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Ansari

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Posts posted by Ansari

  1. I'm for this. Had a vox arrested yesterday who offered to turn King's evidence. 

    But legally speaking no matter what leverage they offered me, it is perma or execution. 

    I prefer more flexibility for parole and just warn / punish anyone who abuses the system for metafriending. It should be up to security's reasonable discretion whether to parole someone - even if they're caught instead of turning themselves in.

    EDIT: 
    - Making this specific to antags that are caught solves the issue of people turning themselves in prematurely

  2. Porting components require a certain amount of skills. I don't believe anyone's attempted porting it over. I personally don't mind having the rideable component. I've always dreamed of riding on a horse and running down traitors with my couched spear.

    • Like 1
  3.  

    On 11/14/2018 at 11:36 PM, Fursamie said:

    IPC genetics is in no way "snowflakey". If you think that's snowflakey, what about the

    • Cyborg upgrade system
    • Plasmaman hardsuit
    • Vox only breathing mask
    • IPC drinks
    • Golem only abilities?

    However, this will probably never happen because the players/coders whine "wtf such a huge buff I just got ass blasted by an ipc that has guns for hands what the shit!!!" It'd be nice if there were IPC disabilities like arms malfunctioning every so often (like 5 minutes) or faulty optical sensors, outdated monitors, illegal chassis (literally just makes you arrest worthy for security). Like the humans, can't have too many buffs or else your head will explode!!!!

    You are not comparing apple to orange.

    Cyborg is frequently used and making an upgrade system is relatively modular. a bunch of item that only pertains to Cyborg.
    Plasmaman hardsuit is literally just setting a species flag and adding in sprite
    Same goes for Vox breathing mask.
    IPC drinks is absolutely horrible because it add in a snowflake check for everyone else checking whether a species can process a reagent..then add in another check on those specific reagent checking whether you are an IPC to process them.
    Golem only abilities is literally just initializing the golem and giving them spells. Literally that's it.

    While IPC genetics?

    That's copying an entire system and applying it to a singular race and then making sure all the relevant systems in the game check for this specific case of IPC-unique mecvhanics.

    Do you understand how different in scope IPC genetics and all those five (or four) examples are?

  4. This is a thread where we will maintain a list of the features we want, do not want, and may want here. This thread is read-only.


    Before tackling something listed on this list, you are highly recommended to discuss it with a maintainer or a head beforehand.


    Here's an explanation for each category: 

    Yes:

    - These are general ideas likely to be supported by the maintainers and heads. Before tackling a project by pledging to it, seek a maintainers approval and promise to review the PR.
    - We will usually only accept a pledge to a major PR if we know you are likely to be capable of doing it

    - We may reject the final product due to various issues, including, but not limited to code quality.


    Maybe:
    - These are PRs that we are not too sure on. We might be unsure on its implementation, or there's some other obstacles behind implementing the PR. You must contact us before trying to do so - You run the risk of rejection if you don't.


    No:
    - These PRs are extremely likely to be rejected. Attempting them is ground for being rejected instantly. This list is NON-EXCLUSIVE. You should still ask someone before committing to an idea!

     

    This is a combined wish-list of each Head of Staff and Maintainer:

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Ansari:

    Yes:

    •  Porting over tg's object damage system for (Feel free to separate them into different PRs):
      • Machinery
      • Locker & Crate - Allowing them to be shot / slashed / crushed
      • Mecha
      • Anything else -- Contact a Maint / Ansari.
    • Assorted gun changes to make them sounds and look cooler (Feel free to separate PR). Please consult a maint before actually committing to a PR.
      •  Muzzle flash - create a brief, coloured (if appropriate for laser), lighting effect in front of the gun when fired - We might accept sprite if it is well-drawn (e.g. not the current Bay one)
      • Make laser / energy projectile (Exempting toxbolt etc.) actually enlighten the surrounding - If performance is OK
      • Tg on hit effect - Bullet hole, laser pointer effect on hit, etc.
    • Refactor all hoodie to be under its own separate typepath. Removing NODROP flags from all of them - Making it in line with tg's current implementation.
    • Make it so that customization option in character preferences appear alphabetized.

    Maybe:

    • Nearly all components on tg - We support adding in components but implementation must be discussed.

    No:

    • Moodlets from /tg/

    Crazylemon:

    Yes:

    • Extra space ruin templates
    • Additional modular computers integrations
    • Some sort of "uploading" procedure for R&D designs that allow them to be more easily proliferated through the station instead of via floppy disks
    • Porting /tg/'s Material Silos
    • Protolathe manufacturing queue

    Maybe:

    • Moving more species features to organs (More difficult to do than it seems, contact Crazy)

    Fox McCloud:

    Yes:

    • /tg/ Kitchen
    • Research Points + Breaking up departmental lathes + Resource Silo
    • “Economy” (non-persistent, for a singular round)
    • Lavaland
    • Goon Genetics
    • Slime Breeding
    • Unified Hardsuits + Expansions
    • Nanites
    • Commissary Mapped in
    • Removing Universal Maintenance Access
    • Death / Dying Rework (Contact Fox for more details)

    Big Maybe:

    • Moodlets from /tg/

    PurpleGenie56:

    Yes:

    • More cosmetic items including mantles for the heads of staff.
    • Some improvements to turfs to that non standard floor types like grass and carpet can have visible damage
    • A change to Smoking pipes so that they can accept dried plants
    • Some improvised weapons, specifically things from VG like the tomahawk which does less damage and might do well to make spears less prominent.
    • Cocaine. (Contact PurpleGenie56's dealer for more info)
    • A cleanup of redundant items in the code such as gloves/black/ce and gloves/black/hos which are the exact same in every way yet distinct items for some reason

     

    FreeStylaLT:

    Yes:

    • Bay's turf decals (Just the functionality, I can do the actual swap of map assets myself)
    • Bay's tile-set in general
    • Multi-Z compatibility
      • Two / Three - floored Station Map
    • Remapping Engineering (Cyberiad)
      • Moving T-Comms to Station (Cyberiad), not necessarily to Engineering, but close to it.
      • Moving over to SM full-time.
      • Adding a proper lobby and hallway to Engineering
      • Maybe: Multiple Engine support (SM + Tesla / Sing)
    • Remapping Arrivals (Cyberiad)
      • Adding an automated transfer shuttle that brings new arrivals to the station.
      • Connecting Incinerator maint with disposal / cargo maint, turning it into a main maint block like Chapel / Sci maint.
      • Re-shuffling all the storage units in Arrivals
        • It has 3 tool storage locations, for example, public tool storage would make most sense to be in Engineering hallway, not arrivals
      • Adding more lounge / general relaxation areas in Arrivals, especially contextually sensible ones around relevant storage spaces:
        • Aquarium / Pet store should have a little Aquarium display that looks better than a closet.
        • Office supplies should have  more tables / chairs to write on, etc.
      • Maybe: Moving a job / creating a job and placing it in / to Arrivals, potentially.
    • Being able to write in a specific language, and not being able to read languages you don't know.
    • Custom overlays for airlocks depending on security level.
    • Feedback sounds:
      • Turning lights on / off
      • Walking on plasteel
      • Drawing guns / weapon items from any slot / container
      • Varied drinking / eating sounds
    • More ambient sounds / noise / music
    • Economy (Non-persistant, isolated to a round)
    • Power Substations from Bay

    Necaladun [WIP]:

    Yes:

    • Nerf X-Ray

    Yes, but unlikely to be possible:

    • Skill system on a per-spawned-job basis which would affect how fast an action is done / if it can be done at all

    Maybe:

    • Adding a default objective to most antags that consists of "Blending in" for a delayed amount (5-10 minutes). When the delay ends, they get their real objectives.
    • Removing food vending machines from Cyberiad - or at least removing a large amount of them/increasing the prices. 
    • Adding a Cybernetics department job (Focused on implants and robotic organs, etc)
      • May require remapping Science and a portion of Medbay
    • Dog Borgs (No functional stomach thing)

    Big Maybe:

    • Moodlets from /tg/ - huuuuugely depends on how they're done!

    No: 

    • Swapping security weapons for ballistics
    • Generally adding more 20th/21st century weapons.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Combined (Most Maints + Heads) No:

    • Removal of PDA slot.
    • Removal of any species.
    • Removal / Reduction of IPC EMP weakness.

     

     

    As you can see, the list is quite extensive with some overlap. Keep in mind:

    If there is no overlap, that does not mean that one supports it and the other does not, it is usually quite the opposite, it is just that the primary items on the wish-list are ones that people are most familiar with.

    This is list NOT exclusive, you are still very much able to make and PR whatever you want -- this is to give you a sense of direction the Heads / Maints want the server to take.

    • Like 1
  5. Don't read it if that's an issue. We shouldn't deliberately obscure information from our players about how to play the game. That would just favour people who can code-dive and older players unfairly.

    Besides, part of the fun after you figure stuffs out is to react to all the dynamic situations that arise out of it. And even then, you could squeeze hundreds of hours of entertainment out of a game like this simply learning department after department for free. That's a better deal than many other games.

  6. DanTDM isn't enough to bring that much attention to Roblox. It's an active roblox campaign to attract players and revenue. We've weathered the BR tide, we've weathered streamers. Have faith in the admins, for no flood of new players can waver our faith in our God-Emperor (Blessed be its might) the banhammer.

    • stunbaton 3
  7. I used to be strongly against ooc being turned off. Now that it is turned off, I find out I don't miss anything. It's very serene, and without anyone accidentally spoiling the round (Including myself, I always turn off OOC as a pre-caution against myself accidentally OOCing).

    So, I am in support of keeping it off.

    We've got discord anyway.

  8. This is a thread for gathering suggestions / ideas / features that improve QOL of jobs, making it easier to play, smoother or reduce tedious, unnecessary repetition, etc.

    Try to keep it to mainly QOL thing, not any balance-related feature etc.

    Example includes:
    1. Items having offset when placed on table (Yes, baycode don't have this)
    2. Chemistry Dispenser able to remove reagent from them
    3. Chemistry bag
    4. Cloner automatically processing nearby biomass

  9. 1. Being mute impair you from performing reliable & urgent communication
    2. Urgent communication is necessary for any command and control roles. I.e. head. This can also extend to security officer reasonably. 
    3. Being mute is easily fixable in this setting and therefore it is a pure choice.
    4. Even if 3. didn't apply, NT (Or RL organization) would not rationally hire anyone mute for a position that require urgent communication.
    5. One could in fact argue that since we're on McTeslaAndTraitorAndScienceExplosion station, anyone onboard the station would require urgent communication
    6. It would therefore be reasonable to assume that NT would not even hire anyone mute-as-a-choice in the first place.

    It is only reasonable that mute people are not allowed on command & security roles.

  10. I echo the entirety of Shadey's post.

    And as for @Mayfox's quote of our rules, by picking a disability that severely limit your ability to communicate, you are already deliberately "Rate-capping" how competent you could be at the role.

    From a roleplay perspective:
    As far as I am aware, most real life military will not accept a mute person into their rank nor would any police force allow a mute to be a field officer or dispatcher either, because they are unable to communicate with voice, the most common, and convenient way for quick communication between human beings (Especially at a distance with radio). No matter how hard you try, text communication are still way slower and does not allow one to multi-task as efficiently.





     

  11. The two seconds chemical delay being thrown around is actually false..

    What this PR does, as you can see, is to make it so that when someone is shot with a shotgun dart or a syringe, it'll NOT proc the ingest reaction.

    Under the current system, when a syringe / dart is shot at a person:
    1. The chemical's ingest reaction is procced.
    2. The chemicals are transferred inside the person that's shot at.

    With the PR merged in:
    1. The chemicals are transferred inside the person that got shot.

    In both system, how long it take for your chemical to take effect after it is injected depends on the tick time. The chemical tick time is every 2 seconds, so your mutadone / flurosulphuric / adminrazoine can be processed anywhere between instantly to 2 seconds. 

    As an example of what this PR will do:
    1. It will stop flurosulphuric acid from doing 75 burn damage instantly when shot, because this depends on ingesting >10 unit of Facid. Damage over time still applies, but that instant 75 damage is gone.
    2. If you shoot someone's dead body with syringe gun / shotgun dart, you can no longer gib them this way, because this depends on the INGEST function

    3. If you shoot someone with silver sulfidazine or styptic powder, it won't cause any toxin damage, since it depends on INGESTing it.

    (These are just random samples)

    An example of what it will not do:
    1. Add in a random chemical reaction delay.
    2. Breaking mutadone, or any other chemicals that function by using the on_mob_life function (e.g. phlogistan)

  12. This ban was made because a player made a report of what you were saying in chat.

    Upon examination of the chat log, it seemed that you talked a lot about smoking weeds and sucking dick during your shift here. 

    I issued a ban without warning as you've breached the ERP rules and I do not believe you were here to take the game or rules seriously. If you wish to appeal the ban, you can make a proper ban appeal in the appeal section. 

    I admit the ban reason was poorly written and I'll include vital details next time this happens.

  13. I stringed three syllables together randomly when I was in sixth grade or seventh grade to make an internet nickname.

    I realized later on it was a pakistani / indian name, much to my surprise.
     

    As for my other internet name, it is my initials + 1 + last name.

  14. Our codebase is there to improve the players' experience on the Paradise Server, not as a way to reward coders for their hardwork.

    Therefore whether a PR should be accepted or not depends on whether it will improve the players' experience and fit with our design decisions.

    The coder's amount of work shouldn't have anything to do with this, as heartless as it sounds. 

    Another problem raised is that maintainers often ask for changes to PR in an attempt to improve them, only to deny them for various reasons. I'm not a coder, but sometime problems with implentation of an idea cannot be seen instantly, and sometime a PR just cannot be improved / changed enough to fit in with what the designers desire. Heck, sometime you can spend all your time coding in features only to have it scrapped later on because they believe it don't fit in with the codebase. It happened many time, such is the way of life in the coding world. 

    Would you suggests that maintainers don't give a chance to anyone to improve their PR, and instead have the admins / maintainer deny it outright so they won't waste their work? This solution seems too draconian to me.

    • Like 1
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