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Wintermote

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  1. I'd like to know - who is actually in charge of the admin team and decisions in any case? On most servers it's been a hierarchy of server host - headmins - admins - coders etc. But I understand paradise is different in this respect.
  2. Well aside from the massive absurdity that was paying $500 to port LINDA to paradise (you guys really did that?) I'm glad to hear the problems with EMP's not damaging mechanical body parts (hearts and eyes in particular) and emitter fields not damaging you, are simply bugs.
  3. It's been brought up before on tg when switching to ZAS gets dicussed, some players don't like the idea because "it means a random assistant can break a window in maintenance and space the entire station." Of course, bay had that 'issue' solved literally years ago, by placing emergency airlocks around, and it was never an actual issue in practice. Other players didn't like it because they felt like space was already too deadly - this coming from a time when you could down a cup of coffee and spacewalk even without your internals for a few minutes. And as for the PR going through - I mentioned the reasons why, earlier, when I was ranting. It goes through because a coder hasn't enough good sense to understand what he's actually doing with the changes, and because any feedback from the players is completely ignored and disregarded. Coders know best, and you don't get to disagree. Recall a long time ago, tasers used to require multiple shots to stun someone, with each shot slowing them down progressively further. It worked well, everyone was satisfied with it; fox decided it needed to change. After some voting where the playerbase said they didn't like the change, the coders gave a sort of 'who gives a shit what you think'; fox went back to the drawing board for a month or so while we were stuck with tasers we didn't want, then foisted a slightly new variation of the tasers we didn't want on us. And in playing recently, I've noticed a few other changes - emitter fields are no longer lethal, EMP's no longer damage mechanical limbs, many non-sec/non-antag weapons are extremely unrobust (including the crossbow which takes upwards of 8 shots to kill someone) that just makes the game feel horribly hugbox to me now, and that's in addition to a cowed and timid playerbase too scared of bans to actually have fun.
  4. It's a damn shame, and I feel much the same way you do. With the airlocks, I don't even bother cycling them - takes too long. Just force the doors open. Even if you left them completely open for 10 or 15 minutes, you'll only depressurize engineering to ~50-70kpa. Vacuum just isn't dangerous anymore. TG also doesn't even have cycling airlocks at all, because their station is based around FEA (and thus, LINDA) and players didn't want to wait for the cycles to finish when it wasn't necessary. ZAS made it necessary, and in a cool way.
  5. For starters, I said rolling back would be easy (and it would be), and then in the very next paragraph explained it would be more difficult getting everything else re-added, or to take out LINDA and replace with ZAS. It's like half your post is just violently agreeing with me. Second - flamethrowers worked with ZAS, I don't know if they work better or not in LINDA, but I do remember FEA flamethrowers being downright awful compared to the ZAS version. The rest of the issues you named can be fixed and replaced with a modicum of effort, and should be replaced back to ZAS. It has always worked better and been more fun than FEA. The move to LINDA is just mindboggling to me considering what little it adds and how much it takes away from the game. I mean, it's like you broke a window, replaced it with cellophane and duct tape, and are now complaining that putting a real window back in is going to take some time and effort. I know, I'm totally surprised too - who could've seen that coming? But it doesn't matter - No code gets a revert unless a coder wants it so, regardless of how the playerbase feels about it, and when public opinion turns against you, then you go all passive aggressive and make excuses and bullshit instead of just outright telling people what you really mean to say: "Fuck you, we don't give a damn what you think of our changes." Sense, logic, reason and even public support one way or another has never mattered. What's most important are personal egos. Fucking hell even the server host doesn't like the change, but coders act like arrogant assholes and boss him around like he isn't even in charge of the place.
  6. One of the things I immediately noticed, is that with LINDA I have no reason to carry the inflatable walls anymore. They used to be critical for repairing damaged areas and holes. ZAS was actually already implemented on paradise. It was removed a few months ago I'm assuming. A rollback wouldn't be that difficult, but it means losing everything added since then, and then re-adding them. Or alternatively, stripping out LINDA in the current code and replacing with ZAS and doing all the busywork to ensure it functions correctly. The actual difficulty involved isn't something I know because I don't know what was done to take ZAS out and put LINDA in to begin with.
  7. ZAS works with the current piping system. Actually, the existing atmos system, including emergency airlocks and airlock doors is entirely designed around ZAS. Changing back to ZAS likely requires editing/replacing a bunch of atmos files spread all over the place, editing everything to point to and access everything else properly and then doing a lot of doublechecking to make sure it's actually working. Editing the map or adding new code shouldn't be necessary at all. It's still likely a pain in the ass to get it sorted.
  8. Going back a few years now - but I remember when I first encountered ZAS on baystation. I was a /tg/ admin at the time and a few of us (failcakes, yina, couple other players) decided to hop over to bay and have some fun with their features. First thing I remember was opening an airlock and getting sucked out into space at mach speed. It was at that moment that I fell in love with ZAS. It did everything I expected atmospheric depressurization to do. (This was also back when baystation was still a multi-level map.) Everyone we brought over to play around on bay usually said the same thing: ZAS is awesome and hilarious. I think a few coders were onboard with the idea of having it on /tg/, but nobody wanted to touch atmos code to port it over because that shit's magnets. ZAS also wound up being one of the main reasons I started playing on paradise, and (was) another reason I preferred paradise over /tg/'s codebase.
  9. Would recommend a section on how to deal with dead patients. For me, it's always been: 1. Immediately grab defibs and try to revive them 2. If unsuccessful, determine if that's because they decayed too much, or they've taken too much damage 3. Fix them up and defib them again 4. Finally, take them to the cloner (unless vox) Should also mention using the morgue to check if the corpse has a soul in it. Also, not necessarily for the wiki: Strange reagent can be used to revive vox, but it turns them into pseudo-zombies. Too much damage seems to incapacitate but never fully kill them. And maybe throw in some info about stasis bags - I usually use them while patrolling around as an EMT because critical patients can be stuffed into the things without spending 10 seconds attempting (successful or not) to stabilize them in a dangerous environment. And the bags can be locked with an ID. A lot of people forget that. And, worst comes to worst, if you don't know how to fix someone, stuffing them into a stasis bag is usually foolproof.
  10. I will - I do, but I gotta keep reminding myself that most of the coders here have highly selective hearing, especially on pet projects. Jesus, it just isn't worth it. I feel like I get dumber reading half the things that get added or changed with the code and there's no way to make these people SEE that their awesome cool idea actually isn't that as awesome as they think it is. Man, I've heard all the excuses before: Go make your own server. Go do your own coding. I'm doing this for free so suck my dick; you don't deserve my code. Fuck. I gotta jam. I'm getting too worked up over this crap.
  11. That has nothing to do with computation speed or efficiency. That is a gameplay complaint. Quite frankly there's better ways of dealing with that than removing a core gameplay mechanic and much loved feature.
  12. This is what I find hilarious about the assertion that LINDA is less computationally intensive than ZAS. No, it isn't! ZAS does pressure changes like this basically instantly. To get LINDA to the same speed you have to be damn near running a super computer. What you guys have is a more fine-grained, more detailed system that processes atmos at a MUCH slower rate than ZAS. You didn't add something more efficient, you added something less efficient and then dramatically underclocked it so it ran faster than the significantly more efficient ZAS system, but worked LESS and declared that a success. Just thinking about this actually being implemented is blowing my mind. And now you've got an atmos system where there's hardly even a point to having atmos. Vacuum is rarely a threat, pressure and atmospheric composition changes take an eternity; open windows can be ignored through entire shifts just because LINDA can't process atmos changes in reasonable timeframes. In return, LINDA gives us... spess wind? We lose one of the core mechanical elements of the game for slightly more efficient spess wind!? Just, what was the bloody point? The atmos system doesn't even create serious amounts of lag to begin with; ZAS was fine before and is fine now, even with all its bugs - and if you were REALLY concerned about efficiency you would have been better off cleaning up ZAS code than switching over to LINDA.
  13. What needs to be done? Edit: No seriously. List of missing sprites, new sprites, etc. I'll put at least a half-hearted token effort with no promises into trying to get all the vox sprites fixed, I just need to know what needs fixing or what can be added. Also, magboots: Have them just display the same as vox magclaws while worn on the player mob? (e.g. looks like regular magboots in feet slot, but actual mob has like orange or regular magclaw sprite)
  14. A lot of this is basic cyberpunk/transhumanism stuff, shamelessly taken from such related sources. Access Jacks Description: Usually located in the base of the skull or neck, this implant is an external socket with a direct neural interface. It allows the character to establish a direct wired connection using a fiberoptic cable to external devices or other characters, which can be useful in places where wireless links are unreliable or complete privacy is required. Two characters linked via access jack can “speak” mind-to-mind and transfer information between their mesh inserts and other implants. Cyberbrain Description: Cybernetic brains are where the ego (or controlling AI) resides. Modeled on biological brains, cyberbrains have a holistic architecture and serve as the command node and central processing point for sensory input and decision-making. Only one ego or AI may “inhabit” a cyberbrain at a time; to accommodate extras, Mesh Inserts or a Ghostrider Module must be used. They also have a built-in Puppet Sock which may be remote-controlled, though this option may be removed by those who value their security. Cyberbrains are vulnerable to Brainhacking and other forms of electronic infiltration/attack. Cyberbrains come equipped with two or more pairs of External Access Jacks, usually located at the base of the skull, which allow for direct wired connections. (We basically already have these in the form of Positronic brains/MMI's) Mesh Inserts Description: This network of cybernetic brain implants is essential equipment for anyone who wants to stay connected and make full use of the wireless mesh. The interconnected components of this system include: --Cranial Computer: This computer serves as the hub for the character’s personal area network and is home to their Muse (PAI). It has all of the functions of a smartphone and PDA, acting as a media player, meshbrowser, alarm clock/calendar, positioning and map system, address book, advanced calculator, file storage system, search engine, social networking client, messaging program, and note pad. It manages the user’s augmented reality input and can run any Software the character desires. It also processes XP data, allowing the user to experience other people’s recorded memories, and also allowing the user to share their own XP sensory input with others in real-time. Facial/image recognition and encryption software are included by default. --Radio Transceiver: This transceiver connects the user to the mesh and other characters/devices within range. It has an effective range of 20 kilometers in deep space or other locations far from radio interference and 1 kilometer in crowded habitats. --Medical Sensors: This array of implants monitors the user’s medical status, including heart rate, respiration, blood pressure, temperature, neural activity, and much more. A sophisticated medical diagnostic system interprets the data and warns the user of any concerns or dangers. Ghostrider Module Description: This implant allows the character to carry another Infomorph inside their head. This infomorph could be another muse, an AI, a backed-up ego, or a fork. The module is linked to the character’s mesh inserts, so the ghost-rider can access the mesh. The character may limit the ghostrider’s access, or may allow them direct access to their sensory information, thoughts, communications, and other implants. Puppet Sock Description: This implanted computer allows the biomorph’s body (the “puppet”) to be controlled by another character (the “puppeteer”). While active, the puppet has no control over their body and is simply along for the ride (at the gamemaster’s discretion, puppets who are tormented by repeated or extensive loss of control may suffer mental stress). The puppeteer may directly “jam” the puppet or remote control it in the same way that robots and pods are Teleoperated. The puppeteer must either be ghost-riding the puppet or have a direct communications link (via mesh, radio, laser, etc.). Oxygen Reserve Description: The morph has a miniature oxygen tank and rebreather installed in its torso. This implant provides the equivalent of the life support system in a Light Vacsuit, allowing the character to breathe comfortably for up to 3 hours. It feeds oxygen directly to the morph’s blood stream, avoiding problems with pressure changes. Implanted sensors automatically cause the character to use the stored oxygen if they detect poisonous or insufficient atmosphere. Without vacuum sealing, the character can only survive in vacuum for 5 minutes, but remains conscious and active for the entire time, giving them far more time to find shelter or a vacsuit than characters without this implant. For every hour the character is in a breathable atmosphere, this implant recovers one hour of oxygen storage. The implant can be fully recharged within 15 minutes if the character is in a high-pressure mostly oxygen atmosphere. Hardened Skeleton Description: The morph’s skeleton has been laced with strengthening materials; Bones are significantly harder to break. Reflex Boosters Description: The morph’s spinal column and nervous system is rewired with superconducting materials, boosting transmission speed. So it'd act something like hyperzine, but permanently. Dead Switch This Cortical Stack accessory is designed to keep the stack from falling into the wrong hands. If the morph is killed, the dead switch wipes and melts the cortical stack completely, so that the Ego cannot be recovered. This option is generally only used by covert operatives with recent Backups. Electrical Sense Description: The character can sense electric fields. Within 5 meters, the character can instantly tell if an electrical device is on or off and can see the precise location of electrical wiring behind a wall or inside a device. Basically, a T-Ray scanner implant. Dazzler Description: The dazzler is a tiny laser system set on a rotating ball. When activated, it consistently spins and emits laser pulses in all directions. These laser pulses are not dangerous, but they detect the lenses of camera systems (including specs, viewers, and bot/synthmorph sensors) and repeatedly zap them with laser pulses of varying strength to overload and dazzle them. For as long as a dazzler is active, any camera system (visual, infrared, and ultraviolet) within line of sight and within 200 meters is blinded. Densiplast Gloves Description: These gloves extra-harden when activated, for extra punch. Disabler Description: This handy device emits an overloading surge that completely incapacitates and disables a synthetic morph or pod (anything with a cyberbrain) when it is plugged into an access jack and activated. The affected cyberbrain will be unable to function until the signal is deactivated, effectively shutting down the ego (or AI). In order to plug a disabler into an unwilling target, the target must first be grappled in melee combat. This device does not work on larger synthetic morphs (like vehicles) or on cyberbrainless robots. Fiber Eye Description: This is a flexible and electronically controllable length of fiberoptic cable and viewer, which can be worked through cracks, under doors, and around corners to peep unobtrusively. Homing Ammo Description: When fired with a Smartlink system, the bullet identifies the target and uses nanosensors to lock on, correcting the bullet’s trajectory with surface alterations and tiny vectored nozzles. Jammer Ammo Description: Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target’s wireless communications. Laser Pulser Description: Laser weapons use focused beams of light to inflict damage on the target by burning into it and causing it’s outer surface to vaporize and expand, creating an explosive effect. The laser beam is pulsed in order to bite into the target before the beam is diffused. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however. Laser pulses are invisible in the normal visual spectrum (but are visible to characters with enhanced vision). One advantage to the pulser is that it can be placed in less-lethal mode. In this case, it first fires a pulse at the target to create a ball of plasma, quickly fired by a second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target. This blast has an area of effect with a 1-meter radius. Anyone caught in the blast must make a SOM x 2 Test (SOM x 3 for synthmorphs or biomorphs with any form of pain tolerance). Failure means the target is temporarily stunned and disoriented and loses their next action. A critical failure means the target is knocked down and paralyzed for 1 Action Turn per 10 points of MoF. Microwave Agonizer Description: The agonizer fires millimeterwave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting –20 to the target’s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a –10 modifier and roll WIL x 2). Synthetic Morphs and Biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the “roast” setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized and fires in semi-auto mode. Monowire Garrot Description: This assassin’s weapon features a dangerous monomolecular wire wrapped around a contained spool with two handles. One handle grips the spool, while the other extends the wire so that it may be used to wrap around targets (typically necks or limbs) and slice through them when pulled. Monofilament tensile strength is weak, however, usually breaking after one use. Particle Beam Bolter Description: This weapon shoots a bolt of accelerated particles at near light speed that transfer massive amounts of kinetic energy to the target, superheating and creating an explosion when striking. The bolter’s beam is not diffused by the cloud that occurs when it strikes, and so it has greater penetration than the Laser Pulser. Likewise, the bolter is not affected by smoke, fog, or rain. The bolter’s beam is invisible (but visible in infrared). Bolters must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. Bolters fire in semi-auto mode and are rifle-sized two-handed weapons.
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