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About MattAtlas
- Birthday 30/08/2002
Personal Information
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Interests
Trying not to get my low level units killed in a skirmish
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Occupation
Changing the future of Ylisse
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Location
Italy
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mattatlas
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MattAtlas's Achievements
Cyborg (35/37)
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Wezzy's Spriter Developer Application
MattAtlas replied to wowzewow's topic in Developer Applications Archives
After speaking with the applicant, this application was denied. -
Increasing Hangar Technician slots to 4 - PR Feedback
MattAtlas replied to FlamingLily's topic in Suggestions & Ideas
It's done -
I will get around to adding this probably this week
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RandomHomelessGuy - Developer Application (Spriter)
MattAtlas replied to RandomHomelessGuy's topic in Developer Applications
On trial until 01NOV2025. -
I think the only toggle I could endorse adding is a toggle that says "you are allowed to kill me without escalation for the round", basically a redshirt toggle. I think anything else has too much subconscious impact on antagonists and will lead them to feel even more boxed in than they already are. You can put all the disclaimers you like but when an antagonist is dealing with potentially being adminhelped for breaking consent, they will treat the whole thing like it is made of crystal.
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It is not as easy as "increase the slots to let everyone have more fun", because at the end of the game SS13 is still a game where there's only a limited amount of gameplay to go by. While on Battlefield games, for example, you can theoretically always expand the maximum size of the server to something ridiculous like 1024 vs 1024 and still have enough gameplay for everyone to go by (there's one enemy per person) provided that you can make a map big enough, it does not work way on SS13. Primarily because of a few reasons. The balance reasons being that if you add one officer slot, this is going to completely destroy the balance of antagonist gamemodes. Four security officers, despite being objectively underequipped compared to mercs, still end up winning most of the time. Add a fifth officer slot and it is essentially overkill. This is also why we don't allow investigators or wardens to join fights unless things are going to shit, it's just unfair. To keep things fair you would have to increase merc slots by one, but now you also have to buff traitors, buff changelings, buff whoever else because the entirety of the game is balanced around four officers with a certain amount of guns. It is essentially a neverending slippery slope that will never stop, because if you legitimize "add more slots to get more gameplay", you end up in an ouroborous race where you have to keep adding to keep the gameplay fair. The fun-sharing reasons are that while some people are content with rolling their job and not doing anything, there comes a time where you have to do things because the round demands it. If there are ten engineers and only so many things to do, eventually you will be intruding on someone else's fun because everyone will be fighting to who is first to the scraps of gameplay. Aurora is already a server that is very poor on standalone gameplay, adding more slots only serves to segregate the existing gameplay away. This is partly why I divided Medical Doctor and Surgeon (used to be an MD alt title and thus you usually had 3-4 surgeons per round) into Physician and Surgeon with the original brainmed update in 2020. What happened is that since you could have an unlimited amount of surgeons, two of them would instantly claim the ORs, and any other ones would be banished to never doing their job and basically only taking care of GTR duties. And no, a "good faith" system is not enough of a guarantee here to be a reasonable solution. For gameplay development, I do not know about you guys, but developers have limited time to implement things. I physically do not have the time to implement gameplay for 7 engineers or however many slots people want to give to a certain role. If I have to rework a department's gameplay then I have to carefully calibrate the gameplay to the amount of slots, this is why medical is the way it is regarding some things being easier or harder to treat, it's because the expectation is that there are 2 physicians in the GTR. If I add more gameplay to medical, more things to keep track of, then I would consider raising the slots. But doing it before means that I have my work cut out for me already, which is not ideal. The more slots you add, the more work someone has to do to make sure that as many people in a department can have fun, and I do not wish that position on anyone. For events, any major event that is guaranteed to have gameplay/roleplay for everyone already uses the extended manifest with security/service/engineering personnel and whatever else. If an event does not use it then it is because the event runner did not think they could put that many people on the map or give that many people gameplay. I will not speak for kermit here but from my observations on the last event both of these were the case, there was simply not enough to go by for most people. Admin-wise we are already discussing rules that are more clear on involving off-duty crew in off-map roleplay on events and on Odysseys, it is just a matter of deciding what wording works best. That said, this suggestion is going to be dismissed because, as described earlier, I don't want and will not encourage a slots arms race. Any change will be made to specific slots and it will be discussed specifically for that slot.
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Comet Blaze - Spriter Application
MattAtlas replied to Comet Blaze's topic in Developer Applications Archives
Accepted long ago. Welcome to the team! -
TCJ - Developer Application (Coder)
MattAtlas replied to hellfirejag's topic in Developer Applications Archives
Accepted. Welcome to the team! -
On trial until 19OCT2025.
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Keep it normal here. Nobody is after your slots specifically, so let's avoid taking things personally.
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this is intended, damage to the power core affects your charging multiplier
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Also live for next round: Fixed an ancient problem where machine torsos counted as encased (having ribs), thus reducing the chance of hitting an organ to a whopping TWENTY PERCENT of the original chance. Fixed a bug with the roboticist chair sometimes not properly clearing up its cable.
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Live for next round: Fixed a bug when taking internal organ damage. The 50/50 in damaging wires or electronics could land on a component that's already dead, thus practically voiding the damage dealt. Experimental: actual organ damage dealt now factors into integrity damage, meaning you will have to fix the organs themselves too.
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Live for next round: Temperature gain is capped to species heat levels in some places (mainly cooling unit temperature gain) Fixed plating damage reduction not working properly Fixed hardsuit cooling units not working correctly (for some reason they had totally separate code from voidsuit cooling units)