
duck
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Everything posted by duck
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what are phaser and blaster bolts though
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This is beautiful and I'm sad I missed it. Explanation of bombcaps. The bombcap is 3/7/14, which means everything within a three radius of a bomb is completely annihilated (you take 500 brute even if you're in a bomb suit. If you're in a bomb suit, congratulations! You get to not be gibbed). Anything in 7 tiles of a bomb gets hit by a heavy burst, and thus takes 60 burn and 60 brute. And then dies. A bombsuit used to! reduce this by dividing both damages by 1.5, so you'd only take like 80 brute and then die from pressure anyway. Bombsuits aaaare being buffed. I changed it to divide by 2 instead of 1.5, so you take 30 brute and 30 burn. and then die from pressure. After that is the light explosion, which hits in a 14 tile radius. This is the baby stuff. The stuff no one really cares about. You take like 30 brute or something and no burns. Used to be /2 if you were wearing a bombsuit for ~15. Buffed so that you take just a measly 1 damage if you're protected. we should probably remove the bomb cap or something in my opinion. also, everything i learned in science i learned so i could blow people up better so. that's not far off.
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No. Noo. Nooo. A maint tunnel is the best place for an lwap. There's no space to dodge. It's bulky and it has four shots and it shoots slowly. But its shots are instant. Fire it at someone right after they move so they're ticklocked and can't move again and it's over. Easy to hit. Just don't shoot when you don't know if you can land the shot. Or use the bay autoaim thing and fire as soon as you lock on. Bad aim doesn't make a weapon baaaaad. also, you can hide the lwap offscreen. by sniping people. http://i.imgur.com/Emxcupy.png is the sniper accuracy code. It doesn't hardcode-miss unless they're farther than 10 tiles. Loses 10% accuracy per tile. You can't spam shots with it. People who spam shots with things don't tend to hit very often regardless of weapon. Alsoalso, ideally, you'd carry a computerframe instead of a glass window because that can stop way more bullets. you shouldn't actually take my advice unless you want to be a terrible powergamer though.
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oh, right. internal bleeding. That wasn't a thing way back okay so. They're still going to shoot you twice. Traitors don't have time to wait for you to bleed out. And in a firefight, they're probably not going to shoot you once and run away. The station has everyone else on the station as a potential ally. Traitors have no one. You can easily play the attrition game. And you play sec. You know how bad the average player's aim is. They shoot to scare and don't really know much more than to keep shooting. It's a good gun. I'd put it at second most powerful, just under the sniper. which you can order at round start from cargo. and does 60 damage and stuns. from two screens away. Internal bleeding. Okay. I estimate it'll take between 4-5 shots for an average player to kill someone in sec during a firefight, accounting for inaccuracy. Current accuracy is default 130 - 15% per tile for projectileguns. Accuracy is 130-10% per tile for energyguns. Hardcoded 75% chance to miss at 7 tiles. 60% at 6. 45 at 5. Most gunfights take place somewhere in that range. An energy weapon is a hardcoded 40% chance to miss at 7 tiles. 30% at 6. 20% at 5. You have seven shots. If someone's pointing a gun at you and you are pointing a gun at them, odds are good that over half your shots will hardcodemiss even if you manage to land the hit in the first place. Revolver can kill in one shot. Okay. If the traitor can only land one shot, he's dead.
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I think the revolver is fine. It's a tool for killing, and it's good at what it does-- killing. Quite frankly, being good at killing isn't particularly unique. You could pull out a taser and pointblank someone and make them just as dead just the same. They'd never even get a chance to cry for help. Same thing with a lasergun. Or a stunning melee weapon. The fact that it kills fast up close isn't really special. Now, range. Revolvers can kill people in two headshots from a distance. It's true. Do you know what kills people with revolvers in two shots at a distance and has significantly better accuracy and is very, very common. Tasers. Know what's nearly as good at killing people in general and not just traitors but contains significantly increased projectile capacity and even greater accuracy. Lasers. Carbines shoot faster, too. If you are worried about gank potential, most other guns perform comparably. If you are worried about kill potential, then remember that the station has many friends and the traitor has none. Two lasers are a death sentence. The traitor will walk around a bit. Maybe even land the two shots needed to blow your head off if it gets lucky. But after two lasershots, there's no-one to pull 'em out of paincrit. And once they drop, they stay dropped. If you've got revolver problems, I suggest: Making a full-tile glass window and keeping your laser close. Drag that transparent cover with you everywhere you go. when you sleep. when you eat. in the darkness of maint. glass window has your back. When you see revolverguy. Get behind the glass and start shooting. The glass will eat up one shot, reinforced or no. If you know someone has a revolver, then that generally means they've already expended at least two shots. Left with four. Scare someone enough and they're going to miss. And if they bought a revolver, they probably don't know how to aim anyway. Taking down people with known revolvers is a trivial task. Its strength is in the gank-- the point blank double headshot. And, quite frankly, there are a lot of other things that gank just as well. An experienced player can make the revolver do wonderful things, of course, but that's more in knowing how to shoot stuff than because the revolver is ridiculously powerful. It's a good weapon. But it's a weapon. And there are many weapons. The smart traitor purchases for versatility to supplement the deadliness they can get without paying for. If someone buys a revolver, theeeeey probably aren't going to be a lasting problem. also, listen to frances
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I was thinking of stuff like people on PCP getting tased and being okay with it. This is, naturally, more from a gameplay standpoint than a sciencey standpoint. I like counters to things. And I can already make myself taserimmune without having to resort to balancing chems. Halloss is pain damage. Painkillers 'reduce pain' but not really. I'd like them to reduce pain is all. Need to muck around a bit with the values. Think I'm going to nix the toxin anaesthetic and just have alcohol reduce pain. So if you poison someone and they drank during that, it'll take until they hit 40 toxloss before they get a prompt.
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daily showers
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Halo. You were my favorite. Like. Just below Tuiee favorite. Okay, okay. I'll give you the tie. unofficially. Of course, I fully understand what it's like to want to leave. Perfectly natural. Space holds no-one's attentions forever. It's been fun. Stay amazing everywhere forever.
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Yup. Ffrances-- That functionality already exists with Synaptizine, a slow and weak toxic that happens to last a really long time. You can't tell you're poisoned until you've taken a sizeable chunk of tox. It, ah, acts as a painkiller. This's what removes pain until-a-point. Once your poison levels break the threshold, then you start realizing you've been poisoned. Current ideas: Add painkilling effects to alcohol, some poisons. Alcohol can then be used to stave off shock for lightly wounded people, and so can poison! But if you're in paincrit range, using it to stave off paincrit is, um. Really dumb. You're going to die. So I don't see that being a problem. Alcohol is used as a painkiller in real life, I think. I mean, we have the fancy chemname for tylenol or something and that's basically just alcohol plus some other stuff. Other idea: Painkillers should reduce halloss. You'll have trouble tasing down someone on Tramadol and tasing someone on oxycodone will be an extremely difficult task requiring probably multiple people. Or a stun baton. But most likely lasers. Thoughts on that? also, chloral is getting nerfed so it doesn't stun you forever and only stuns for as long as it's in your system. just saying.
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I feel like Ryfer is generally a responsible player and can be trusted with head responsibilities, and further feel like Acel is almost-head-material. But I have some concerns regarding Acel as a character and his viability as a staff candidate. Most heads-of-staff take showers, and if Acel starts taking one like, daily, then I'd throw my support in. I'd even settle for once every two days. come on acel.
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Simple idea. You can't poison anyone because they instaaaantly know they're dying. So. Idea. We remove pain from the poison equation. Being poisoned is painless and you don't notice it. Until you start puking. and then you die or get medical aid in time or whatever. okay. This would be an easy change. Could do it in like five minutes, and three of those five are finding the code. Would like to hear thoughts though. Could also do it so toxins have an analgesic effect, so there's a delay in how long it takes for you to notice you're dying of terrible. I don't want to state the 'not all toxins' obvious but I probably have to. yes.
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Indie's head whitelist application
duck replied to Indietides's topic in Whitelist Applications Archives
I've only interacted once, but from ghosting all the time Indie is someone I'm totally okay with sharing space secrets with. If I'm okay with sharing space secrets with people, that generally means I think they're responsible, etc etc enough to warrant a whitelist. Points go to Ten for actually doing the teaching though. My interaction was just forking over a piece of paper with words on it. Support. -
I'm ashamed to advertise because of my terrible awful story. but thank you.
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yes. i realize that. and i went through the same transition. 'cept it was stungloves all the time to stungloves almostnever. i do miss the paranoia sometimes though. and people still aren't allowed to stand closer than two tiles.
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I was extremely wary at first because janus jaundice the bluepurple hedgehog that made a circular saw and a stun revolver every round but. But! That was a bad initial impression and I haven't seen you even do anything bad at all in like, ever. Lots points for improvement. Am willing to vouch for.
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Okay so. Regarding the armor- armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0) is what sec armor currently does. It's extremely effective against lasers and melee (Every number there is basically a percentage to block). Not ballistics. Not sure where you're getting your data from. There are three different armors in the armoury for a variety of situations. Riot armor protects heavily against melee. Ablative against lasers. Bulletproof against. Bullets. Normal sec armor provides extremely good defensive values against the most common weapons on the station-- melee objects and lasers. Suppose we can add pockets. Maybe. Regarding the tasers. It sounds kind of like you want a oneshot taser, which we got rid of for a reason. And one-shot-after-a-short-delay is still one shot. Furthermore, current tasers are extreeeemely effective. 70 halloss is nothing to sneeze at. Should honestly probably be nerfed to like 60 halloss. Still two shots to down most people but able to be resisted a little better. Regarding part three. what. Bombs are currently extremely easy to diffuse. It's more a matter of hoping they don't go off as you get near than anything. Pistols and shotguns-- why. swat teams that just chill out on station why. for what purpose. what is a stinger grenade. don't we already have an ert for these situations. what. Regarding space law-- space law is not comprehensive. There are a lot of crimes not covered because there are just a lot of crimes. Pretty sure you're allowed and encouraged to improvise if you have to.
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Yes from me. Lore-enforced space racism is kind of dumb anyway when it comes to head whitelists. Have worked with. Responsible player, responsible character. Active contributor to community, yada-yada. Does not support me when I make bad code decisions and try to ruin the game. Pretty much the worst friend. I really, really hate praising people. But I am willing to vote for this. Sec really does need some cleaning up, and I think officer cat is the right cat to initiate the purge. dick planet
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Plus one for spite's sake. Even if Trelin is a joke character, he did what I haven't seen any nuke op do in years: a good job. Characters don't have to be a hundred-percent serious, and I think taking a break from guy-who-shoots-things-good shooting things good and attempted-kidnapper-#10000000 attempting to kidnap people is a good thing. Especially if it's passive-aggressive asshole radio-tree doing it. And Cass. Cass is probably horribly offensive, but this is a byond game, and most of our server population is a lovely blend of horrendously ignorant, sexist, ableist, etc. They're young and have growing to do. It's better to be knowingly offensive than offensively ignorant, I think. And Kit has more to her than being on a wheelchair, so. Moot point regardless. There ya' go.
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Dionaea application - Covert0ddity
duck replied to Covert0ddity's topic in Whitelist Applications Archives
apaprently my vote wasn't good enough and i have to actually do things so let's actually do things. Okay. So Covert's an old member of the community and in good standing and also staff. He's pretty calm like always, which is important for staff. And also plants. He has a bunch of characters and actually rps with a whole bunch of people, too, so big points for inclusiveness. 'Good roleplayer,' much as I hate the term. Mature, smart. funny sometimes. Easy to talk to. Someone I'd easily trust in an administrative position, to say nothing of a plantpersons position. But for the sake of being longwinded, let's say that I'd trust him to do a good job in a plantpersons position too. There's your praise, covert. Take it. take all of it. -
Hello and welcome! If you're a miner, the science staff have probably called you all sorts of horrible names behind your back at some point. If you've advanced beyond that point, then you know exactly why and can stop right here! If you don't, you might want to read on. Mining for research and mining for cargo are two fundamentally different things. Mining for cargo is significantly simpler, so let's go over that first. To mine for cargo, the first thing you do is you take your trusty digging tool. You suit up. Get your air and mesons on. And then you go and find the biggest vein of plasma you can and dig it all up. And then you find some more veins of plasma and repeat. The QM ships it back and gets points. Sometimes, you will be called upon to mine exciting variations, such as: metal, glass. To get glass, you have to get a shovel. Or a proper drill. Just click the dirt with it. yes. Now, mining for science. Mining for science is a different story. Science will need everything. Research can comfortably get by with small quantities, and Robotics, honestly, does not need minerals unless they're trying to build a combat mech. Now, onto the logistics. With ten sheets of everything [Plasma, uranium, gold, silver, diamond], research can comfortably max out and still have a little under 7 diamonds to actually use. Fifteen of everything puts research in a comfortable range where they are not likely to run out unless the scientists are incompetent, which they often are! R&D is most material-hungry in diamonds and gold. However, they still don't use all that much, and fifteen sheets is generally enough. Robotics. Robotics is a very mysterious field, as no-one really tries to quantify just how much it costs for them to do stuff. The figures may surprise you! It costs three diamonds to build a gygax. That's it. Well, that and an exorbitant amount of metal and a less exorbitant amount of glass. Six diamonds can make two gygaxes. Twelve can make four. You get the picture. The durand's figures are a bit less generous. 16 sheets of silver. 6 sheets of uranium. Silver and uranium are, it is important to note, common as dirt. So mass-producing durands is a relatively simple task. It should be noted as well that combat mechs are pretty much awful and no fun at all for anyone who's not in the mech, as they provide overwhelming levels of force to all but the most intrepid powergamers. If they aren't trying to build a combat mech, robotics does not need more than five(5) sheets of everything, plus large quantities of metal and glass. And plasteel. When it comes to the plasteel, it only costs 5 sheets per mech. Anywhere between 10 and 20 sheets of plasteel is a safe bet. To sum things up: Aim for between 15 and 25 sheets of everything(Exclude plasteel, metal, glass) for research, especially diamonds. For robotics, aim for between 10-20 sheets of everything, excluding diamonds. If your roboticists need more than 5 diamonds, odds are good it's because they want to hoard it or build a gygax. Include for robotics between 10-20 sheets of plasteel. Then, after the rare minerals have been mined, as much metal and glass as you feel like doing. While robotics needs a lot of metal and glass, it isn't particularly starved for it, and can get it from other avenues, like R&D or EVA with someone cooperative. You want to, ideally, land on the high end of the quantities specified. Scientists who understand resource management are a rarity! In all likelihood, your scientist is going to blow the diamonds on twenty different kinds of guns and a bluespace backpack and drill and just hoard all of it. When the crisis finally rolls around, you want them to have enough left over to be able to actually help other people. They can and will do dumb things like: steal r&d's resource shipments, search for any excuse to build a combat mech, build a combat mech and go on a joyridge through the station. You can't expect foresight from any of the research departments, so giving them a little extra is always a good idea. Unless they are stupid, in which case you should replace the walls of the mining outpost with amazing gold and diamond walls and just relax in a throne of money. Honestly, spending all your resources on lavish forts is probably better than giving it to research. But I digress. When delivering, you want to send it to R&D first. This is because they do the research levels, see, and you aren't getting your diamond ripley drill until they get the resources to advance their research levels enough to unlock it. Some miners mistakenly think, 'Oh, robotics built our big stompy mech, so we should reward them first.' No. First shipment goes to R&D. The second shipment goes to robotics. You don't reward robotics for their diligence until -after- they can reward you properly for yours. Also, it is imperative that you get a diamond handdrill from research. It doesn't matter if you don't need it. It doesn't matter if you don't want it. If you bring them fifteen or more diamonds, it is a must that you get your money. Ask for a drill and ask for a bag to carry it in. Diamond handdrills are miraculous things-- not for their ability to dig really fast but for their ability to strip reinforced walls. If the AI is being a butt, you can do more than drill in and kill it. You can remove its entire core from existence and build a lounge out of gold and diamonds. And uranium. Should probably get a head of staff's permission or something for that before you do though. And finally: How to mine! First off: forget the ripley. I know, I know. It's big and yellow and so cool and stompy. There is, however, one thing it isn't: fast. The best way to find diamonds is to cover the greatest surface area in as short a time as possible, and miners are graded by how quickly they can bring a sufficiently sized shipment to research. Waiting for a ripley means you are instantly disqualified. There is only one instance where the mining ripley excels, and that is mass-mining. and also killing xenos. http://i.imgur.com/GlYT0W0.png Lookit this picture. This is a picture of the mine Z-level. You see those funny little rocks on the left? Thanks to the funny way the ore generation algorithms work, those rocks are extremely likely to contain large quantities of diamonds, and are pretty much guaranteed to contain all the other ores you need. At minimum 10-15, unless you are extremely unlucky. So head left. Bring an extinguisher if you aren't good at space-nav. Dig what you need and go. Carry two or three of the orange bags and not an ore crate. You want variety, not mass-quantities, and the bags will carry everything you need very efficiently. Once the space rocks have been searched and harvested, you have three options: explore the mine, use the mathematical approach, or dig at random. Digging at random is not recommended, but if you're lucky, it can pay off. Exploring the mine is recommended, as it allows you to cover the greatest possible surface area in the shortest amount of time. Walk along the edges of the paths and burrow in if you see any diamonds. The mathematical approach is simpler, but more tedious. You pick a spot and you dig up or down until you can't dig anymore. Then you dig 14 tiles left or right and if you dug up before, then you dig down now, and vice versa. This lets you dig in a way that you don't see any tile you dug before twice except when you're changing directions, and so maximizes the surface area you cover while digging. Which maximizes the likelihood of diamonds. The very best miner, Seymour-something. Seymour Stevens, I think. He could get a shipment of 25 sheets of everything to R&D before the 30-minute mark on the round. Miner dos and do nots: Do go to the rocks out left. Do mine in exact or relatively precise quantities. Do remember to focus on variety over quantity first. Do deliver to R&D first. Do remember to make glass. Do remember to make plasteel (Smelt metal and plasma at the same time.) Do get a diamond handdrill even if you have a diamond ripley drill. Do not mine one million sheets of metal. Do not mine one million sheets of plasma. Do not mine one million sheets of glass. Do not mine exorbitant quantities of any mineral (25 of everything is an extremely generous amount. If they ask for more, kill them.)
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Dionaea application - Covert0ddity
duck replied to Covert0ddity's topic in Whitelist Applications Archives
you're okay i guess. you can have my vote. yes. -
BYOND Key:sdfkjhdsjkgdsf Character Names: Em Berk *3, trace hardy private eye, alopecia de chrommesdome, a.i, a couple more throwaway characters. How long have you been playing on Aurora: A bit. Species you are applying to play: IPC. Have you read our lore section's page on this species?: probably Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question Why do you wish to play this specific race: I had really nice answers written, but the forum logged me out and ate my post. I don't really want to play as an IPC. I like being a ghost the most. But I felt like writing a story and decided I might as well get a whitelist out of it, you know. I'm not too happy with the story. It doesn't really showcase any of the character's recent traits particularly well. Gets kinda' rambly. blah blah literary references. But I wrote it! Practice is important and there's nothing left to do besides rewrite it. And I'm not going to do that, so. Hope the next one will be better. Identify what makes role-playing this species different than role-playing a Human: I could really just tell you what a robot is. I mean. I do play this character from time to time occasionally when I do play once in a blue moon. It's mean and petty and spiteful and kind of a butt and doesn't exactly act like other robots. Being a robot means being logical, yadda yadda. I don't buy emotionless robots though. I don't believe they can have emotions, but I think that the majority should at least try to pretend to have emotions. There's this delicious irony in being a person with emotions pretending to be a robot without emotions pretending to be a robot with emotions. Why does this species in particular hold your interest? As the AI, I'm pretty much invulnerable. I can be horrendous and awful and bad all I want and no-one can really do anything about it. I would like to introduce some vulnerability! into this equation, and see how it goes. Consequences are fun. That, and I wrote the story and I have a character for it so free whitelist please. Character Name: artificial intelligence Please provide a short backstory for this character, approximately 2 paragraphs What do you like about this character? I absolutely love being a butt. I love it when people get mad ic. I love it when people get mad ooc. I love it more when they get so mad they start cussing me out in ooc, and I love it most when the entire server tells me I should die at the end of every round. I love it when people get so mad they quit. And I love thinking, 'Oh, I haven't insulted this person in about five minutes. I'd better go check and see what they're doing so I can insult them more,' only to find they've logged out in a huff. That, and being a horribly mean immortal robot machine makes for interesting philosophical debates. Thank you Voltage, Casper, and Wisewill for some of my most interesting ones. How would you rate your role-playing ability? i'm okay i guess Notes:fdjjdkfsdk
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Hi. Your screenshots are kind of broken. I hate the people always whining when extended goes through so I almost exclusively vote for extended. And-- yes. People who call votes and whine really should not be catered to. I especially despise the self-righteous little shitheels who feel they have to cry, 'If you want to vote for X, go play on goon/hypatia.' You know who you are. I would love, love love. To do away with the whole bunch. But, and as much as it pains me to share a side with them. There's a pretty big flaw in your argument. Things, y'know. change. Time passed and people did some stuff and if the majority wants some antags added, that's really pretty okay? Four people tipping the balance is 16/28, which is 57% per-cent of the voting population. That's a respectable margin and a respectable quantity of people. The game is cyclical in nature, and we all want change eventually. Hence why transfer votes exist and the station isn't just one big linear thing. It's been an hour and adding antags is pretty much perfectly reasonable. To say it's ruining the rounds of half the people on the server is kind of an exaggeration, doncha think. Of the majority that voted against, most of them won't be interacting with the antags at all. Furthermore, with the average robustness of our average antag, it happens more often than not that no-one ends up dying. Plus, they're adminpicked so there's a quality offcut for the truly horrendous people. It's voted for by a significant majority, appeases slightly-more-than-half the server and will in all likelihood not significantly affect the remaining half in any meaningful way, barring security, which now has an actual function. I just don't see anything wrong with that.
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http://i.imgur.com/j2JJq8l.png actually. i'm actually pretty sure it was implemented because /tg/coders like dosh and they wanted more dosh. it's a shame people hate dosh. rest in peace.
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Viro was actually originally its own job; that's why there are spawnpoints built into the map. It was a job no-one took and no-one liked that couldn't do anything on its own without viruses from cargo, chems from chem, etc. I honestly don't see any benefit from putting it back in as its own separate job. In fact. I think xenobio should be reintegrated into science, but that's for another thread. anyway.