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Everything posted by Bauser
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As an aside, can we also get an ability to take down posters without destroying them? This copied functionality could go both ways Unless that's already possible and I just don't know how +1 I want to be better able to offend people politically
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The Next Big Thing - The Official Write-up Boogaloo
Bauser replied to Skull132's topic in General Announcements
It's my personal hope that the exterior areas of the colony will still be space-like in the way that mining out on the asteroid currently is. That's a very cool and tense environment because of all the little details that demand your attention if you want to stay safe. Oxygen levels, suit damage, environmental threats, routes back to safety, communication options, etc. In addition, it would immediately confer that complexity onto construction efforts, since structures would need to be built in the vacuum (or maybe it's not vacuum - maybe it's poison air or something new like that!) -
The Next Big Thing - The Official Write-up Boogaloo
Bauser replied to Skull132's topic in General Announcements
It's very difficult to conceptualize what this style of play will be like without knowing a lot of specifics, and so it's similarly difficult to make any determination about how any of us will feel about the final product before we actually get our hands on it. Will splitting the play area into a ship and colony make things feel a lot lonelier with the same amount of players? Or will they be easy to move between somehow? How much smaller should we want the new ship map going to be? Why does the colony need to be reset every couple months if we could generate ongoing RP for a totally persistent one just by throwing new hazards and weekly events at it ("this wing you constructed was struck by a meteorite", "there's an invasion of this species of hostile creatures")? Will antagonist actions become persistent? If antagonism will no longer be the foremost driver of roleplay, what will take its place - environmental dangers and collaborative works (PvE)? If antagonism and the dangers we face are changing a lot, does that mean security and its responsibilities will manifest very differently? What will be the limits to the colony that players can build (map size, resource availability, total needed departments and facilities...), and how fast can we expect to build it? Will the colony area of the map be hospitable to humans, or will we need space suits like we do on the asteroid? Are any of our job roles on the chopping block, and should be we expect any new ones? I'm looking forward to it, but it could really go in any direction with a proposal this open-ended. -
Everybody loves Doxx vocally AND unequivocally. Every character they play is consistently a pleasure to interact with, as is Doxx. They are considerate of other players to a fault and habitually work together to make a fun and exciting game for everyone. A standard plus-one is insufficiently supportive, so I brought this.
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[Dismissed] Maintenance Drones Suck, Heres Why
Bauser replied to Bygonehero's topic in Rejected Policy
Yes. That's why people have clarified that it's not bad drone RP or whatever to do it, just that it's bad play because it's against the spirit of the role of drones - which is to be passive facilitators, not active agents in confronting the antagonists. Sometimes, just hiding around and waiting for an opportunity to fix something... is interfering. If you're aggressive and meta enough about it. -
Disinformation would naturally be a powerful tool in a real rogue intelligence's arsenal (source: everywhere in the world right now). This feature will help Malf rounds be much more interactive and flavorful. ++1
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Doxx brings up a good point: any player could abuse a mechanical skills system for a long, long time, because in order to police it, somebody has to see that your skills are too high. In a best-case scenario, that means they take the time to check your records (if they're security or command - otherwise they're shit out of luck), and in a more likely scenario, that means they have to notice how good you are at pouring exact measurements or how fast you can weld a door. Most of the consequences are invisible to other players, so... good luck. In fact, most of the consequences being invisible to other players is a good explanation on its own for why this change should be avoided. It adds no interaction or intrigue; it inconveniences each player all by their lonesome.
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Add typing sounds to laptops and consoles.
Bauser replied to Dr. Farson's topic in Completed Projects
Overall, it is a quiet game. It would be nice to get more ambiance than just doors opening and bullets flying. -
Couldn't you also just sabotage the monitoring computers? Of course, I don't know how many there are, so that might not be feasible at all. Even if there are only, say, three (medbay lobby, CMO office, and bridge would be my guess), that would be pretty prohibitive to the goal of knocking them out without getting caught. The counterpoint to "Just disable telecomms" is that everybody hates when telecomms get disabled. But if Ron is right, and you can just turn off the messaging network, then that seems perfectly fine as-is.
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I will parrot that sentiment. Maintenance drones are a spectator role, not a player role. Their mechanical significance is already greater than what was anticipated for them at the time of their inception. Remove drones from traitor rolls.
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-1. I like the idea, but we can't really support it. If they go in security, they'll end up as another officer, if they go in medical, we lose one more person who can actually treat the injured. People don't typically stay dead long enough for this role to be very relevant, and in the event that they do, it detracts from the minimal relevance that a forensic technician still has. I would support this if it was an alt-title for the forensic technician. You can fluff yourself as a forensic pathologist, because as it's been pointed out, the role fits in the setting well enough - we just don't have the room to squeeze it in mechanically. If we had twice as many players and rounds were twice as long, sure. But we don't, and aren't going to any time soon. EDIT: Furthermore, the last thing we need is another role fighting for ownership of every corpse. As it stands, we have roles that demand many corpses and rounds that don't produce enough.
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There's not progression because the game isn't styled to be an RPG, our characters aren't supposed to be leveling up and earning all their knowledge within the scope of rounds - our characters are relatively static because they're supposed to have their whole life experiences behind them, learning everything they know in their backstories, etc. What progresses is personality and character arc stuff - story elements, not level-ups. If the day comes that we can improve our characters on Aurora by grinding for skills, I will be extremely disappointed in all of you for allowing it to happen.
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[Dismissed] Maintenance Drones Suck, Heres Why
Bauser replied to Bygonehero's topic in Rejected Policy
I agree that a maintenance drone repairing a camera immediately after you break it is shitty (even if it is within the scope of their role), but if it's so immediate that it constitutes directly interfering with the antagonist, then that would have to be them doing it literally right in front of you, as you did it - so just destroy the drone. Fix shit, get hit. -
Mechanically enforcing skills is going to be so garbage for a million reasons that no one will see coming until it's implemented and the jigsaw puzzle of their absurdity is fully realized. Now, because my cook is not an expert chemist, he won't be able to pour accurate measurements of milk or universal enzyme into a beaker with measurements on it. ALSO now if I want to play a relatively unskilled cook, I don't get to roleplay it, I just get to sit back and let the game decide what food randomly gets to be burned crap and what food turns out OK. It's just going to be garbage, top to bottom. And for what? Literally what is the payoff? People get to take more time to perform menial tasks alone? Fun. EDIT: Not to mention the meta. God, I can't wait until security validhunts a surgeon when they notice he's really good at growing plants - because, after all, antags get max skills automatically. Or if an engineer is suspiciously good at turning on a complex device like an emitter (part of their job) because it's a science skill. Ugh. I can't -1 this enough.
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I hope such a list isn't made, because I fear it would be used in the future to enforce those restrictions mechanically. E.G. "Well it says here that unless you're trained, you don't know how to use a welding torch to crudely melt a door shut. So we're going to make it so you can't do that unless you have the appropriate skills selected in the character setup."
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Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
Bauser replied to BurgerBB's topic in Completed Projects
Observations after playing the new kitchen for a week or so: Comments on Burger's latest proposed kitchen map in this thread: Also the chapel should start with at least 1 coffin in it, because coffins are cool -
[1 Dismissal] A more in-depth Directive 7
Bauser replied to Butterrobber202's topic in Accepted/Implemented Policy
The captain, whose minimum requirements involve a decade of service specifically to the company deploying this AI and a department-specific degree (potentially including research, itself). And you don't need to know anything about AI programming really in order to know how to change out the cards or (more crucially) when and why it's appropriate to do so. And an assistant has no requirements whatsoever (except 'not crazy' and 'not completely stupid'), even if a lab assistant MIGHT theoretically be more likely to know a specific thing about AI, even that's a crap-shoot since they could just as well be a xenobotanist or xenoarchaeologist in training. So I'm gonna give that hierarchy a hard no. -
[1 Dismissal] A more in-depth Directive 7
Bauser replied to Butterrobber202's topic in Accepted/Implemented Policy
Does your hierarchy specify that a lab assistant is more qualified to modify the AI than the literal captain, chief medical officer, or head of personnel? -
While I was initially against it, I've come to think fixing the station start-time to 0800/1200/1800 would be nice just so we wouldn't have awkward 3AM rounds anymore. So, even ignoring whatever effect it could have for establishing meal times, it would be a nice roleplaying-quality-of-life improvement. So you can just look at the clock at the start of the round and know: "okay it's morning, gonna roleplay morning" "okay it's afternoon, gonna roleplay afternoon" or "okay it's evening, gonna roleplay evening" AND CRUCIALLY you could expect everyone else to recognize the same. Because, yes, you can already roleplay morning, noon, and night - but since the time is never actually featured except for the purpose of dimming the lights, most people wouldn't even know to act based on time considerations. So simplifying it to just a few options will get people to recognize it better. instead of the time being perpetually nebulous and irrelevant
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I'm glad the surface autopsy room is the one that got axed. Otherwise, there's rarely any reason for players to go to the sub-level. Virology and the morgue and long-term care rooms are seldom-used functions in comparison to everything upstairs.
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The lube tank you sprited out of the Bad Dragon logo is not the correct resolution for Dream Maker anyway. It could be an opportunity to use any one of a million barrel sprites I've tried to push. Oil comes in barrels. This is video game law.
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I like how the overall placement of things brings back some functionality from the Medbay we had before the current iteration. Specifically, how the lobby is on the side of the main elevators instead of basically pointed right up at just the security and command wings. What's the purpose of having the three disposal bins right next to each other on the main level?
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If you brag and feel good about it, is it an insecurity edit: I mean, uh
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I'm a big fan of these proposals. Slowing down combat (even just in this slight way, by making it so you can't literally win instantly) will positively contribute to roleplay (by giving players on both sides more opportunities to... do whatever people who aren't instakilled do) and to gameplay (since the excitement lasts longer when the fights last longer).
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Isn't "admitting a personal insecurity" what a "confession" is?