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Skull132

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Everything posted by Skull132

  1. It could basically be brought in, reducing the unnecessary extra space in the gear room, firing range, whatever.
  2. If anyone's curious about the nerd side of things, this would roughly be the curve: http://puu.sh/i8ozx/5fcb235aca.png / http://lmgtfy.com/?q=f(x)%3D4200+*+e%5E(0.2+*+x) Y axis - power drain in watts X axis - radius of tiles affected It'll get rounded through code, and the final function may get changed a little. But that's a pretty damn fine curve, if I do say so myself.
  3. I'd personally assume that there's something under the flooring that, when energized, starts generating a gravity field. Since the energy projection from a smaller device is more localized, only certain areas would be affected. Plus, as it stands, we don't exactly have a replacement for the master gravity generator. So lore or no lore, I think this would be a neat alternative.
  4. Cargo should be able to order, RnD + engineering able to construct, maybe give engineering one or half of one to start off with. Also, for sabotage: literally, just find the "OFF" switch. As for power drain, the equation is something I'm stuck behind. I do not know what a reasonable amount of powerdrain per gravity is. BUT, it should be an exponential relationship, otherwise you could power the entire station with one. If we figure out the maximum radius you can reach with one, then we can work backwards and basically create an exponential equation to match.
  5. Okay, before we get started. Let's review at how the gravity code is made to function right now: Every area ingame has a variable "has_gravity". If variable is 1, then the area has gravity (simple, no?) The gravity generator onboard the station affects the entire 1st Z-level, and acts, as of now, as the sole thing in control of the has_gravity variable for the areas on Z-level 1 On every other Z-level, has_gravity is equal 1 to one by default Now, the very crucial point here is point one. Gravity is area dependent, not tile dependent. Keep it in mind, and we'll swing around to how it'll affect things. So, what am I proposing? A localized gravity generator, that functions similarly to the shield generators. Basically: a 1x1 tile machine that can be wrenched down ontop a wire, turned on, and it'll start generating a localized gravity field. Initial thought is to have the radius of the gravity field generated be somehow tied to the amount of power you feed into the machine (probably something like range = power^2 or something, we'll see). Why did I ask you to keep the dependency on areas in mind? Because it'd generate a few funky results. Basically: it wouldn't be a perfect circular radius, but it'd catch all of the areas in the radius. The biggest silly would be noticed with the central hallway ring. But, other than that, it should work. Give it a snazzy nanoUI interface, and we should be good. Hopefully. Thoughts?
  6. Skull132

    Gas Turbine

    Yes, but also, turbines are probably cheaper and safer.
  7. Well, if we're going this route, we may want to redo everything forever. Basically, turn it into mercs mode from Bay, and give themselves a proper staging area with gear and such. Basically, an armoury that they can access, that isn't on their shuttle. And then use the free space on the shuttle to include other things, or simply have as free space.
  8. Okay. As of now, we are treating this as a one-off case. With the circumstances considered, and the potential IC motives in question, it was not all that unreasonable for security to shove the engineers into the deepest, darkest corner they could find -- permabrig. We also have no logs to prove or disprove intent to keep the engineers locked there indefinitely. And as the engineers were saved roughly 10 minutes after capture (which is still within the boundaries of the minimum sentence of realistically applicable charges), we cannot say whether or not they were to be kept there over the time determined by corporate regulation. We can also confirm that the initial arrest plan only accounted for two engineers, with the rest added in after PoZe started attacking the cyborg with TechnoKat. Because this is a one-off case, we will be monitoring for similar situations, and will then proceed with more tangible punishment. As of now, the security players in question will be advised to prefer regular sentencing over the permabrig, and to take a lot more care when managing situations like this. Bulk arrests for situations like this should be managed with actual tact, and actual care, instead of being executed out of spite. General summary: actions in question are by no means preferred. Actions in question will not be tolerated as a repeat occurrence. However, this particular case will not end in any job bans. Instead, guidance and verbal counsel will be given as needed. As for the cultist play. At least one count of potential spawncamping was identified, with the individual involved was antagonist banned yesterday for unrelated charges. There is one final note. Every single individual (sec, nonsec, whoever) involved in the LOOC shitfest that took place in the permabrig will be verbally warned. The escalation there was unnecessary and occurrence is an excellent example of a situation where people need to stop, take a step back, and go back into the game. We do not need insults, snide remarks and other idiocities to prove a point. Simple words and adminhelps should suffice.
  9. Funnily enough, outlier cases are things we've built our staff team on. At least, from my perspective. It is just unfortunate that this cycle went counter to the standard.
  10. If we want to talk about failures, then let's talk April and May 2015: I spent the majority of the time inactive, managing myself and making sure that I don't exactly die or put myself into a position that I'll regret in the future. With minimal management, actions chugged along the best they could. Consider that I am not the only staff member affected by strain over finals. As such, the moderator applications were rather poorly timed, and fun things like this happened. With the final check of Trials mid last week, I also gave the order for all untried applications to be looked over for potential late additions. This one specifically I raised, out of personal interest. And, out of personal interest, argued for adding. No applications were raised for further admission into the trial mod ranks at this time, partly due to reasons and questions with the individuals themselves, partly due to the fact that it's better to stop this half-assed cycle, as opposed to letting it run. As for transparency. Consider: reasons for denial have never been published. And while one can say that the ball was dropped in terms of communication between staff and applicants, with what effort and manpower was left being placed into the management of clear decisions, the level of transparency has and will be maintained. Denial of an application is first, and foremost, a matter between the admitting body and the applicant. And as such, any questions regarding the decision can be directed at me, as required. With this, however, the application in question will be denied, effective 31MAY2015. As with any other case, the applicant is free to reapply in a future cycle.
  11. Application accepted, as of 30MAY2015. If there are any issues or concerns regarding this decision, please contact myself.
  12. Oh, yes. It was adminhelped and I responded. Maint drone, cryofreeze or freezecryo, I forget, was synth banned. And the player of Vinny Allen was warned, awaiting ban on future offences.
  13. My initial searches for a plugin like this were fruitless. But yes, I will add this once I get around to dealing with the website backend again (which needs to be done soon, one fact considering).
  14. Skull132

    Skrell

    I caaan actually see that. What if we scrub the whole Asari shit, and just have it Skrell specific? At that point, the basic hold is retained: the Skrell will come across as emotionless husks, because only they themselves can see the colourful seizure inducing colours.
  15. So, I generally don't talk about matters that interest me on a personal level here. I dunno, I view this more as a duty, and a job that, granted, I enjoy doing, but requires me to put my own thoughts on onto a secondary level. As such, I mostly deal with questions regarding code and administrative issues on the forums. Which is, slightly unfortunate, and hopefully I can explain why down below, while also telling you folks about something which never really ceases to amaze me. Somewhere mid-this-week, I was discussing schoolwork and coding with my brother. He's actually learning software development, whereas I'm doing it as a hobby and will be proceeding into mechatronics instead. And we get to the subject of SQL oriented shenanigans. I gave him a glance of what I do here, in terms of code, and through some random idea tossing, I began to wonder how hard it would be to track the number of unique players on our server per day. Turns out, all it took was 5 minutes of Google. The result was interesting: 208 unique logins yesterday, 227 today. Think about it, for just a moment. Assuming the number is stable, roughly two hundred unique players play on this server every day, all from potentially different parts of the globe, cultures, etcetera. Two hundred unique individuals, two hundred people with a unique mindset, an array of personal experiences, unique perspectives. Why is it amazing to me? Or even noteworthy to me? Because I value this, effectively, collection of perspective. I've had amazing conversations with people from within this community, regarding a single issue. And they weren't arguments over it, instead exchanges on how to view the issue in question, how to approach it and why. Discussions like this offer perspective, they offer you another key to unlock the same door with, another solution to the same exact issue. And this perspective enriches like none other. Was one to just, rip their head out of the IC/OOC stupid that happens now and again, and to simply listen and talk, then they could learn an interesting note or two. And yes, I know. I'm making it seem grandiose and whatnot but I have learned so much from interacting with people on online communities in the past 5 years. From different approaches to simply gaining an insight into other cultures. It's. Interesting, at least to me. So, bleh.
  16. Skull132

    Skrell

    Also, deathgoop and biolumihoweverthehellthiswordgoes. Both can be made into a thing easily enough. Biolum is something I'm potentially interested in, but it may get to sit a bit, until Baystation finishes violating the lighting code (coloured light sources is a thing there, whereas they're lacking on ours). As for deathgoop, one option is to have it as an adrenaline burst. Another would be to have it as a minor-league toxin -- causes irritation at low levels, but starts becoming organ-damaging at higher doses. Which one is more preferable?
  17. Livehour, every day. Mainly because personal accounts and observations are always more reliable than secondhand accounts and even logs.
  18. Skull132

    Skrell

    Okay. So I had a chat with the lore folk about anything, really. And we got onto organ code, and then I had an idea. The issue with the Skrell-link is that. It's meta as shit. Even with the restrictions proposed, it's horribly powerful and has the capacity to ruin things. Plus, it's not that. Interesting. So, we were tossing the idea ball, and here is what I was thinking. Instead of transmitting an outright, literal message, you transmit feelings. Associated with colours, in our case. The way it would work is this: There are lists of words associated with colours in the code. So, var/redwords, var/greenwords, etcetera. Let's say you type, "I am feeling fine today, everyone is being friendly and welcoming!" A text parser in code goes over your message, reduces it down to the order of colours that your message activated, and sends only those colours to everyone who can listen in. Only the original writer sees the actual message that was sent, everyone else just gets the chain of colours that the code recognized (in our case, green-green-gold). Now, why is this better? First off: you remove the threat of people using it to metagame/powergame. Even if the message transmitted reflects danger and threat, you can't really pick out who, where, or any other details. You just know that something is amiss. It would put your Skrell on heightened alert, without necessarily screwing over the antagonist or whoever is hurting the other Skrell. I also think that it is a lot more neat than just another form of direct speech. From a roleplay perspective, it would be interesting (as a Skrell player, saying that). Butt wait! There is more! We also want to tie it to an organ, of some form. This would enable three more possibilities: Skrell who don't have it (from the spawn menu) could be subject to discrimination -- roleplay possibility You can yank it out, and deprive a Skrell of its effects -- possibility for antagonists, chiefly You can transplant it into other species, after dealing with cross-species rejection (possibly with chemicals) -- possibility for the Biologist We are currently reviewing three possibilities on the nature of the organ: Just. An organ. Blargh, it's gooey and shit. Hardest to explain transplantation with, due to DNA mismatch, but can be made to be underdeveloped/undeveloped due to genetic defect (for segregation, reference point one of previous list). A cybernetic enhancement. Easiest to explain transplantation with, and can be used to segregate poor Skrell from the not-so-poor Skrell (reference point one of previous list). A symbiotic organism. The most interesting, probably. Moderately difficult to explain transplantation with. So, thoughts? Oh! Oh! There's more! Even more! Another possibility discussed was giving the Skrell with the organ a chance to transmit said feelings to another person, if they concentrated enough. Basically, you can make someone completely random who's standing in defined range of you see/feel the colours you're feeling. Basically: like the Asari with their "Embrace eternity!" crud. Maybe make this run a percentual chance based on the Skrell's age: the higher the age, the more proficient they are at their language usage, the more control they have over it and thus, the higher the success rate.
  19. Skull132

    PDA Watches

    I like the fax notification, and will be doing so if I ever get free time this week, as it sounds simple enough. As for PDA watches, at some point, it was discussed to make PDAs more intuitive to wear and use. This topic may swing around in about 3 week's time.
  20. https://github.com/Aurorastation/Aurora/issues/459 ^For reference.
  21. Application denied, as of 28MAY2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame.
  22. Following a trial period and review, application has been accepted.
  23. Skull132

    Biologist Position

    As a note, this is probably the most constructive idea I've heard about geneticists, and one that doesn't require too much modification to implement. As such, I will start work on this next week, and I should be finished no later than the end of next week. So yay.
  24. V1 looks better (has more space, feels less cramped, as far as the image goes), and aye, you're right on the name + designation.
  25. I'm going with what Delta said. It was kek, many keks were had, Odin was kill for a round, with the server.
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