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Everything posted by BurgerBB
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Random viruses are shit. We can all agree on this, however they should be just a right amount of shit and not be absolutely garbage. I looked at virus code and random viruses and I found out that there is about a 10% chance for a random virus to be lethal. This seems a bit ridiculous considering how new players tend to like spreading diseases round. The way it works is that it grabs 4 random effects from a list and then assigns them to a stage. Some viruses have a "stage cap" where only certain effects can be triggered at stage 2 or higher, or 3 or higher, or stage 4. I think this is silly and an inappropriate use of RNG. I propose that viruses are pseudo randomly generated, and by that I mean that it will select a virus stored in code instead of it being completely random. The viruses themselves will be annoying but not ruin ending, like lethal toxins damage or narcolepsy. Most of the viruses will also be self-curing, like a passing virus like the flu or the cold so people don't have to rely on a non-existent virologist every shift.
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That bottom part is the plan, actually. Spoons and forks, in a later PR, could act as crowbars or weak tools for prisoners to break out of. To prevent metagaming I might actually just remove solitary. Sounds great! And what do you think about the carbine buff? I'll probably make the carbine hold 20 shots and perhaps rework it so that lethal shots take double the energy.
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https://github.com/Aurorastation/Aurora.3/pull/5612 PR is up.
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I'm working on vault changes as we speak. It will all be on the main level. There will be several various ways to break in with different tools and playstyles.
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Adding things to the vault will be a problem because almost always security tends to take things from the vault. If there is a unathi head of security the breacher rig is always taken during code red situations.
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That bottom part is the plan, actually. Spoons and forks, in a later PR, could act as crowbars or weak tools for prisoners to break out of. To prevent metagaming I might actually just remove solitary.
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EVA vault breach will always be the most prevalent way of breaking into the vault. You're an idiot or a Head of Staff if you try to break into the vault via the elevator and turret. Using the vault elevator usually proves to be fatal because for some reason it's 2018 and no one realises that the elevator is one of the most poorly designed things on this server; worse than Changeling. There is also a turret behind glass that will fuck your day up, so unless you have an ion rifle, or an emag, you're fucked. Then there is the high security door that will take a significant amount of time to hack unless you have an emag. Breaking in through eva is more desirable, especially as a merc/raider. Even If I pull a Z-level AI core fortification meme and add 2 extra layers of reinforced walls, it's not going to make the vault any more fun to raid.
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Only on the shuttle if it departs before it is sealed. As you can see, it is designed to hug the ship.
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I will be attempting to improve the design of the surface by editing the map a few areas a time. So far, I have redone the red dock to be a better design. It's now larger, fits more crew in the waiting area and has some IQ padding on the main docks. People are carelessly breaking and venting departures because of a trust in ZAS not functioning properly. This is now blocked off, HOWEVER it doesn't remove the ability to bypass the airlocks because an engineer can disassemble the walls near the glass to get into the shuttle. Please clap leave feedback.
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I don't know the full scale of what an EMP does to an IPC. I've had it used against me as borg and I felt it was relatively fair. I think when I played borg, I found flashes to be more OP than the ion rifle because at least that's one of a kind. This is what I think an Ion rifle shot should to an IPC: Stun them for 10 seconds or something long. Drain half their max battery. If Lord Fowl had traumas for IPCs then I would also suggest giving a random trauma to an IPC like split personality or something reasonable.
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I completely forgot to mention the Ion Rifle. There are no plans to remove the Ion Rifle, just the two laser rifles and converting them into laser carbines.
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Because a dynamic system is significantly better than a hard cap. The problem is not that there are too many antags on the station, but too many antags compared to the crew and the crew's jobs.
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Currently, for every 5 players that are in the round currently playing, 1 autotraitor is chosen. This means that 20% of the crew will likely be a traitor. 20% is pretty high especially when everyone likes doing huge gimmicks. Antags are given a lot of equipment to do this, so instead of nerfing their equipment, I suggest nerfing the amount of traitors in antag rounds. I can do this by specifically designing a system that scales players based on their current occupation. For example, A security member would count as 1 person, while a filthy service member would count as 0.25 of a person because they don't contribute to making the round safer for other players. Medical would be something like 0.75, engineering 0.5, science 0.5. These are all examples and the numbers are not finalized. Heads of staff would be high as well, since they can control the chaos easier with leadership. Thoughts?
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Full suggestion is that if you change your species in the character editor, loadout items for your species, home system, and citizenship are automatically assigned. This can easily be cleared with "Clear Loadout" and should be non-intrusive. Passports are separate from the loadout system and are automatically given to the players, with an opt-out setting.
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This one is probably going to be a little controversial however I strongly believe that a rework on security weapons and the brig itself should be done. Specifically, I think that in the armory, security should only be given what is appropriate for a research station. On an average day, NanoTrasen would only need to worry about drunken crewmembers with the bartender's shotgun, and space carp trying to break windows. Let's take note of the equipment Canadian Officers (RCMP) use on the field. The RCMP uses small arms, shotguns, and larger rifles for their Emergency Response Team. I know that ISD is private corporate security and not Canadian Police, but I feel that a reduction in their armory. Would be better for the server overall. I'm proposing that security will get: x2 Pump Action Shotguns x4 Laser Carbines x2 Spare .45 security pistols To compensate for this, security would have 8,000 credits in their account and are encouraged to purchase guns from cargo if there is ever a crisis situation. I also propose that it is easier for antags to break into the armory. Instead of the double layer reinforced wall, it will be a single reinforced wall connected to maintenance. I also propose that it should be easier for antags to break out of the brig by adding randomly generated weak spots and security flaws, such as pre-cut window wires or maybe even a random floor tile leading to a maintenance area on the level below.
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Gibbing and dismemberment use the same code. It's related.
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I have a PR up from a while ago that is ready and still needs to be reviewed. This should make this effect worse, however instead of incapacitating 6 ERT, it will incapacitate 3 ERT before biting the dust. https://github.com/Aurorastation/Aurora.3/pull/5330
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I'm reworking Space Drugs to reflect these changes as well. Basically if you consume a little bit of space drugs, you'll be relatively fine. If you consume a lot, you'll obviously be impaired. It's being reworked like alcohol currently is where the more you consume it, the stronger the effect. This should reflect the justification of it's legalization because if you consider the mechanics of space drugs, it shouldn't be legal.
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I was reminded of vote swaying today so I decided to grow some balls and actually post a suggestion thread. There is a problem with vote manipulation and meme voting where people scream a round time in ooc and it gets voted. People lie about an event and extended gets voted. People just say the words "CROSSFIRE" over and over and it gets voted despite the server not having the players for crossfire. I would like to try an experiment where OOC is automatically disabled during the voting period, and perhaps maybe extend it to crew transfer voting period. Of course, admins and mods are exempt from the OOC restriction. I would also like to list the voting results (actual number of people voted and whatnot for each gamemode) when the vote ends.
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Mutone, Plexium, Venenum: New Phoron Salt Chemicals
BurgerBB replied to BurgerBB's topic in Completed Projects
bless -
Honestly these are all nice and all but I kind of really want some of these to be loadout items. I think a better system would be that if a new player selects a random citizenship and home system, the appropriate home system loadout item is added to their loadout. I like the idea of passports for each system, however.
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Mutone, Plexium, Venenum: New Phoron Salt Chemicals
BurgerBB replied to BurgerBB's topic in Completed Projects
Ofc if any of these chemicals seem a little OP or unfitting for phoron salts, I could always make them secret chemicals or traitor exclusive chemicals. -
Phoron Salts I feel needs to have more than just explosive potential. i will be making new PRs in small waves that have their own theme. The three chemicals proposed are: Mutone. Adds a random mutation every 5 units metabolized. 50% chance for a positive mutation, 50% chance for a negative one. Metabolizes 5 units every 60 seconds. Recipe: 1u Phoron Salts, 1u Unstable Mutagen; makes 1u. Plexium. Adds a random trauma every 5 units metabolized. Priority given to small traumas, large ones, then special ones. Can seriously fuck someone's day up. Metabolizes 1 unit every second. Recipe: 1u Phoron Salts, 1u Alkysine; makes 1u. Venenum: Changes the appearance and DNA of someone every unit metabolized. Reverts back to your starting appearance when the chemical is done metabolizing. Excellent for spies and evading security. Metabolizes 1 unit every 30 seconds. Recipe: 1u Phoron Salts, 1u ryetalyn; makes 1u. 30u can also be obtained via uplink for 4 TC. Updated: Edited the unit metabolism rates and values. Please reread the OP.
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It just means taking up 1 pocket or a small amount of inventory space.
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Why? https://www.nbcnews.com/feature/in-plain-sight/poverty-america-millions-families-too-broke-bank-accounts-v17840373 Very poor minority groups don't tend to own banks due to banking fees as well as trust issues in the system. The plan itself was hidden because it was very likely I wasn't going to pursue it.