
Saudus
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Everything posted by Saudus
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Clowns are part of the SS13 culture but we don't have to or should follow all of it. I don't see what is lost by removing this one, +1 for removal.
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Pretty sure what people mean is that they like the system you are proposing but not some of the kinds of "dungeons" you are suggesting. So if those are just some examples and not part of the same PR as the system then it's just misunderstandings. I initially thought the examples you gave were to be included with the launch of the system but now I'm not entirely sure. Realistically mining will almost always be the ones finding these, but I don't think that's a problem. There are way more miners than archeologists plus miners have (at least currently) better gear and mobility. If the anomaly scanner things picks up some dungeons by picking up an item in there, that will sometimes make archeology find it. Otherwise pretty much never I think. Again, not really an issue I feel like.
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Add the ability to hide things in Potted plants
Saudus replied to Bygonehero's topic in Completed Projects
I assume it can be for only certain item sizes? I.e. not breacher suit and laser cannon? -
I like the general idea a lot, although not sure why it is considered "for mining" when the xenoarchs should love this? I do think it is a bit of a shame if this feature focuses on putting in loot and mobs like it's some dungeoncrawler or sth though. Also we do need to hand waive away that it's a bit silly in terms of realism that there's some undiscovered area on the asteroid, but no real problem I think. There's so much fun that could be done with this in terms of small stories or inclusion of lore. An escape pod that got stranded at the asteroid with the last will and testament of the occupants. A crashed merchant vessel with the remains of Vox raiders on it. Some ancient temple dedicated to some strange god. A now abandoned listening post used for corporate espionage by some rival company. A burial chamber with some unidentified occupant. All of those things and more could tell stories with their contents, writing on paper, computer consoles etc. I'm sure there'd be people willing to write and design concepts for that for you Burger.
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Would much rather see the boards returning and the genetic powers ripped out of the code. They're the issue IMO, not the protobeing stuff. I agree with Arrow however that it is perfectly fine that a person gets left untreated with the genetic damage for the shift, and it'd probably usually happen anyway because of who are on staff and various circumstances. One of my fondest memories on the Aurora was when I got a shift spanning project from Arrow's Captain char and made a prisoner implant system with my then main Adam Harrow. I'd lost a hand from electrocution a while before in a round not directly due to antags, so I made it lore. The char despised the prosthetic due to personal philosophical reasons and managed to get a protohuman clone made of themselves to get a replacement hand as a reward for inventing the system for NT. Now, it could have just been done behind the scenes "on the Odin" or gotten the cash and went to Zheng-Hu, but that frankly isn't as fun.
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Not super into the idea of chopping the amount of traitors that much. I do agree traitors could probably be more fun with more TC however and what Asheram is saying about more traitors giving higher chance of quality RP.
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I could get behind the idea of 180-270 degrees of this but don't think it should be pitch black darkness in the out of LOS area. Maybe more like when wearing a welder mask? If it's found to be good it could then be expanded later on into darkness rather than obscured.
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I don't play sec so haven't interacted with you "in person" (have seen you around once or twice but not much more) but I just spent a round actively observing as a ghost where you were interim HoS. There was a lot of weird things happening in this round I observed but I observed 2 things you did that gave me real concern. The first was when you went to engineering alone after the AI made people aware the raiders were there. The AI had bolted doors which you requested unbolted, entered and walked straight into a raider sniper's line of fire. Engaged in a short gun battle where you both shot at each other and you needed to go to medical as a result. You knew they were there, had a department currently gearing up but went there alone. Not what command staff is supposed to do. The second was a bit later when you were in medical being treated for a damaged lung or something similar (hit by 1-2 sniper shots in the chest). Not sure if it was because of the officers got rolled over by the raiders or the engine delaminating, but you then decided to get up and go back out again. The doctors protested, stating you would die to which you said something on the lines of "Well maybe that's what needs to be happen then". You didn't stay out long, I didn't see why. The entire thing just screamed movie hero oneliner, not proper RP. I'm not going to -1 just yet because I may well have missed something regarding your motivations and such during these events and would like to hear from you on them.
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Played around with it a bit more and added botany as well. Added to original post (check edit 3).
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Unfortunately I haven't played with your chars very much. I've seen Mae around loads of times and I was once terrorized by your pAI Kara when your master gave you the directive to be my friend and follow me around (was a synthophobic Skrell, the narcissist in me concludes that my excellent RP from there gave you the push to whitelist for Skrell xD) So I'll focus on your app rather. I've also never found anything on that, use use common sense and you'll be fine. As long as you're meaning difficulty showing to other species I very much agree. Is this because it serves as a constant reminder of Glorsh's genophage? Does the character particularly want kids or just a general feel of having been impaired? Which school and what degree? Can of course just make something up and should sooner or later for employment records so might as well now. I get wanting to keep the backstory a bit vague but is always a risk behaviors from other characters will seep into the gaps, good that you'll flesh it out a bit more. I'm in particular curious of: Age Family If have been working before (seen assistant during studies but mean after degree, looks like this is the first job after the degree but just want to make sure) If new to human space If the concern of synthetics is more like fear, anger or sadness
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I just assume ppl's reasoning will be "better the devil you know than the devil you don't".
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When I first read this I defaulted into "-1 please no", but I've found myself being cautiously optimistic. I generally dislike solo antags, but this isn't entirely a solo antag? I'm not sure exactly if and how the devil can sway people who's souls they've bought, what does that actually do to a crew member? Can they do vampire style dominate? Can they cause them pain like wizards? Is it entirely word RP persuasion? From how I understand it to work it certainly would be fun to at least trial it. But I wouldn't be too surprised if it doesn't get through a trial in the end.
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Title sort of says it all. When at least I make a new char, it makes "Get random job if preferences unavailable" the default in the occupations tab. One of the two others would be more fitting (one gives you better chance to get an overview of the situation and make specific choice, the other makes you still spawn at start and roll as antag if that's your thing). This is no huge issue, but might spare some people (especially new players) from having to wait 20 min unnecessarily and/or spare mods a few ahelps here and there. If the coding for this fix isn't too hard, it seems worth it.
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The hallway being 3 tiles wide is actually fairly useful, as it often gets crates and various things in it that make choke points otherwise. Current RnD primarily needs to be elongated on X axis (west/east) 1-2 tiles, not so much Y axis, although in general it would be nice to get it bigger as well. But this thread isn't about which parts of Burger's suggestion are good or not, or how the main floor should be. When I said more compact it's because now it is one main room with adjoining rooms instead of a pointless 3 tile wide hallway taking loads of space for no purpose that is also splitting various rooms. Also did some quick back of envelope calcs, it seems to be 86 tiles smaller (didn't count outward walls). This isn't because the rooms are smaller (are actually larger and more spacious I think) but because of no useless hallways. It does look similar in size when you look at it on the pictures, yes. You need to mentally think away the botany area and take into consideration the slightly changed walls in to the left and up to truly see the size. Or count tiles. I did state the location for the entrance in the OP original text and sort of also in "EDIT2". Bottom left corner of the room basically. For now I've just left it a blank space. Really, I kind of refer you to the name of the thread as I'm not currently working on xenobotany but rather anomalies and making sure there is available space for botany. Regarding the windows, nothing stopping me from adding windows all over if it is wanted. Just put walls for now as it is a blank space. Windows that make sense would be into the two hallways (can't imagine why we'd add windows into maintenance or anomalies from botany).
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+1 Approach 1. -1 Approach 3. Like the idea of a stairwell as long as it is placed in a good spot and with ample fire/vent protection etc. Also, just out of curiosity, do stairs use stamina or sth? Would to be honest be a bit fun to see people going up 2 floors of pretty tall stairs get winded a bit.
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I think RnD is too small and cramped, especially given it's importance, and that xenobotany shouldn't be on the main level and these things requires some type of remapping. In the larger scheme of things, it would be really nice if the construction level actually got some relevant things placed in it and some love. But I don't think xenobotany should be placed there on it's own. The way I see it botany and biology should be close to each other, and that means either both on sub level or both on construction level. I'm not a die-hard believer in either of the ways (stay as is / sub level / construction level), I really just wanted to try out mapping and heard of burger's work and decided to do something relevant to it. That said, I think this is both a better and more compact version of anomalies. And if it would be decided botany is to stay/go to construction level I still think this version of anomalies is good and would just rework it by pushing it down etc.
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Defibs could be fun and good on their own without this policy shift to cloning. Whilst flavor wise I like the idea of needing to opt in to cloning, I think this is a case where in game policy and flavor has to take a backseat to OOC considerations (for the reasons people have already mentioned).
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This suggestion very much relates to [mention]BurgerBB[/mention] 's overhaul suggestion of the main level science map https://forums.aurorastation.org/viewtopic.php?f=18&t=11273. Essentially, the suggestion there is about Xenobotany being removed from the main level and a rework of the space left behind and adjacent areas. I very much agree with removing Xenobotany from the main level, but would much rather see it on sublevel next to Xenobiology rather than the construction level. So, in order to get the space for Xenobotany, I decided to rework anomalies into a more space efficient form without losing relevant functions. I literally started learning mapping this week so don't expect perfection and it unfortunately might be prudent for someone to check my work or at the very least test it somehow before possibly adding. I got some excellent feedback from Archeology/Anomaly players ([mention]Asheram[/mention] and [mention]echotango23[/mention]) during the project and think I've added/fixed most if not all of what was brought up. That said I need and want more feedback. Probably a few things I have forgotten or missed and just general thoughts are greatly appreciated. (biology is in pic at edit3) I've added some numbers on the picture to more easily clarify what some rooms are. 1 is the suggested new location of Xenobotany. It is 11x8 squares of open floors. The entrance would probably be in the lower left corer of the room and would require the maintenance area to be moved to the right a bit. 2 are rooms that are entirely untouched by me. I think they are fine as is and have done absolutely nothing in them. 3 are rooms that are new/different. The left one fills the function of the old room with the lockers and the windows, but also serves a bit as an entrance room. The right one is a small storage room for putting artifacts and harmless/inactive anomalies in. Some other things to note: Removed the monkey pen, put monkey cube box and sink in as replacement. Sorry Xenomorph mains. It should be significantly more "safe" of an area now. Much harder to break in/out due to lack of windows and such. Can absolutely replace some walls with windows for balance purposes if it is wished for, but really feels a bit stupid and unrealistic to me to have windows here. I've been quite careful not to remove any items that were in before. Please let me know if you see/think you see something missing (duct tape is under the camera btw, just know someone will mention if). One of the things I've been asked to add but haven't was a bookshelf with some anomaly/archaeology related books. I simply don't yet know how to make a bookshelf pre-loaded with books. Hope you enjoy it! EDIT: Can't see well enough on original picture I think, adding second one here that only shows anomalies. EDIT2: Added a shower to the anomaly entrance room and a laundry machine to anomalies main room. Also moved the maintenance fire closet to near the SMES and extended the hallway into where the closet was so botany location is now connected to the main hallway. EDIT3: Went ahead and did botany too. Changed thread name to illustrate that. This includes some changes to the hallways. It has everything the old botany have (I think) with some additions. Two glass rooms for other types of gasses and such instead of one. One more regular tray. An airlock like biology (hope it works, just made new instances of the biology ones and switched the things I think needs to be changed, i.e. name+id_tag+controller tag refs to interior/exterior). A default open valve outside for the scrubbers (assume closing this might be useful in case of kois outbreak etc), thinking of adding id requirement to it so the wrong people can't mess with it (hope it works on digital valves). Could technically make part or entire airlock of glass too, if people want it. Pic of latest latest version.
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Sorry, we've switched to private chat and should have done so sooner. But the initial reason why was because you said the rework was to move xenobotany to the construction level. I'd personally rather see it go to the sublevel next to biology and wanted to show what I had been playing with to get the necessary space for it.
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(edit removed all text, please feel free to remove the comment itself too)
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(edit removed all text, please feel free to remove the comment itself too)
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I took up Dream Maker this week to play around with to learn mapping. Redesigned anomalies to get space for xenobotany downstairs. Ended up with 80 squares of empty space, almost entirely rectangular, would need to make minor alterations to sublevel maintenance for it to make sense however. Whilst I like the idea of actually using the construction level for something I hope you'll consider putting botany on the sublevel rather. Second thing I ever did in Dream Maker, so this is bound to have some issues. Regarding this remapping of the main level, can't say I'm a fan either of the three rooms Bauser pointed out. Would rather see the firing range moved upstairs or a room with empty consoles and machine frames for people to make into lab for specific thing not already there.
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Worries calmed. On board, agree and psyched.
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My worry on the dagger + book conversion is that I am giving a weapon to the person I'm trying to initiate. Because the idea is that I give them a (or my, not sure) dagger and an unbound tome, they do a small ritual, converted? I just can't shake the image of the mountains of salt when this person takes the dagger and does something like just walk away/attacks the cultist/generally turns the tables on the cultist. I might have misunderstood the concept however. If that is the case, may I suggest the following: Cultist activates an unbound tome, gives them the unbound tome, they read from it, as they read from it the tip of a knife appears from the book's pages beckoning them to join (or some other fluff, dealers choice, might even have a small list of options the cult can chose from) and they get the prompt whether to cut themselves with it and join or dismiss it (and probably face the wrath of the cultist(s) nearby.