. Once they're incapacitated the scientist will teleport in and mark the abductee. Once marked, the scientist can return to his vessel with a special implant (has a 30 second cooldown between uses). Here he can retrieve the abductee and perform surgery on them. The first team to perform 6 successful experiments will then trigger a shuttle call---now the clock is ticking; the other team now has until the shuttle docks at CentComm to finish completing their objectives; they still have the chance to win, as well, if they can complete their objectives, in time. This isn't just a game-mode though; it's also an event; abductors can happen as a major, one-time, late game event---so any round could potentially have these guys. Feel free to ask any all questions!
  10. People will always run, if this is a forced requirement security MUST adhere to. While I agree that it's annoying when sec just lights people up, there's a reason for it. The times I've seen even the more robust security players lose someone they need to arrest, purely because they took the time to tell them to "halt, stop, you're under arrest for...." is very high.
  11. Just no. We already have enough races as is, especially with the Drask tentatively getting added.
  12. Anyone that knows me knows that I'm not the biggest fan of security----that said, security did absolutely nothing wrong, and you caused 99% of the trouble for yourself. As someone who witnessed the majority of this round, I feel you're leaving out a few important details and skewing things strongly in your favor. First off, there were already known traitors on station---one of them was caught by security relatively early on. Secondly, you decided to shut down all of cargo, by yourself, and seal it off from the station. On top of this, you trespassed into science and grabbed the reactive teleport armor that was (IIRC) still within the RD's office. You did the lattermost action while there were spiders still about who had wrecked quite a bit of havoc (which is the reason the RD's office was even accessible) during code red. The AI spotted you and reported it to security that you had grabbed the armor and immediately put it on---multiple people were dispatched because of this; the borg gave chase and tracked you down to the bar where it proceeded to disable you. The borg then started to take you to security, but you managed to break free (someone bumped into the borg, I believe). You responded with, not co-operation, but inciting a full scale manhunt for the next 10-15 minutes, made all the more difficult because you turned on the teleporter armor, ensuring any shots from taser/disablers (or even batons) would teleport you away. Many teleports later you wound up in a grill, where you intentionally kept hitting a grill to shock yourself---worth pointing out that the borg made its first priority to get you healed up after you were arrested and downed from these actions. After multiple officers, the borg, and the AI managed to finally bring you in and take you to the brig, you started shouting about how security and the borg were breaking space law and threatened to "decomission" the borg. While in the cell the magistrate accidentally created a way to let you out of the cell---you immediately grabbed your backpack and grabbed the RCD from it then made a bee-line straight for the brig exit where you created a wall with the RCD before attempting to create another one and RCD the brig doors down. For the rest of the shift you complained about how you couldn't be permabrigged over your actions. When the shuttle arrived and you were taken to the shuttle brig you promptly committed suicide. Also, I have a problem with this statement here: This was a result of YOUR actions, not theirs. Lethal force was never utilized against you; it was the result of your stealing the reactive teleport armor and turning it on. Furthermore, it was YOUR action that placed you in space. The teleport armor is literally incapable of placing you on a tile that is space---it could place you in a wall next to space, but you'd still have to move away from that wall onto the space tile for you to end up spaced. If you act like an antag, and do antaggy things, expect to get treated like an antag. And you most definitely acted like an antag would.
  13. What about malls...in deep space? The majority of TG's sprites were designed to make sec more approachable in terms of players---priority #1 was getting rid of "faceless security"---which is what we still have, thanks to the helmets (which are from 4407).
  14. Just AFK in cryodorm pods and don't close the window you're playing SS13 in; you won't get put into storage, you're not SSD, and no one can mess with you.
  15. Let traitors pick their own objectives
  16. I really think cryo name needs to be displayed on the tube, as well....there is some condition where it WILL do this, but it should be all the time, IMO.
  17. Yes. I also like this because server rules (minus ERP, racism, that sorta thing) don't apply in the VR---it's a great outlet to just grief the shit out of people if you so desire, legally, without negatively impacting people's rounds....andddd if you do get griefed? Big deal, you suicide, succumb, then rejoin.
  18. One of the big things about cybernetic limbs is that reagents explicitly do not work on them. They're far more damage resistant to regular limbs and far easier to repair (welder/cable coil), but are prone to malfunction, when damaged.
  19. Well do you think they would get more objectives if they ask? Honest question and I'd imagine the answer to be no or depends. If you have a good traitor on board and they want a bigger challenge I'd like to see how far they can go Depends on the admins. Some admins change objectives if you ahelp it or just request some--others will deny it ever time and insist you emag a console or fax machine. As for getting additional objectives? Depends on the admins, again--some will just ignore every single fax, others will jump on it and be sure to give you additional objectives---it just depends.
  20. Limitless traitor objectives or "press button, receive additional objectives" is effectively just "Goon/TG style antags"...which is well...more of an administrative thing, than coding thing.
  21. The problem is that mobs cannot die instantly, more or less. The mob's death is handled whenever its next life process happens (which occurs once every 2 seconds) instead of when it takes damage. Ideally, this should all update after a mob receives any kind of damage---then, once its receives the damage, the health is instantly updated and the mob is killed if the proper threshold has been passed. This is a problem inherent for all mobs (human or otherwise).
  22. Crazylemon made a PR to do just this--at that point in time I gave it a thumbs down because there wasn't a reason. These days though, I do support this change being made---Robotics has very little to do outside of making the first borg and RIPLEY.
  23. Really dumb. It's not ok to make it, but if they ask for it, it's suddenly ok? It's not even that dangerous compared to some of the other things the bartender can make. The whole "it's a drug!" route, I don't buy either, when 95% of what the batender serves is, well, a drug in liquid form. Dumb. There's a number of dishes that use amanita mushrooms--there's far far more deadly things that can be produced in botany that are (rightfully) ignored. If this is a black and white rule, it's going to lead to retarded scenarios where the mime decided to speak, to save his life (changeling abduction or otherwise), and some rule lawyer with a grudge is still going to demote them for speaking because "SoP says so. I don't see why making a special ruling for the sword is necessary, when it's just a reskinned nullrod. Also there's really nothing wrong with a cremation funeral either. Bear traps work on all living things, ya know, including other hostile mobs.
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