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Everything posted by wowzewow
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Basically, title. I think we've gone past the point as a community to argue over semantics over medicine names in a space station game. My real super-evil ulterior motive here is that I'm just annoyed at comparing our chemicals with other codebases and whatnot and I still can't remember the new names. Hopefully it shouldn't be *too* much of a leap back, after all, they're just a few letter substitutious from the original name. That's really it. If anyone has any strong objections say them now or forever hold your peace.
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Perspective fixes are planned for the doors and will be added in a seperate PR
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Interesting. I'll account for that
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I will fix that. Well, I never really thought of throwing as a genuine frequent use damage mechanic outside of grenades. Usually mining uses KAs for combat. However I will buff them.
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Thanks, I put that in.
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Idea that just popped in my head. Bascially, makes throwing more interesting based on species. All species should be able to throw things in at least a two-three tile radius without issue though, so stuff like chemistry and cargo stuff will be largely unaffected Human Throw range : Unchanged (Same amount of tiles. Modifiers only change MAXIMUM distance things can be thrown.) Throw damage : Unchanged (Damage dealt by objects thrown.) Tajara Despite having the proper musculature to support throwing, Tajara lack the hominid evolutionary refinement that allows them to fully utilize it. Throw range : Unchanged Throw damage : 0.8x modifier Unathi Missing the key skeletal scaffolding in the wrist for finer motor control, Unathi make up for lack of dexterity with brute strength. Throw range : 0.8x modifier Throw damage : 1.2x modifier Skrell Physical tasks like these are vestigial and untrained, but that's nothing a little psionic focus can't fix. Throw range : 0.8x modifier Throw damage : 0.8x modifier Bonus : Can use psionic powers to boost. Vaurca - Workers Any offensive ability has been bred out for co-operation and dilligence. Throw range : Unchanged Throw damage : 0.2x modifier - Warriors Rigid claws and arm segments are no replacements for hands and wrists, but genetic engineering can squeeze haemolyph from an exoskeleton. Throw range : 0.8x modifier Throw damage : 0.8x modifier Modifiers : Lower chance to get disarmed. - Bulwarks If driving into a brick wall on the highway was dangerous, a brick wall with legs throwing an equally large brick wall at you would probably be dangerous-er. Throw range : 0.4x modifier Throw damage : 2.0x modifier Dionae Unaccustomed to gravity, their throwing prowess is severly hampered in such enviroments. Throw range : 0.4x modifier (Unchanged in Zero-G) Throw damage : 0.8x modifier (1.2x modifier in Zero-G) IPCs Despite all of the advancements in robotics and technology, unless tailor made to do so, throwing still remains a mechanically and computationally intensive task. Throw range : Unchanged Throw damage : Unchanged Modifiers : Throw damage is relative to cell charge. Throw range has a "processing" delay starting after the halfway mark and takes three seconds at maximum range.
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Sammy's a *very* cooperative and pleasant person to work with. Would be great to see her on the team.
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BYOND Key: Wowzewow Total Ban Length: Permanent Banning staff member's Key: Roostercat Reason of Ban: Posting questionable content on Discord Reason for Appeal: Sorry if I offended anyone because of my poor judgement. I think I'll just avoid posting memes in the chat and send them through DMs instead if anyone asks.
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Project Exorcism Episode 1 : Turf Wars (Feedback thread)
wowzewow replied to wowzewow's topic in Completed Projects
Oh, this is just a mapping issue. Those turfs aren't meant to be used in maintenance anymore. It will be fixed in due time. Speaking of which, I'll have to add that this testmerge and feedback thread admittedly jumped the gun a little. Most of these things haven't been finalized, so I suggest people reign in their expectations a bit. -
A quick preface for the feedback : THIS IS A FEEDBACK THREAD FOR SPRITES! NOT MAPPING! COLORS : They've actually always been this way. It's just that the way they have been rendered in the past has just been criminally desaturated from the PoopDark trend from eons ago. For particular sections that need darker colors, they need to be remapped with the proper colours. Also, this fix has also fixed the paint gun. Which should actually follow your colors properly. For weird lines in the middle of decals, tiles not being fully coloured by decals, those are mapping issues. The mapper did not use the proper coloring decal. Anyway. Just make sure your feedback isn't a mapping issue. I'm serious.
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Hotel Transylvania 4 : Mavis and Johnny get a divorce while Cake by the Ocean plays constantly
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I have an overwhelming premonition that people are going to start to ask to port things, so I'm making a thread.
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Thanks for the suggestion. I'll be willing to code stuff like this, so anyone reading this thread feel free to suggest stuff too.
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Basically, make med-scanners unavailable for departments other than medical and dedicated medical rooms on shuttles, away ships, independents etc. Reasons : 1. More reasons for people to interact with Medical's mechanics. / Basic medical diagnosis is already there It is fun to be able to flex your ghetto medical skills. It makes things interesting. Anyway, most injuries are mostly an examine-bandage fix anyway, so even then, you don't even need to go through the trouble. 2. "Soft" mechanical skills for medical. Inherently, it makes sense for only trained medical staff and contractors to understand how to use one. Anything more complex is out of the purview of the layman crewmember who shouldn't be attempting medical stuff anyway other than CPR. It's not like you need to know the 0.1 burn/brute damage to apply an autoinjector. 3. Gives more agency to medical players Rather than having more people having baseline medical skills that makes medical's jobs moot, it encourages people to actually go see someone from medical for an actual diagnosis, better yet, give medical more opportunities to step up. Anyway. If you REALLY REALLY REALLY wanted a medical scanner... just ask medical. Roleplay for it. It's just like asking engineering for insulated gloves. Better yet, just play medical in the first place. Now. I know the argument of the health analyser being a "basic item", but I really do believe it's not, it's just thought to be so by virtue of just existing there for so long. However, the "basic" actions can be already be achieved by grab-examining. This also applies for the argument that "it's an augment, therefore it's basic, removing it would force people to pick it." You can use augments to hack doors. You can also just bash it open using a crowbar. You can use the medical scanner augment to scan injuries. You can also just grab-examine.
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Yeah, this feels too much of a gimmick. It's Clown/Mime tier of job title. A new fancy title isn't going to be turning heads or changing player behavior anytime soon. It's happened before with the Chaplain and Psychologist, which *still* struggle to find RP unless they instigate it themselves.
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Actually, scratch this. I need to rewrite this
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Alright. This may be either ridiculously controversial or basically nothing. So, I'm looking to standardize the department colors. Most of the other departments seem to be fine as-is. However, Security. It's red on comms, and blue for the department, and whatever the hell is on the wiki. Well, light blue. Command is a dark navy blue. Anyway, I'm looking to standardize this shit, for Artistic and Sprite Purposes. Anyway, recoloring security back to red. Ever since departments died and corporations took over this will have little to no effect on people's drip. Which I'm certain most people are concerned with. At the most, this will affect the security winter coat, security jackets and other generic department equipment. Which again should not be a problem since we have corporate alternatives to above.
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I've only been able to participate in the last event, but I'll share my thoughts, I guess. 1. Permadeath, Risk and Reward It's a given, and I think it's fine. Maybe have a bit of starter information that will help players gauge the danger they will be putting themselves in. This has inadvertently led to crewmembers arming themselves to the teeth for justifiable paranoia. This led to those actually going to dangerous locations and spelunking with less equipment. Those going to relatively safe locations such as the town had unnecessary firepower. Which meant that the crew had to have weapons drop-podded in and loot goblining the inn for weapons. As a suggestion to remedy this, have a brief synopsis of the area - taking the last event's location for example. Danger Levels : None - Ship Low - Town Moderate - Wilderness High - Caverns This will not really spoil anything, but will give the players a choice to sate their desired appetite for risk and reward. 2. Equipment The ship was definitely underequipped. The single tile wide hallway to both the armory and medical didn't help either. It could stand to have more materials and other goods. 3. Department involvement. Other than medical and security, the other department characters really have left nothing to do. I do feel that the ability to chop down trees and whatnot is a step in the right direction. Give engineering something to do. Perhaps have science own the only translator and respective access to artifacts found.
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As the hours pass
I will let you know
That I need to ask
Before I'm alone
How it feels to rest
On your patient lips
To eternal bliss I'm so glad to know
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I think the design sans tree is fine. It's already a pretty busy landmark, and I feel the Bar/Kitchen doesn't need more flair. +1
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Honestly, the real point is because of my OCD, really. Six departments, Six access areas, Six manifest categories. It just doesn't really sit right with me that we have a "department" with no real department, so to speak. On the Wiki, the Manifest, and the Job selection menu - it just looks so out of place. I mean, for Bay, they have more departments too, and stuff. So that's pretty justified. But here it's just....eh?
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Corporate Liaison - Moving them back to Service/Civilian would be good. It's where they were originally, IIRC. For Bridge Crew, their job scope mostly involves Piloting, which could very easily be an Operations job. (Something like Bay.) The stuff about being mini-command and negotiating with other parties is already fulfilled by Security for the most part. Haven't really figured something out for the corporation stuff, but it just bugs me having such a superfluous department. Especially after the removal of Service Manager.
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Echoing Garn's sentiment here. Also, this should've been a Lore Canonization Application. Locking and archiving.
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So, I've been "inspired" by the old geezers thread about Aurora's long and storied history about being an Apollo branch-off, and the off-chance discussions about the past by old-timers on the discord. I guess being the longest standing HRP server is something pretty impressive. So I was thinking, it would be pretty cool to have just a page about the server's history, and how it's developed over the years. Are people even interested in this kind of thing, better yet, in making it? I don't know, I just thought it was interesting. I'm the type of guy who thinks going to museums are fun. Which they are, very fun.
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This thread is quickly getting out of hand. @Sniblet, I recommend re-suggesting this as a custom item. As for policy on Job Accessibility, please move this to the Policy Suggestions section. For discussion on about adding this item into the loadout, It'd be preferable to see some actual demand for said item before going forward with this (other than OP and hypothetical characters).