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Everything posted by BurgerBB
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https://github.com/Aurorastation/Aurora.3/pull/5409
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So what I've noticed is that a lot of secret gamemodes tend to occur a lot during gameplay. More so that what is statistically reasonable, I think, so I did some investigating. https://docs.google.com/spreadsheets/d/1peEImzfnToz4i5UVUz1GpIcL8Op-9HenMpRjugyKDv8/edit?usp=sharing I created a chart that shows which antag type gets picked the most. As it turns out, there are quite a few surprising flaws that I'm not sure that the people who chose these chances are aware of. Flaw Number 1: Ninja occurs way too often. Ninja has a 16.3% chance to occur in secret. The median gamemode chance is 9.1%. That's almost double. While it is fine for a gamemode to have a more than average occurrence, ninja doesn't' feel like it would be fine to have this attribute. So far it has the greatest advantage when considering mixed gamemodes, greater than something has flexible and well-known as traitor. A solution would be to lower the chances of a single ninja occuring on the station. Flaw Number 2: Raider/Merc occurs way too often. Ninja having a 16.3% chance to occur is pretty high, however when you consider merc/raider as one type of antag, merc/raider has a 16.4% chance to occur. Also considering how often that gamemode is voted, it's pretty damn high for an HRP server. A solution would be to lower the chances of merc/heist/crossfire so those gamemodes don't happen every other round. Flaw number 3: Changeling Exists pls remove changeling Flaw Number 4: Single Antags occur way too often. Gamemodes like ninja/wizard/malf can be super fucking boring if the antag is bad. So much of the round relies on them being interesting, and most of the time, they're not. I think these gamemodes occur way too often and need to be adjusted.
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Basically the gist of it is that I want to port other chems, elements, and their recipes from other servers and add it to Aurorastation, with the exception of meme chems. Drugs included, as well as additions using the trauma system. Potentially I also want to add reagents having temperature, but I'll do the easy things first. Here are the chems and compounds I want to port: GoonStation Ephedrine (Stun reduction chem, prevents oxyloss) Epinephrine (Stun reduction chem, prevents oxyloss) Haloperidol (Reduces the effect of drugs) Mannitol (Reduces brain damage) Menthol (Stabilizes body temp) Morphine (Super Pain Killer, Addictive) Mutadone (Cures mutations) Omnizine (Tricord but better) Salbutamol (Dexalin Alternative) Saline-Glucose Solution (Weaker Bicard + Kelotane alternative) Silver Sulfadiazine (Kelotane Alternative) Styptic Powder (Heals brute damage immediately on touch) Pentetic Acid (Anti-rad) "Grouch" aka Crank (Addictive Super painkiller and stun reduction chem. Martian street drug.) "Catnip" aka Cat Drugs (Addictive painkiller, Causes the user to vibrate excessively. A Eridani street drug create drug targeted towards Tajara.) "Guwan Dust" aka Krokodil (Addictive Super Painkiller and brute regeneration chem. A synthesised drug based on a flower found in the deserts of Moghes.) Methamphetamine (Addictive super painkiller, stun reduction chem, speed boost chem. Good ol' sol meth.) /tg/station Oxandrolone (Kelotane Alternative) Perfluorodecalin (Dex+ Alternative) Atropine (Super Tricordizane) Potassium Iodide (Anti-Rad) Corazone (Heals heart + liver) "Slug Salts" aka Bath Salts (Addictive Super Painkiller that makes the user immune to stuns and sleep use by Skrell Degenerates.) Baystation Adrenaline (Inaprovaline Plus) Oxyphoron (Mix Water + Phoron, great flammable.)
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Oh, okay. I'll just work off it then. You have full permission to take the code and make a PR with it, with your work. I think it would be easier that way so you don't have to work with it in mind.
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Considering it has not been updated in over a month, you'll have to forgive me for starting on my own rework. As this is an Open Source content game, you can't claim dibs on something and expect everyone to just leave it alone forever when your PR goes nowhere. Uh, no. Feedback was needed on it. Considering it changed a gamemode I found it was appropriate to wait 1 month for feedback to come in. It will be merged this cycle.
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https://github.com/Aurorastation/Aurora.3/pull/5213 Keep in mind that some of which is above is already being done in a WIP PR.
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99% of the time this happens, it just delays the round end and is super annoying. There is very little RP involved, and it's overall regarded as an incredibly dick move. I propose that the AIs have lost this privilege. By default, external airlocks should have their door's AI control wire cut. The lore explanation will be that it's a safety precaution to prevent any viruses (such as greytide) from accessing the external airlocks.
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Not really sure I'm that okay with this idea. Much like how cult are practically immune to stuns, this makes it so that security will always result to lethal options with lings.
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BurgerBB's Developer Application
BurgerBB replied to BurgerBB's topic in Developer Applications Archives
A ton of context is missing behind that image but I can understand why you're upset. When people joke around about the reasons why I added something, ofc I'm going to joke around as well, hence the phrase "huge fucking boners". -
I don't really know how to fix the bug either.
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I think this displays a much bigger problem with combat, and that you have to actually click on someone's sprite to attack them which is like, really silly in 2018. Clicking on the tile or the sprite should attack someone. This would solve the issue of trying to click on unclickable people. There is actually a cult exploit that someone can perform that makes anyone impossible to click on, however I will not mention it so it doesn't become a thing.
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And this is pretty bad considering that security aren't allowed to metagame cult and stealth cult is played a lot.
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I wrote up a paragraph but the forums ate it for some reason and now it's lost so I'm doing it again with more aggression. Cult is honestly one of the worst designed gamemodes for HRP, sitting up there with changeling. Hell, I'm starting to think that cult might be worse than ling as I actually took a look at the code. The balance of cult is a big meme and part of the "P O W E R C R E E P A N T A G O N I S T S" method I'm seeing lately to make gamemodes """interesting."""" Here are some things about cult: - Throw paper in someone's face and you'll stun them long enough to decap them with a sword regardless of protection for no real reason other than blood magic. You can have unlimited paper as long as you don't get papercuts. - Get 3 people to stand on a rune and you'll instantly kill either an organic or a machine in one hit for no real reason other than blood magic. - Actively show signs of being a cultist however security isn't allowed to give a fuck because that's m e t a g a m in g. So if you say anything about 9 people in scary robes gathering in a circle jerk, you're a FOOL. - Stealthcult happens sometimes because of the above. - No one wants to be a cultist because it means switching your personality for no real reason other than blood magic. This causes the crew to catch powergaming fever when they learn it's a cult round. You'll always see a Durand constructed during these rounds. - The below shows code of ERT armor and cult armor. Guess which is which. (Bio and Rad protection excluded) Cult is about the same for no real reason other than blood magic. armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30) - Cult robes are 100% immune to tasers and stunbattons for no real reason other than blood magic. Sec has to rely on lethal takedown measures to get rid of cult. (Excellent HRP gameplay). - Juggernauts are immune to most ranged and melee weapons. - Cult is immune to security cyborgs. - Cult is given a sword that can decap in 1-3 hits (thanks limb gibbing code). Here are some things that can be done to fix cult: - Remove/nerf high-damage runes/abilities. - Remove stun memes. We did it with everything else. - Nerf the protection of cult armor or at least give it some drawbacks (Maybe 0 melee armor?) - Nerf the protection of cult armor again. Specifically, how much it protects against stun batons and tasers. - Make cult conversion actually reasonable. Look into how deity/devil works and provide non-shit scenarios where someone will willingly join a cult, such as wish granting or power.
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No one is removing the memes. They are being displaced and seperated.
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Minor events happen every 10-15 minutes. Moderate events happen every ~30 minutes. Major events happen every 60-120 minutes. All you need to look at is the probability at the end of the right.
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WIP rework of event probabilities. The goal is to make it so that events related to a certain job only occur if that job is occupied. For example, there will no longer be any more deadly viruses with 0 medical staff, or massive meteor storms with 1 engineering apprentice. I'd like to think as events as game masters. The current game master is a dick and just throws things randomly and arbitrary, while the proposed one is actually sane. https://docs.google.com/spreadsheets/d/1BOo8Pj_7FYPluPC4RUhKJLVzrfJrmeMBFvaRhOJP5b8/edit?usp=sharing Check out this spreadsheet for proposed changes.
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Randomized disposals is unique to disposals. The disposals chute always shoots one tile to the west, and that launcher always shoots in a specific place to the west as well. Also all four of those are freezers.
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https://github.com/Aurorastation/Aurora.3/pull/5357
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More than half of the tips of the rounds are memes. While this is funny to some, I feel that the tip of the round has a lot of potential to inform users of actually useful mechanics or recently changed mechanics. Perhaps seperate the two by displaying a helpful tip of the round at round start, and a memey "Message of the Round" statement at the end of the round.
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Let's end this meme of forced reliance on engineers
BurgerBB replied to BurgerBB's topic in Completed Projects
Shield room will get its own substation just because of how much power it consumes and added potential for vandalism/antagonism. -
[Dismissed] On Custom Items: Resonable Pet Restrictions
BurgerBB replied to Kaed's topic in Rejected Policy
I honestly prefer 0 pets on the station at all tbh. It's a top of the line research station but then again 0 people act like it. -
Let's end this meme of forced reliance on engineers
BurgerBB replied to BurgerBB's topic in Completed Projects
As listed, I want to create things that engineers can do, such as building on the station or fixing repairs. The building on the station part is optional, while fixing repairs should take up the same amount of time as setting up the shields or engine. Only difference is that its actually time spent that's entertaining and could further the round especially as an antag. -
Let's end this meme of forced reliance on engineers
BurgerBB replied to BurgerBB's topic in Completed Projects
Other departments having garbage gameplay doesn't justify engineering having garbage gameplay. This is whataboutism and not an argument. -
It's honestly a joke that every single round the engineers have to do the following: - Break into atmos to steal the phoron. Painstakingly drag the two phoron canisters to the supermatter. Again. - Setup the supermatter. Again. - Painstaking drag 4 large shielding units to the surface. Again. - Design an over complicated tumor in the hallway so the shields have somewhere to be. Again. - Wire up the shields. Again. - AFK in the engineering lobby and wait for something to happen. Again. It's so fucking boring. No one plays it, and since no one plays it, everyone has to suffer because there is no one to setup the power. At least with other roles you can have alternatives, but with no engineers the station comes to a screeching halt. I propose fixing the issue of having to rely on engineering for power and engineers having to torture themselves by performing the same tasks over and over again. The fact that we don't have power at round start is bad gameplay. The fact that every round engineering has to setup shields in order to prevent carp from fucking up everything is bad gameplay. This issue regarding engineering is amplified given how Aurorastation is suffering from lowpop and a very questionable AI introduction that makes hostiles mobs smash glass passively. Carp are no longer something you can pull the fire alarm down and ignore. They will fuck your shit up. I've been in plenty of rounds where the shuttle had to be called because of the lack of power, or engineering ERT had to be called because of it. It's just so lame. So I propose the following: - The surface has a dedicated shields room that can be setup easily. All shield equipment is located already there. No more moving it. - The supermatter is already setup with the desired phoron count. All it takes is 20 blasts with the emitter and you've got a shield. An engineer or the AI can setup the supermatter. - Add a shitload of engineering related events that only occur if engineering is present. Random machines overheating and catching fire. Random machines breaking down and needing repairs/replacements. Actual Ion storm events that EMP random machines that engineering can fix. Stray meteors/sand that hit the station randomly. Mice chewing wires. - Possibly making it so that one non-vital area randomly starts out with renovations in progress. For example, the bar could start without wood tiles or furniture. The cargo break room could be empty. The library missing some bookshelves. Head's of Staff's offices needing work.