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Fox McCloud

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Posts posted by Fox McCloud

  1.  

    We had a similar thing for vampires, Keroman.

    It was removed because it wasn't working out so well.

    And people would generally just validhunt the vampire anyways.

     

    It also led to a lot of situations where the Vampire would play peaceful and be legitimately peaceful for a long time---all the while blatantly accruing power via blood--even blatantly (which you couldn't do anything about). Finally, after 1.5 they ended up with thousands of units of blood, then they would turn hostile, at which point, there wasn't much you could do to stop them.

     

  2.  

    You already would get screwed by bots, I haven't touched that. IMO, meta on this doesn't really apply. The captain or HoP can give anyone a permit, should the person be immediately lynched by security?

     

    I think you're missin' the point.

     

    Person A has all access, but hid it under his job title.

     

    Officer McValuhs sees Person A and notices that he has a weapons permit->stun->arrest->jailed.

     

    This doesn't just apply to those who directly gets assigned all access, but those who also steal it---as with agent ID cards.

     

  3.  

    Too easy to meta; if you manage to acquire all access, this makes it painfully obvious that you have.

     

    You can hide your all access, easily, by changing your job title, but yet you can't do it with this, making it a superrrr easy meta-tool.

     

    It means if you manage to steal an ID and get ahold of all access, you have to forego weapons permits, specifically, and end up getting screwed by beepsky/ED-209's---it also means that when you managed to sneak in an ID change from a guest pass or with an agent ID, you still ultimately have the same problem.

     

    It's an interesting idea, but is just far too easy to meta.

     

  4.  

    From a game design perspective the NTSL scripts are a very abusable mechanic that isn't available to 95% of the playerbase. While they can be used to do interesting things that are fun for everyone involved, muting or framing people using NTSL leaves the victim with absolutely no way to fight back, making the feature extremely unbalanced.

     

    I'd be for removing the functionality altogether, as it doesn't do enough to warrant its stay, while being the tool of choice for many code-savvy powergamers.

     

    I don't see how this PR makes tcomms a more fun aspect of the game for most of the server. While I'd like to play around with the functionality in-game, I believe its abuse potential doesn't really justify adding it to the code.

     

    Well spoken. Well spoken.

     

  5. No. This is entirely deliberate; the camera monitors are meant to be a bit clunky so warden (and anyone else monitoring cams) can't sweep the entire station in a very short time frame. Supercopping AI's are already irritating and a large problem; this will exacerbate that issue even more.

  6.  

    This isn't a good idea, at all.

     

    Hunger is already a system that is, at best, annoying, at worst, at worst, down right annoying for the sake of being annoying.

     

    Thirst, showering, going to the bathroom, and other such things are going to be no different---in fact worse. It's using the game's code for force roleplay onto people for no reason than for the reason of forcing it into them. That's just poor design. This isn't the Sims. Such as system brings nothing in terms of new gameplay to the table; it's just a ritual that players are forced to go through because the code deems it as such. Most mechanics have explicit reason for and against them---adhering to them has benefits, while not adhering to them does nothing or has negatives.

     

    Having to shower each shift does nothing for gameplay---having to drink does nothing for gameplay---having to use the bathroom doesn't do much for gameplay (other than create slipping hazards).

     

    This system was created purely as a joke to and a jab at high roleplay---not shockingly, Bay did like aspects of it because they like roleplay purely for the sense of roleplay. We're most definitely not high roleplay and never will be. Systems like this only generate annoyances with no inherent gameplay reason for them to exist; it's complexity for complexity's sake (and that's badddd).

     

  7.  

    This system was made as a joke, for April Fools on Goon, and was intentionally designed to be annoying and irritating. It totally wrecked Goon's population when it was up---at that time they had a solid 50-60+ population, and while this was run, they were in the low 30's.

     

    It's just not fun, long term, even when it's toned down. You end up having to spend a decent portion of your shift taking care of your "needs" and balancing+juggling them while still attempting to do your job.

     

  8.  

    You're not meant to be a walking armory, by any stretch, at least not without a little inventory juggling or storage upgrades (bag of holding or dufflebag for instance), nor are you meant to be out in the field 24/7/365 without re-filling. They have more then enough inventory space for them to be able to do their job.

     

    You can keep all these things on you, at once:

     

    - armor

    - gas mask (you can push it down if you don't want to look like shitcurity)

    - taser (with seclite)

    - sec belt (with baton+flash+flashbang+pepper-spray+handcuffs)

    - two spare handcuffs (each pocket)

    - emergency internals box (with only 2/5 slots used)

    - energy gun/hos gun/etc.

    - telebaton

    - never used police tape

    - evidence box (which has more than a few bags in it)

    - two spare flashbangs

    - Another seclite

    - a flask

    - pai card

     

    That's a lot of equipment, including spare equipment and a couple of so-called RP-oriented items--not to mention you still have another 5 slots available in your emergency equipment box (albeit these can't just be accessed on the fly).

     

    Sec has more than enough inventory space to do their jobs, day to day--and still have spare slots available for personal items.

     

  9.  

    I could look into implementing this, like on Goon, but...keep in mind, that's mostly for gimmicks and not really as *actual* punishment.

     

    ie:

     

    "Fox McCloud has been officially told off by Nanotrasen security for being fuzzy"

     

    "Honk McFartington was fined $1000 for farting on the Bible."

     

  10.  

    Keep in mind, there's going to be a strong bias towards older species vs newer species, which means that Unathi, Skrell, Tajaran, and Diona are going to be statistically over-represented, due to their age, vs newer species.

     

    Humans are going to be hugely statistically over-represented because...I'm pretty sure anyone who logs on just automatically gets "human" set as their default character, automatically (could be wrong on this point though).

     

    Would be interested to see a "current slice" of the station though.

     

  11.  

    I'd rather not have to go through 'but ayy lmao a r nt reel wats an abducter lol' every abductor round, it gets old very fast.

     

    This. Also, abductors are very new--once optimal strategies are developed, I seriously doubt the majority of players would want that, especially with the sheer amount of chaos a team can cause.

     

    They're the perfectly equipped team for completing their objectives in a non-lethal way while causing chaos---they're a 'fun" antag that generally doesn't wind up with lots of crew dead--I don't personally believe that they need unique rules to protect them from antag knowledge.

     

  12.  

    I'll never understand why people call a race that's supposed to be fully robotic a snowflake race for being, well, robotic.

     

    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.

     

  13.  

    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.

     

  14.  

    -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).

     

  15.  

    and completely makes Oculine obsolete

     

    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.

     

  16.  

    >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....

     

    Saline-Glucose Solution - make it slightly weaker at brute damage healing, add swanky Saline bags to the bloodbag crates

     

    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.

     

    Calomel - remove completely - I don't even know why this exists with pentetic in the picture. Just nuke it. It kinda sounds like "camel" and this upsets me

     

    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.

     

    Potassium Iodide - make it heal toxin damage effectively while not purging any chemicals. Makes it possible for it to work in pills/mixes

     

    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.

     

    Salicylic Acid - make the recipe easier, it actually heals brute damage, make it work in conjunction with the new saline. MIXING PILLS

     

    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.

     

    Salbutamol - make the recipe easier, using it instead of perf NEVER happens

    Diphenhydramine - make recipe easier, make it remove stutter, why not.

     

    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.

     

    Atropine - make it more powerful, really sucks that it locks people down at -25%. If you overshoot you'll have a terribly hard time healing your patient before the med runs out.

     

    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.

     

    Rezadone - make the recipe easier, would be a good alternative to cryo with a well-stocked fridge

     

    Because every cloning session being literally instantaneous is a good thing.

     

  17.  

    Jesus, sorry. I didn't demand it or suggest it in place of anything else. I said "maybe," "would be," and "if someone choose to do this." I was just saying that when another huge refactor or rewriting of code happens, be it days or weeks or months from now, mechs might receive that treatment. I understand vaguely how hard it must be to code something like that, because I've had enough work and stress after my three tiny PRs; I can barely imagine how hard an actual project is. I also overestimate how much free time people have because I've got a lot.

     

    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.

     

  18.  

    Perhaps this could be the next great task, similar to how surgery was. It'd be nice if someone could start it, even if it takes months to finish. There's also a thread discussing "modular mechs" somewhere that could be considered if someone chooses to undertake this. It would be wonderful and beneficial in the long term to have modernized code, even if it takes a few months or however long surgery did.

     

    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).

     

  19.  

    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.

     

    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.

     

    So can the scientist defend themselves or escape, or are they pretty much worthless in combat without the help of the agent?

     

    Are there mechanics to prevent this turning into heist, with 'friendly abductors' taking willing susbjects and turning the gamemode into extended that ends after an hour?

     

    Can abductors speak or understand common?

     

    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).

     

  20.  

    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

     

    4f4266ad26b889f3286208a72b8104c7.png

     

    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!

     

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