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Everything posted by Skull132
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Hello, Since I don't know you as I do the other applicants, would you care to tell me a little about yourself? Behaviour, thoughts on the server, etcetera. Also, why apply here? Not meant as offensive, more out of curiosity, as I've never seen you around and your reasons for applying here as a study environment do interest me.
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I don't think this is actually too meaningful of a suggestion. From my experience, for the majority of code red situations, the alert level is lifted after most everything meaningful has happened. The only one time that I've seen it go over that level, and maintain code red, admins intervened to help move the action along. Due to this, I don't exactly mind it being here. The purpose of the mechanic is to catch your focus OOCly. "Hey, something's wrong, see what you can do." Which it apparently does, ergo, mechanic functions as intended. And due to the ways you can get to code red, it's actually somewhat rare. Ergo, even if you do have to sit out a relatively boring round, I don't see the issue as anything too grand.
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Simple enough to do, actually. At that point, I'd kind of like to code in a process() proc as well, so that, while it's on your mask slot, you're slowly sucking on it. Until, no more.
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The interesting fact is that the principal force that needs a tool against flashbangs, even a moderate one, does not get them. That would be the nuke operatives. Which is why I'm in favour of still modifying their hardsuit helmets to provide protection from it.
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..Except. The detective's revolver is not powerful at all. It fires weakbullet type of projectile that does 20 damage. It's fine, as is.
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The stupidly blunt fact is that any hardsuit would probably be able to mute the flash. Due to radiation shielding and so on. Further more, all hardsuits would have filtered audio, and it could thus be argued that they manage the sound as well. Bypass: non-combat hardsuits lack high enough grade audiofilters to execute the latter task, and as such, produce a rather high pitched screech whenever they get overloaded by the bang. Thus incapacitating the wearer.
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One thing I'd like to evaluate is how hardsuits influence the effects of a flashbang on the wearer. To me, it's kind of unbelievable that a combat hardsuit, a completely sealed suit, does not protect you from the effects of this rather ancient (by 2457) tool.
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Huh, I had never honestly thought about autopsies. Yup, will do.
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Okay. One step back. Do we want this to be something legit looking, like a productivity report, that gets printed out with a fancy sound effect? Or do we just want it to include random, goofy shit for the sake of including goofy random shit?
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The conditions are rather simple: Any behaviour akin to the outbursts that netted your original ban will more than likely end with you warned, and then, upon happening again, banned. At which point, an appeal is not going to work as easily. And as long as you don't earn job bans, and bypass them with alternate keys, we should be fine. Any admin is clear to lift the ban, and lock/archive the thread upon completion.
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I'm curious. What kind of data would you lot be interested in? Mining data, simple enough. Research score as well. Body count, eh. Anything else?
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Alrighty, Convened with the other admins, and we have elected to offer you one more chance. Your call on accepting this, as you showed a potential shift of opinion at around page 2 of the thread. Also, regarding multikeying. We used to lack decent means to track users who did it, but that situation has changed greatly. as long as different keys by the same user are not used to subvert warnings, job bans or bans, or play in one round using two instances of BYOND, swapping keys is permitted. Albeit discouraged, as it does make our job harder, and will cause an element of distrust to be added into the mix.
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Perspective is nice, as I've said. Letting preconceptions and past experiences dictate action baselessly, on the other hand, will lead to issues. There's a very clear difference between the two. I apologize if it seems like we're harping, but I do not like forced generalization to forward personal opinion. Yes, security on other servers may very well have done whatever you say they have. However, every server has its own MO, feel and core playerbase. Even if the topic is the same, Heavy Roleplay, there are an n+1 ways of approaching the issue. Example: there are some HRP servers which would never add antagonists like we have them, and yet, we still make a claim for the same title as them. Ergo, approaches to issues, such as security, will be vastly different from server to server, HRP server to HRP server. If you enter with the expectation of security here conducting themselves here, as they do in servers from your past, then you will take an approach to match that preconception/expectation. In some situations, this isn't a problem. In some cases, this can actually mean positive things. But there also cases where this can lead to unnecessary hostility and an overly aggressive approach to a given situation. At that point, you will create issues. And you may very well create issues that you are describing, and will be able to bring them out as fresh examples, without realizing that your preconceptions are one of the root causes (obviously, one CE does not have the power to cause such a shift, but regardless, the idea is there).
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Further clarification: we are not talking about the detective's revolver. The detective's revolver is fit for purpose, as it stands. We're talking about the antagonist revolver.
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For the sake of clarity, the 12.7x99mm NATO round made famous within ze movies and stuff isn't the only .50 caliber round in existence. A pistol round of the same caliber exists (12.7x33mm), most notably used in the Desert Eagle. Considering advances in material research and tech, it isn't all that impossible to imagine a round of similar caliber used as a general purpose cartridge (exact measurements may differ). On target. It is kind of ridic seeing Doomberg walk around with a revolver, shooting everyone in the face and decaping them in one shot. Even if you have items that offer protection, the damage is obscenely high, in context with the other weapons in the game. Ergo, there isn't much consistency to explain the comparably high numbers.
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For clarification purposes, the original bans were dished out due to a horribly offensive tangents over OOC and the forums. You were talked to roughly two, perhaps more, about controlling yourself, and still ended up banned for that reason. So there, the original reason on record. As for banning ban evaders, we do that. And it's usually an immediate up to perma until appeared. See: Robotik.j
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Impossible. As already pointed out, the rate at which cryogenic freezing tubes introduce the chemical into the body is very, extremely, excrutiatingly slow. As such, OD-ing on alkysine within a cryo tube would require, literally, hours of marinating. Further more, the OD effects at that rate are slow enough to be encountered with the normal effects of clonex. Ergo, they would not be visible, as long as the tube is working. The mechanic in question, however, does render the presence of alkysine within a cryo tube to be pointless. It's administered too slowly to take proper effect, and could probably be replaced with other chemicals/just not put in there, for the sake of cleanliness. So you don't have to stop, but understand that you're not really doing anything radically different by putting it in there.
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Nah. If the complaining reaches stupid levels, admins are quite inclined to simply turn it off. People are allowed to voice their distain for a gamemode, how they portray themselves in that instance is up to them. If it goes stupid, admins mute it globally. If it just irks you, simply hide it until round start, or something. I don't see us making a special case of, "Auto-mute OOC for this specific round type," ending well.
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I'm curious about something. What exactly does it add to the environment? Dunno, seems like a bit of a meaningless thing. Also, Scopes. Make a global number variable and var++ every time the feedback databse gets its death table updated. Easiest way, anyways.
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SierraKomodo's coder application
Skull132 replied to SierraKomodo's topic in Developer Applications Archives
Alright, basically we have two options for you, on what you wish to do. We'll have a task or four for developing a website (the one that you heard me fumble with for a week, some time ago), or you can learn and adjust to DM, running projects there (perfectly understandable, should you want something different from what you do at work). So, those are the two options. As for the time frame, that'll be your dictation as well. So basically, figure out out the questions of "What" and "When", and we can proceed from there. If you wish to learn DM, I can either see if anyone's interested in tagging along with you from the dev staff, or set up tasks and explanations with you myself. -
Apologies for the stalled reply, certain things have been taking priority. Right, on target. There are a few issues I have to raise. First off would be, as you admit yourself, laziness. Basically, how attentive to detail do you think, you are on a normal project? The thing that caught my eye was the copy-pasta of MD overlays for EMTs, and not modifying them. It's a nitpick, I agree, but catching and running up details like that before committing means less hassle on projects, and less hassle for me plus Scopes. The second is, I'm having a bit of a rough time picking out individual things you've made. Most PRs authored by you on Bay are map modifications, ergo, not evaluated. And the NEV Unity build looks to be primarily BS12 import based, and I'm having to take some time tomorrow or the next days after to root through the personal commits you've done to it. In order to make that run faster, perhaps I can offer you another task, and use the results from there, plus your EMT pull, to gauge abilities and attentiveness? A third point is MO and attitude. I mean no offence with what follows, but it is something worthy of note in a small, relatively tight knit coding team. You come off as someone rather. Firm, in situations where humility may be required. Mostly, despite not being fully aware of a situation, you have in a few instances jumped to conclusions, despite them being incorrect. This can lead to a rather uncomfortable environment at times, where one side is forceful despite there not being a need for it. Thoughts on the matters presented?
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Pretty much what Zip had pointed out. In my mind, keeping the no vote on code red rule is a small evil compared to folks calling a shuttle via vote the moment something goes explodey. Because it has happened, and will continue to happen. The amount of times a shuttle vote has passed during an active and developing situation on blue alert, I would wager, is proof of that. With that perspective, is one drawn out round on code red that big a fault? Also, admins do keep track of the antag situation, specially on code red. Meaning that, if we believe that an antag's steam has run out, but red isn't lifted after a certain amount of time, we may choose to poke the issue.
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TheCritsyBear's Moderator Application
Skull132 replied to Gallic's topic in Moderator Applications Archives
Application denied, following trial extension due to real life circumstance, as of 09MAR2015. If you wish to know the reasons behind this decision, please feel free to contact myself over the forums, BYOND or ingame. -
There really isn't a point in going about this any other way, besides just integrating it with the suit cycling unit. Either shoot me a pull request for the sprites into my master branch, or if you're unsure as to where exactly they're meant to go (either be sure, or just do this), then just send them to me via PM and link.