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Everything posted by BurgerBB
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[Dismissed] Add shuttle immunity rules [Binned: 01/05/2018]
BurgerBB replied to BurgerBB's topic in Rejected Policy
I'm fine with transfer shuttles with conflict if it's actually relevant to the gimmick at hand. I think I mentioned this before, but if my gimmick is to kidnap people then I'm going to hijack the shuttle and that would be allowed. If it's cult and my goal is to convert people, storming the shuttle and murdering everyone shouldn't be allowed. -
[Dismissed] Add shuttle immunity rules [Binned: 01/05/2018]
BurgerBB replied to BurgerBB's topic in Rejected Policy
I had a wonderful experience today during a cult round. Shuttle was about to depart in a minute. Some armed cult ghoul walked into the shuttle, all the way to the back right without anyone saying anything, and started attacking an AFK security officer. A huge huge huge problem is that once people go on the shuttle, they go afk and do other things because they assume that there is no more threat. This happens all the time, and the effect is even worse with SSD players who are brought onto the shuttle. I think it's a good example of how this policy can defeat bad antagonism. The threat was presumed dealt with but since people were still in hiding, the cult summoned flesh ghouls who went and attacked the shuttle. -
I'd say only allow the AI to exist in the following gamemodes: - Extended - Merc/Raider - Malf - Ninja - Wizard - Autotraitor AI during rev is just an instant win for the loyalists. Cult is similar but not that bad.
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Lets try it. I nominate myself, seriously.
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https://github.com/Aurorastation/Aurora.3/pull/4482 Combining both and this PR seem like the best option to make everyone happy while encouraging people from eat from vending machines.
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This is probably autisticly overexplained, but this is how I see roleplay on this server. Most good stories follow the dramatic structure, which is: is exposition, rising action, climax, falling action, and denouement (or conclusion). The length of these key points varies between story to story, which depends on its genre. Action movies tend to have a longer climax, while dramas tend to have shorter ones. Thrillers have a lot more rising action, while universe-building stories have more exposition. That being said, the typical good aurorastation round looks like this: This is fairly standard. Antags gear up, introduce themselves usually at the 30-45 minute mark, they start to cause trouble 45 minutes in, then they unleash their big climax usually between the 1:30 to 1:45 mark. Depending on everyone's cooperation in the round, that climax can last between 5 minutes to 30 minutes. Falling action is when the antagonists and/or the crew are slowly defeated one by one, in which then the denouement happens. This entire process usually takes 2 hours, and the whole voting for a crew transfer thing is clearly designed around that. If the story has not reached a climax, or if the story is currently reaching falling action, a vote is usually called and a transfer is scheduled. The vote itself only passes when it's a 2/3rds majority to prevent the "i died please restart" meme from manifesting which is more than fair. HOWEVER if the current alert level is red, then the vote cannot be called. Obviously this was made to prevent players from voting during the climax of the round, but unfortunately there are a lot of bad antagonists (and sometimes bad heads of staff) who keep the alert level on red and inflate the length the round when the cow has been milked dry. I think this is fine up until the 2:30 mark, however when it gets to 3:00 then it's usually just silly. A lot of admins at the point tend to intervene as a CIAA official and ask why on earth their expensive multimillion dollar station has been on code red for the past 2 hours, but given how they don't want to do too much they wouldn't force an ERT shuttle and instead let the crew decide if that's necessary. Thoughts? Should it instead be 2.5 hours? Should the restriction be removed completely? Should an automatic ERT be called if code red has been longer for 2 hours? Should a special vote be called that asks to send an ERT team if it's been code red for a total of 2 hours? This thread is merely for the suggestion of it being removed at the 3 hour mark, but of course if this one fails, new threads could be made with new suggestions.
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If you're going to buff fire, I suggest adding a reagent in fire extinguishers that excels at putting out fires. Currently fire extinguishers are really weak when it comes to putting out fires.
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Junkfood + Food positives/negatives thread
BurgerBB replied to BurgerBB's topic in Completed Projects
Did you read the OP? -
Clearly most people don't like junkfood giving heart damage, in any amount. This megathread will be looked at frequently for ideas and feedback on a future PR. The Goal: Make people avoid eating vendor food and instead eat healthier food from the kitchen or garden, while keeping realism. What I'm planning on implementing: - Adding two types of nutrition, regular and poor. Regular nutrition behaves the same as nutrition, poor nutrition doesn't keep you filled for as long like regular nutrition. - Implementing a "Fat" and "Energy" system. Energy means how much calories are in your system. Fat means how much fat is stored on your character. Having high energy makes you faster and stronger, having high fat makes you sluggish and slower. Fat and energy contribute to your nutrition levels. Having too much energy will cause you to become fat. Regular nutrition directly adds energy, while poor nutrition directly adds fat. - All junkfood will have poor nutrition. All healthy food will have regular nutrition. Some chef cooked foods that are naturally high in fat will have poor nutrition. What I'm considering implementing: - Giving chef-made food special benefits when consumed. - Adding a "love" reagent to food and plants that is added to food and plants that are grown/created with effort. Love reagent removes itself if the food is grinded up, or extracted via a syringe or other means. Love gives minor buffs. give thoughts pls
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Currently, as MALF, MILF, or otherwise, recalling the shuttle after a 2/3rd majority vote without seeking permission is grounds for a good bwoinking. This rule is in place to prevent bad antagonists from trying to end the round later than they should. This is a very good rule since the vote is basically the players saying "This antagonist is bad." or "The resolution of the round has been met." Unfortunately, this does not prevent more creative antagonists from disrupting OOC democracy, such as a previous round where I think a lot of players were quite annoyed with when it came to calling a bomb threat on the shuttle, blowing up the glass on one side of it, and effectively extending the round 15 minutes longer than it should've because of repairs and safety concerns of the crew. There was an arguement about it, and admins/mods decided it was perfectly fine as they seeked permission and "Wasn't against the rules." despite it being an incredibly low-roleplay thing to do. The primary goal of antagonists is to drive story and generate interaction, but it seems that a lot of antagonists recently forget their purpose, and even sometimes forget they're playing on an HRP server. If a 2/3rds majority want to leave the station, and you have not reached the climax of your story as an antag, then you should cut your losses and do something interesting instead doing the equivalent of a child and going "FIVE MORE MINUTES, MOM" and doing an actual jihad. Obviously a lot of antags don't share that mindset and treat this vote as some sort of magical deadline where they must have some action-based climax with no actual interaction and story value, and leads to a lot of rounds ending up with "What the fuck were those antagonists trying to accomplish?" I propose some actual rules for antagonists regarding touching the shuttle, including stuff like shitty MALF AIs stealth nuking and then bolting/shocking the shuttle doors closed, bombing the escape shuttle, or creating a blockade without a good, thought out reason. These reasons need to be established at the beginning of the round, for example if a group of raiders were kidnapping crew members for information and random, it would be acceptable for them to blockade the shuttle or cause disruption. However, if a group of raiders were clearly just fucking around with security/command (ie every shitty raider gimmick ever) then obviously they have no fucking clue what they were doing in the first place and should be scolded if they fuck with the crew transfer shuttle. Thoughts?
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I rather this persistent monthly reset thing be limited to very very special rare items that can't be obtained by normal means, such as traitor items. Given the nature of this game, I find it to be very bad game design to have monthly resets for near essential items.
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I think you'll have to touch up cargo tech too to handle that sort of thing. Miners should be spending 99% of their time outside the station, while cargo techs should be managing materials and all that other stuff. I think this would be a great addition and give cargo techs actually something to do other than sit around all day and explain how the cargo ordering system works.
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Despite a forum existing for reporting suggestions, and a forum for reporting bugs, the number one way to report a bug is to complain in ooc about it. A contributor will not take you seriously while they're busy playing games; use the forums or github so we can look at them and work on them on our own time. If it feels like I'm ignoring you in OOC when you complain about junkfood, it's because I am. Use the forums. I'm also noticing a trend where people over exaggerate the issues or act silly on purpose to prove a point. I've seen people buy bread tubes in vending machines early in the round, and I say to myself "That person fully knows that bread tubes are bad for them, and they're going to eat 3 of them just to bitch in OOC." and that's exactly what happens. The less truthful you are, the less seriously I take complaints.
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They are well made but I don't think they match the style of the current guns. It can easily be fixed, however.
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Issue has be solved. Heart damage is more linear so it isn't just an instant 20 oxy damage.
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Wew this took off. [mention]TishinaStalker[/mention] Just a protip for the future, I do not take OOC complaints about PR as seriously as I need to, as I'm super busy playing 2d spess mens. Make a forum post about it if it's about concept, or make a github bug report about it when it comes to bugs. Reasons I gave to justify its existence were off the top of my head and obviously really poor. Here are a list of reasons as to why I added this change, in order of importance: - Encourages players to eat natural, chef-made food instead of using the vendor to provide nourishment. There is no reason why meat from the vendor should have the exact same properties as meat that was just freshly cooked from a recently slaughtered animal. - Prevents players from overeating the vendor food. - Gives antag creative poison options. (15 UNITS OF PALM OIL STRAIGHT INTO THE VEINS, MOTHERFUCKER.) - Makes junkfood taste differently than real food. - Gives an authentic spess capitalism feel. [mention]Gazer[/mention][mention]Resilynn[/mention] You'd need to eat a shitload of raisins in order to receive heart damage. The github pr says 4 but that's basic on 1:1 consumption to blood ration, which it isn't. It's 1:2 which means you'd need to eat 8 large packets of raisins to receive heart damage. I find the addition to be pretty immersive and with purpose, as when I went to medical for an unrelated condition to junkfood, a medical doctor noticed the heart damage and told me that I should be eating healthier and avoiding junk food. The scan lies about how much heart damage a patient has received. It's rounded to the highest full number, so if you have 0.00001 heart damage, the scanner would say you have 1 heart damage. The negative effects of organ damage start at 1, not 0. There are future plans to make junk food worse, such as sluggish behavior (sugar crashes) and obesity based on fat levels, not nutrition. I'm currently waiting on another PR to be merged before I implement these new changes and I think this should add the desired depth that you all seem to want.
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How to push a PR agenda, by Burger. Kek. speaking of agendas have you seen my pda pr that adds daily agendas that save through game sessions
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Gang is usually hated in /tg/ because every round leads to a murderbone fest given the nature of it basically being nuke ops except the crew nukes the station. Gang isn't built for HRP, and if it were to ever be ported, I doubt it would work without some serious renovations. Then again, the same could be said for cult, but people properly roleplay cult. I think it could work if you removed the dominator, replaced it with another condition like depositing ~50,000 credits in a gang bank account, and removed the forced convert to something less forced.
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I can combine this with my event PR. Reduce it's chance significantly and add more depth to it, somehow.
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It takes quite a bit for a hardsuit to puncture.
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Do mimics make sense in the universe? I mean, yeah other crazy shit exists, but I feel that mimics are too much. In my mining PR, there are dangerous creatures that spawn when you break rocks. Thats as close as you're going to get to mimics I think.
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Yeah, I'm convinced now that extended may be necessary in secret, which is why I'm suggesting letting players know whether or not if extended was rolled during secret so they can act accordingly. Pros: - Whiners looking to start shit leave. - People who are bored can play something else. - People can adjust their roleplay accordingly. Cons: - Metagaming. - Server player count may drop.
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The thing that was broken with regular ninja is that there is only one ninja to interact with the crew. This is fine with ~15 players but holy hell anything during normal hours is just silly especially how most people play ninja as a teleporting fartbag. There's nothing broken mechanics or balance wise. The problem is that there is only one of them. This is an improvement of the ninja gamemode. The reason why this is a new gamemode instead of a direct replacement is because I want players to compare and contrast the changes between regular ninja and this version of ninja and give relevant feedback to further improve the gamemode.
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So get experienced in it by playing Extended and focusing on roleplay instead of how you'll secure valids? It's a heavy RP server, so you should be doing that anyway regardless of round type, but what do I know. If anything, all it does is encourage "Oh, I can't fight antags. ABORT ABORT." In which case, those players need to go back to mrp!!!! I'm just going to go on a rant because this is starting to get super silly. Maybe I'm insane. Maybe I'm having a stroke and I just don't know it. Maybe I unknowingly snorted cocaine and the first thing I did was read this post, but gosh darn it this attitude about players needs to stop. I remember vaguely about the time I was pointing out how long the Tajarian lore is. I was like "Holy penis this is long lore, I'm not going to get a whitelist because this is too advanced for me. I'm going to get a dionaea whitelist instead." and I was unironically and genuinely called MRP trash and was told to go back to goon by some player. For the record, I only played goon one because I joined, called a cyborg a nigga, and was promptly banned for racism. BUT I DIGRESS there is a certain attitude that exists within this community that makes me write paragraphs on a internet forum about an 2d atmos sim. The attitude i'm referring to is this belief that just because people want action, doesn't mean they don't want RP, or just because people don't want this style of RP doesn't mean they only want action. I see this prevalent a lot in OOC and Discord and it gives me depression. Everyone roleplays differently. When I roleplay, I look for drama and entertainment. Antags provide both of those. Action is near the bottom of my list on what I look for, and that's proven with the fact that I never antag and I fucking main cargo of all things. Sure I buy a bolt action rifle when the station has gone to shit, but to this day I have not fired a single shot of that weapon at someone because I don't validhunt. The worst thing I've ever did in terms of validhunt was accidentally break a ninja's legs with a baseball bat when they dared enter the realm of cargo but stopped mid way while they were down because I felt so bad. Antags provide action and drama. Extended doesn't unless you want to get super unbelievable and listen to someone's backstory belonging to a person that wouldn't exist on a high-security station. The point is that people roleplay differently. When it is extended, I focus on longer roleplay sessions. When it is secret, I focus on shorter roleplay sessions. It has nothing to do with valids or me wanting to shoot a bitch. If I wanted action, I would be a filthy security main. Most of your post was probably in joke but other posts are much too real and it hurts.