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Everything posted by BurgerBB
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I participated in the round and generally had to deal with the wounds presented, and saw some of the actions performed as well as listened to them in comms. I don't know if that's enough to comment on this so I apologize if it isn't. I genuinely thought it was Traitor + MALF or Rev + MALF because of this and was surprised to learn otherwise given the behavior of the Vaurca involved. One of them even went as far as to steal the vital 50 sheets of phoron from chemistry without a word, so I thought it was traitor. I was considering actually ahelping this at round end upon learning those two were not antags as the phoron itself was needed, however I suspected that the people involved would've ahelped it anyways and they would've painted a better picture of the situation.
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I find that blob is too problematic for a random event, especially when compared to all the other random events, including meteors and viruses. Most of the time, the blob spawns in a decent spot, however there are some times where it spawns in a location where it is just insane, such as the construction level right next to the two elevators where it really exposes the flaw that is multi-z travel on a 2D spessmen game. Currently, blobs can spawn anywhere in maintenance regardless of player location and z-level. I do not think this is enough when it comes to selection, and can make defeating the blob a more desirable alternative than just calling the shuttle when it spawns in a impossible to defeat location. I will implement the following: Blobs can only spawn on the main level and the sublevel. (Before: Anywhere on the station, in maintenance.) Blobs can spawn anywhere where there are no players. (Before: Disregards player location.) Blobs will not spawn on elevators, shuttles, and turreted areas. They can spawn outside maintenance. (Before: Only maintenance.)
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This is incredibly difficult to do. I have attempted it and found that porting it from /tg/ is harder than making a brand new temperature reagent system involving science concepts I had no understanding of from the begining. I think a better milestone is to just port the circuits they have from baystation since we use baycode as our framework.
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Another point to add is that if there is an AI that has an IQ above 3, the AI would usually normally spot the Captain being confronted by an unauthorized (fancy word for saying "antag") person in their office and inform security.
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I looked this over and I'll specifically address each title. A lot of these remind me of bad euphemisms https://www.youtube.com/watch?v=vuEQixrBKCc. I feel that the manifest should accurately, but not redudedently, explain your purpose here. Titles that describe the same occupation but in a different phrase is a redundant euphemism. We don't need a tourist title. Visitor is fine enough. Supply Manager is redundant. Custodial Technician is redundant. Newscaster Maintainer is redundant. Curator is fine. Merchant alt titles are good. Science alt titles are good.
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I would actually support this because of 3D chess reasons. The Captain would be less of a target and therefore antags will interact with the rest of the crew instead of risking chairRP with a Captain.
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A Map Overhaul of the Security Department
BurgerBB replied to BurgerBB's topic in Completed Projects
Made some significant progress on the main level. https://imgur.com/a/UKx11GW Will likely move the stairs all the way to the right more to the center. -
A Map Overhaul of the Security Department
BurgerBB replied to BurgerBB's topic in Completed Projects
If a multi-z brig is ever going to be introduced, then someone (not me) is going to have to code and sprite railings. -
A Map Overhaul of the Security Department
BurgerBB replied to BurgerBB's topic in Completed Projects
The armory will be more "MetaSecured" than the vault. With the vault, you can easily find ways to break in, while with the armory, there will be very limited ways to break in by comparison so raiders don't just breach EVA and steal everything. -
This isn't a -1 but I'm very concerned about giving traitors and explosive that has devastation range. I recall that the ninja explosion was really fucking awful because of how destructive it was and it lead to bad ninjas suicide bombing people when they ran out of ideas. In a previous round I observed, this happened with an antag where their gimmick wasn't going well so they decided to trigger their explosive implant while near people.
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For my next big project I'm going to be overhauling the security department. I was originally going to be touching the brig and the armor but I realised that in order to do that, I must touch everything else. Current plans are: - Make the warden's office connected to the brig and the armory. Most maps I'm looking at for SS13 (Boxstation, Metastation, Pubbystation) are nicely connected when it comes to the armory, the warden's office, and the brig. - Make the brig possible to break out of without causing a shitload of noise. - Make the armory easier to break into with different ways of breaking into it, similar to the vault redesign. - Generally redesign everything. POSSIBLE plans are (feedback needed). - Put the Armory, evidence storage, and forensics on the lower levels. Most police stations tend to do this for security and design purposes. - Make the Brig Multi-Z, warden's office on top while the cells are on the lower level. Suggestions needed: - Prison Escape Methods - Armory Break-In Methods - Problems you have with the current security layout, as antag and as a sec officer. - Things you like about the current security layout, as antag and as a sec officer.
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https://github.com/Aurorastation/Aurora.3/pull/5627
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There is no mapping progress made. I am still gathering feedback.
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Hello. I've been assigned to work on this. So far the current plan for implementation is: - It's not a full replacement. The old gasmasks will still exist because they are iconic. - The new masks will not hide your identity like the green gas masks, however they will still protect just as well as a normal gas mask. - Emergency Boxes are filled with the new mask sprites instead of breath masks. - Some emergency lockers contain the new gas mask sprites. - There is a very ancient gas mask now introduced in maintenance loot. Only difference is that it has an old sprite, and doesn't protect against phoron.
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[1 dismissal] Tactical gasmasks for Security armory
BurgerBB replied to AmoryBlaine's topic in Archive
I think a sprite change of the gas masks would be the best option, or an alternative option at least to make it look like a security gasmask. Tactical gasmasks are more for ERT and such, and if Security REALLY wanted to have a tactical gasmask, they could steal stuff from maintenance even though that's Cargo Property. -
[1 Dismissal] Quicker cuffing when grabbed.
BurgerBB replied to Wigglesworth Jones's topic in Archive
Now if I don't comment it's going to feel like that I set you up for failure. When I mean grabbed, I mean aggressive grab. Not pull with CTRL+Click but with aggressive grab. It just feels like a suggestion that makes sense and may encourage security players to perhaps play smarter and wiser. Also to fix the issue where people can resist out of cuffs easily if you're doing a passive grab instead of a pull, which is silly. -
They're going to be replaced with energy carbines or whatever the fuck they're called. The ones with the double setting.
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Could you take a step further than this and remove all procedurally generated viruses from the mix, and brainstorm a bunch of standardized viruses that all have predictable symptoms, and simply make it that the only RNG that exists is what established disease gets rolled? In this way there's more interesting world-fluff involved that people can talk about in regards to the diseases that exist in the game world, i.e., Cannibal Fever. I can understand if "outside of the scope of the PR" is the response, though. that's already implemented, please read the PR
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Just make the main entrance less accessable and that would be it, wish we could have pannels that require two ID swipes for doors to open, oh well. The secondary entrance basically has a bolted door that only an AI can open.
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This sounds like an icly issue. I can't reasonably stop this sort of thing from occurring without just making the vault a room without doors.
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No, but it's harder to remove something than it is to improve it because of developer and community opinion. With that being said, the PR is up: https://github.com/Aurorastation/Aurora.3/pull/5615
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I'm sorry but I do not agree with your philosophy on game design. If an under-maintained and near useless role has very little players, then the consequences of not having players in that role should be removed.
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I decided not to go for self-curing viruses, but instead only lethal viruses exist if there is a virologist on board.
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Three original breachers is way to much. Legitimate breachers are main battle tanks for the Unathi, and you've got to remember that Security has access to the vault at the Captain's permission. What if there are three Unathi security members who all get Breacher'd up and go for your Mercs/Raiders/Traitors? And considering Breachers have 90 defense to everything except radiation, where it has 100, that's complete chaos. Please read the pull request again.