Jump to content

MattAtlas

Head Admins / Devs
  • Posts

    1,645
  • Joined

  • Last visited

Everything posted by MattAtlas

  1. This is a feedback thread. Please put your feedback or thoughts here, because this thread will affect how lethal the game will be. You may have noticed an in game poll has been set up for brainmed. This is to gauge how easily people die currently. If you have any grievances with overall lethality say them now, but this is mainly about time-to-kill with most weapons.
  2. @Trazz666 I've sent you a friend request on Discord. We have to discuss something privately.
  3. M'sai don't really crumble without their exosuit/chems/legbrace though. They're not really comparable.
  4. With a little more positive feedback I'm open to accepting this. I will deliver a verdict in three days.
  5. Okay, so, here's what I've found. Destroying the station while a transfer shuttle is coming is not necessarily terrible. Considering the prior events I think it's alright to say that it was a pretty 'meh' choice, bordering on okay. However the nuke was extremely rushed. From what I can see it came with almost no warning and the RP after it boiled down to a standard countdown and 'oh god'. I can't really see the case for urgency here, and I'm really not a fan of nukes being rushed like that unless you literally can't do anything else. Considering the events going on at this time I will trust the call of the admins that gave you the nuke. In short: please don't try to rush nukes unless you have to. In this case, it's not egregious, but it was definitely lacking a bit of warning and effect, if that makes sense. A note will be placed on Sonic about this scenario. I will be locking this in 24 hours.
  6. I held off for a bit for feedback and it seems to have paid off. Accepted.
  7. This pretty much sums up my opinion on it. I think QM is a position where we'd lose more out on by removing it than doing something about the dept culture itself. By locking gun orders to command auth and perhaps a restructuring of the cargo department in general (rename and redefining) we can force a culture shift pretty easily. (You can currently break crates open with guns and emitters.)
  8. I personally do not like the antenna at all. It takes away the main factor of why people use the hudglasses: because they're sleek and look cooler than the hud. Also yes, on-mob screenshots.
  9. @sonicgotnuked, what situation were you in when you made the decision to call the nuke? Was it possible to involve the crew at that time, and if not, why?
  10. Tweaked again. You now have 4 Physicians with nurse/EP as alt titles and 2 surgeons.
  11. I'm taking this complaint. Expect a response today or tomorrow.
  12. Nurses now have two slots, for a full complement of 2-2-2.
  13. The Problem - Currently we suffer from a problem where you can end up with whack shit like three surgeons and two nurses. In addition, you can't really add more significant alt titles without the list being bloated. How do we solve it? - Medical Doctors are renamed to Physician. It's just a better name. - Change the physician slots to 4 instead of 5. - Add two separate surgeon slots. - Thus, we end up with two different slots with clearly defined responsibilities. PR here: https://github.com/Aurorastation/Aurora.3/pull/7986
  14. Renegade spawning currently just picks from a list of random guns that can be put in a backpack. The guns spawning in hand is a bug, which I will fix today.
  15. There's a limit to how much medbay staff there should be. I think that's about 5 excluding CMO, interns and biochemists, so let's not get too hasty on the adding jobs part.
  16. https://github.com/Aurorastation/Aurora.3/pull/7976 There you go.
  17. Alt titles need to be separated from medical doctor. Here's how I'd do it: 2 MD slots 1 surgeon slot 1 nurse slot (maybe nurse practitioner as an alt title) Make EP an MD alt title and there you have it. The alt titles need to have SOME distinction at the very least.
  18. Generally not a fan of there being a catch-all way to instantly get rid of an antag. Like sugar/morphine's effects on borer were removed. Pretty open to a nanomachine spider kinda thing however. With some sprites I'd be behind it, just with the stipulation that they wouldn't be affected (or slightly affected) by EMPs.
  19. I'm gonna add borer host as a pref or something and just be done with this. i can't be fucked to go on for 5 pages about why I think borer hosts shouldn't have a pref.
  20. https://github.com/Aurorastation/Aurora.3/pull/7967 I have made some preliminary changes. Check the PR to see what they are.
  21. Simple mobs (shambling horrors) are not affected by brainmed changes in any way. Zombies currently have weaker brains (75 damage or so), and die pretty much only from brainloss. With the head aiming buff, it should be better.
  22. I waited for a bit to make this thread to get people used to brainmed and how people die in it first. Now that everyone is used to it (and there's a pretty big divide in this issue), let's talk about time-to-kill and lethality, as that's what I will need to adjust. Currently, the most efficient way to kill someone is hitting the head with a high damage weapon, as that causes spillover to most likely damage the brain directly. However, shooting the head is pretty inaccurate. I am currently adjusting this by making aiming head more accurate and diminishing the penalties received for being hit in the head at high amounts of damage. Of course, you can also kill people via blood loss and organ damage. Blood loss takes time and organ damage also takes time. For any immediately severe amount of either to happen you need a relatively high damage weapon. Both of these are also pretty slow. So, since combat is not currently based on securing kills - we have a problem where people shoot the other a bunch and the other doesn't really die - they just stay in a near-death state for a while. The usual death damage amount, to note, is 300 damage or so. Including toxin damage, which is total organ damage. The questions I want to ask as such are the following: - Is current lethality fine? - If not, how would you improve it?
×
×
  • Create New...