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Everything posted by ReadThisNamePlz
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no. This post violates this forum sections rules as well. the clown is inherently LRP and doesn’t fit our setting. Hard No.
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I’m down for this. Contact me on discord and I will start a mock-up/WIP PR while feedback is gathered.
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I have taken everyone’s feedback into account. People wanted Windows? I worked on finding out a way for windows. People wanted the wardens office swapped? I swapped the office. People wanted the processing cells moved? I moved them and altered the size as requested. People wanted the Maintenance tunnel to connect to service maintenance? I made it happen. I am currently reworking the wardens office as well, as requested. I listen to feedback.
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I would like to reiterate that this is a feedback thread. If anyone has an issue with how the PR was merged or anything that does not involve direct feedback with the product of the PR - Please do not comment. It derails stuff.
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There are three or four people who are unhappy with these changes. It is not "A lot of people". There were a few oversights that I missed, which is expected from my inexperience.
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Nuke Remap & Vault Addition
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
This is true, it slipped my mind. I definitely could. I'm thinking a 4x4 room at most to allow for turrets and such. What do you think? -
@Dreamix When you said I took this as trying to be more realistic over gameplay. Sorry. Regardless, I do not think we're going to get anywhere. I stand by my changes and a lot of other people are pretty happy with them too. Most being security mains. The merge stuff - I do not know. It was a test merge candidate. I do not know how test merges work on the technical side, but ultimately it's in the game now. I'd love to see your mock up though. If we ever do revert, maybe it'd be better. People reacted harshly to my first remapping attempt, so this is what I came up with for a round 2.
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Alrighty! So, here it is. I have been talking about doing this for a few weeks now, but I'm ready to put blade to grinder and get to work on it. I intend on doing two things. I will move the Nuke to somewhere that makes more sense. It is really odd that the Nuke has less protection than the Armory or Telecomms - location wise. I will either replace the Nuke with a vault filled with mediocre and the rare "excellent" piece of gear, and a telecrystal spawn of 2 - 8 extra crystals Why do I want to add a vault? Well, there's two main reasons. Antag QOL. A lot of on ship traitors, off ship raiders, mercenaries, ninjas, etc - do not really have many options for targets. Stealing the Intrepid is frowned upon and is really only good for escape. AI is barely played so being able to steal an AI is difficult - and when one is being played, they're really really hard to steal without much reward. The Armory is not allowed to be stolen from/impacted immediately due to it ruining the round for Security/Can be treated as powergaming. Crew Armory can be robbed but it really leads to the same place. Captain can be robbed but again, leads to the same place. It feels like the ship is lacking in a place to securely store high value items. We have the science storage area but that is not very secure or useful. I am focusing more on another Antag thing with this though. I would love feedback and ideas on where this should go. I'm open to putting it on any of the decks. I would be fond of putting the Nuke somewhere within the bridge, but again - I would love some feedback. -- I promise there will be little to no bugs this time. I learned a lot from the Security Remap.
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Will be fixed with Gems merge
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I have to disagree. We cannot do everything with "this is how it would really be" in mind. If we applied that philosophy to how we map things or even code - Then a lot of things would be different. Why would we have a crew armory when it makes more sense to have a specialized SWAT team aboard for situations that'd call for it? Why does security only have three cells for an entire ship filled with hundreds of people? Why does the engine have to be set up every single round and it isn't always running? We have to prioritize gameplay over actual "canon sense" when it comes to certain things. For example, allowing antags an easier way to either escape security or break into security. This remap allows for the gear to be closer to the entrance - making it easier to 1. Respond whenever there is a really big threat. 2. Steal from - due to the maintenance tunnel and exterior windows. I have prioritized gameplay over realism, which is something that has to be done with majority of decisions/contributions made on the server.
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As I said above, @Dreamix Gem's changes are welcome and they fix a lot of the issues. You mention the size of the equipment room being smaller still. That's the point because the last one had a lot of "dead space". Officers are also rarely ever in the equipment/locker room. I agree and this will be fixed after Gem's PR is merged so I do not accidentally cause a merge conflict. I have plans to correct the size, as you can see above. This is true, it was closer to the entrance, which put the Armory off, tucked away in an annoying area, making it annoying to access. It was also designed poorly. The new communal allows for Antagonists to have methods of escape or methods of 'antaggery' without being under a constant eye from Security or the Warden. I designed the cells to be smaller to encourage the use of communal over keeping them inside of a 2x2 box. If this becomes an issue, I will rearrange it again. Why not? What is the reason that the Armory cannot be close to the entrance? The Head of Securities office has overlooked the Armory for almost as long as Aurora has been around (At least for the last 5 years). Why can't it be closer to the entrance and centered in the brig? It contains some of the more valuable items on the ship and needs to be easily accessed by the staff.
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Okay, I am pretty open to feedback but when it is presented in this manner it is extremely hard for me to take any of it seriously. Gem's update will fix majority of your issues with this. And if it doesn't, I am going to be removing the second isolation cell and making the wardens office larger, along with the communal entryway. The bathroom will also be addressed, probably sometime next week after Gem's update is merged.
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CampinKiller - Moderator Application
ReadThisNamePlz replied to CampinKiller's topic in Moderator Applications Archives
I forgot to update this but you're on trial from 2- 17 -23 to 3- 17 - 23 -
Command Whitelist - Veterangary
ReadThisNamePlz replied to VeteranGary's topic in Whitelist Applications Archives
I'm a bit late but, accepted. -
I'm going to make a separate PR for the CSI lab because I have done so much in this one and need a small break from it. I cannot make it more than 1 r-wall at all sides bc of the maintenance tunnel to the north and the xeno bio lab
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Armory Vending Machine(s)
ReadThisNamePlz replied to ReadThisNamePlz's topic in Discontinued Projects
I am pretty sure I can make it so it can dispense multiple at a time. I can also just add two that split the ammunition between them, -
I am considering making a vending machine that dispenses the current Armory ammunition and some additional tools. Teargas, Flashbangs, cuffs - maybe a pair of zipties or two, etc. What is everyone's thoughts? Every item of ammunition will be dispensable from it. .45, 9mm, 5.56 polymer, shells, etc. I am also considering making a second one that will hold the non-lethal items only. Thoughts?
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GeneralCamo's server moderator application
ReadThisNamePlz replied to GeneralCamo's topic in Moderator Applications Archives
Applicant has withdrawn. Denied. -
Holopad will be added
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So, an update. I was able to move the wardens office around, along with the cells and entrance area into communal. However, because of the design with the diagonal pieces, I do not think it is possible to make diagonal windows work. But, I have an idea. What if I were to add a small "observation" area for prisoners to look at the stars? A little 2x3 "jut" out of the hull, similar to what is in xenobotany - just not to the scale. I'd have to edit the roofing slightly but not by much.
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I'm reworking the communal area currently. I will try my best to get some windows in, but I cannot guarantee it - simply because of how the diagonal portion is designed. Some parts have 2 diagonal objects on it. With that said, @Carver It is like 1 tc for C4 or 1tc for a toolbelt/box fully loaded. Changeling armblades break through reinforced walls, and so do eswords. Vampires can fly out or hulksmash their way out, and cultist swords also destroy reinforced walls. So, having one wall surrounding all of communal is much easier to break out of, rather than needing a whole voidsuit setup. @Dreamix I am going to connect the maintenance tunnel, and I am moving the Wardens office to the top of the hallway. I hope this will be received better. I should have it done in like, two hours.
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I will post a revision to see if it makes it better for everyone.
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I am putting gameplay over realism right now - which is something that has to happen. I'm going to try and swap the Wardens office around to be at the top of the hall to prevent isolation. The communal area is never really used in round, so why does it need to use so much space or be in the center? It's wasteful and pointless. And when it is used, it is used to permanently keep antagonists where they have very little chance to escape/be helped to escape.