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LordFowl

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  1. Important Disclosure
  2. As Jackboot has nominally put me in charge of acquisition of a human lore-developer, I will be reviewing this application and any others by interested participants.
  3. Github is best for issues and bug-reports, not suggestions. You should know by now Nanako that controversy can arise at the drop of a dime.
  4. I hope you like your new coder overlord controlling how the game is balanced because they personally see issues with it and think it should immediately change without any actual discussion on the matter. I think you are all somewhat confused. As much as I dislike cyborgs not having fire extinguishers, blaming it on the Coder Illuminati is both childish and wrong. Let me outline a rough chain of events for you. >Winter, 2015: Borgs have fire extinguishers. All is good in life. >Spring, 2016: The Great Update to Baycode commences. Much is lost. Uncounted in the casualties is the sudden disappearance of cyborg fire extinguishers. >Early Summer, 2016: Nanako joins the NSS Aurora Development team. >Late Summer, 2016: A thread pops up, requesting fire extinguishers be added back to cyborgs, Nanako reads it, and creates an unmerged pull request that also removes it from Surgery borgs. Everyone flips out, and assumed she somehow masterminded the total removal in the first place.
  5. 1: Bullshit. Your job is to protect the station. If a fire is consuming a room you bet your ass you're going to fight it. Vent that shit. Or use a fire extinguisher. 2: Bullshit to this entire argument. A fire extinguisher only aids you in space for quick missions, which are within the purview of cyborgs. They are the natural option for EVA missions because they cannot suffer EVA damage. 3: Bullshit. More equipment means more weight, but the cyborgs can take it if we say they can. 4: Bullshit. Generic equipment across all cyborgs makes cyborgs more reliable in generic situations. Specialization branches out into specific situations. Fighting a fire is the expectation of any personnel in range of the fire, depending on the fire's size. Why should cyborgs be exempt from this, especially when they are best suited otherwise for fighting fires? 5: Cool. Never mentioned that, although this is a good argument for giving the research borg a potent fire extinguisher. Also, your entire argument seems to hinge on the fact that fire extinguishers "invalidate" your snowflake jetpack code. This is utter bollocks. A jetpack is more useful than a fire extinguisher, because a fucking fire extinguisher can only allow x amount of directional changes, and then you're shit out of luck. A jetpack provides virtually infinite mobility.
  6. There is no reason for cyborgs not to have fire extinguishers. A three burst fire extinguisher doesn't do much in the way of space navigation. Hell, even a 15 burst fire-extinguisher does little for space navigation unless you have very good reflexes and very good latency. The complaint that it will "validate the tactic of cyborgs spacing the armoury during malf"... oh well!. Guess you'd best get a new armoury.
  7. Improvisation is not the focus of this project, however it will be looked into. The construction of an improvised chassis would likely parallel the construction of an improvised stock, however it would require the installation of some additional bits, such as something to project light. The advantage of these improvised chassis is debatable.
  8. There is never anyone able to stop you, jboy.
  9. The issue with that is the small chassi can only fit one modifier, which makes them relatively single purpose. Larger weapon designs can fit more modifiers, which makes them exponentially more powerful and versatile, and allows for some unique weapon designs. Also, small chassi cannot be fit in the pocket. For purpose of comparison, compare the two hypothetical weapons: The trusty and reliable handpistol with a surge protector to ensure it lasts just as long as is needed. The massive specialist gun with a thermal scope, capacitor overcharger, and rotary lens, to provide destruction and chaos wherever its owner chooses. Which would you like to see granted more longevity and less risk of operation?
  10. Modular RnD is the theory that RnD should not be able to produce factory-standard weaponry on practice, as it is a research and development studio. Currently modular RnD only applies to laser guns, however in the future it will likely apply to ballistic weapons and perhaps even melee weapons. All existing weaponry (Nuclear guns, gatling lasers, railguns, e-crossbows, zo'ra blasters, stun revolvers, etc) will be taken off the RnD database as their modular variant is introduced. They may be made available through other sources. Current ideas: -Three chassi types: Small, medium, and large. Small would have 1 modifier, 1 capacitor, and 1 focusing lens. Medium would have 2 modifiers, 1 capacitor, and 1 focusing lens. Large would have 3 modifiers, 1 capacitor, and 1 focusing lens. Small chassi are functionally like pistol stocks, and can be hung on belts, put into holsters, and bags. They cannot be worn on the back. Medium chassi are functionally like rifle stocks, and can be be worn on the back and on the belt. Large chassi are for specialist weaponry, and can only be worn on the back. They can only be fired when wielded, and carrying them induces a speed penalty. -Basic terminology: Focusing lens provides the accuracy of the laser weapon. It directly affects dispersion and accuracy mods. Bad or tarnished focusing lenses will give you bad accuracy, bad dispersion, and may possibly even split the beam in unpredictable ways. To that extent, focusing lenses also control the type of weapon. "Shotgun" lasers would have a diffuse focusing lens, whereas precision lasers would have a precise focusing lens. Capacitors provide the actual power and potency of the laser. They take the form of batteries. A more advanced capacitor (Aka a power powerful battery) provides greater charge, and as a result greater power. More shots for more damage, what's there not to like? Well, maybe the fact that more potent capacitors are more likely to make your laser blow up in your face, but who cares about that? Modifiers ultimately serve many purposes. Some example modifiers: Any further suggestions for modifiers are welcome. A weapon cannot fire without its focusing lens, as there is nothing to focus the energy emitted by the capacitor. Likewise, a weapon cannot fire without its capacitor, or with an empty capacitor, because there is no energy being outputted. A weapon can fire without any mods, and adding mods actually increases the durability cost of firing the weapon (Unless stated otherwise by the mod itself) -Construction: Actual construction of the weapon requires a chassis, a capacitor, a focusing lens, and any mods desired. The production of chassis is outlined below. A capacitor is any functional battery, and a focusing lens can be improvised, purchased, found, or created via RnD. Modifiers can only be found or created via RnD. The chassis must be readied before any parts can be added onto it. Once it is readied, the capacitor must be added, and then the focusing lens. Any modifications come after the focusing lens and capacitor are installed. Once the weapon is complete, it must be finalized. -Durability: Each weapon has a durability modifer. Everytime the weapon is fired or recharged via a charger, its durability is decreased. When its chassis durability reaches zero, the weapon is destroyed, along with all of its components. Durability will rarely actually reach zero, however, because as durability decreases it becomes more likely for the capacitor to go critical, and as a result it is more likely for the laser to explode than it is to simply fall apart. Each chassis archetype has generally different durabilities. Small chassi are the most durable, as they have the least amount of moving parts. Contrary, large chassi are the least durable, due to their high amount of moving parts. Each individual component may also break before the chassis itself breaks. If the focusing lens breaks, the weapon cannot fire. If the capacitor breaks it may go critical or simply die. If a modifier breaks its bonus will be removed from the weapon. More explicitly, durability is the result of the chassis durability combined with the durability of its capacitor against the durability malus of its modifiers and its focusing lens. As a weapon fires, its durability of its chassis and capacitor will decrease by the combined durability malus of its modifiers and focusing lens, and then the malus of its modifiers will increase. This means that the odds of the weapon breaking or going critical increase exponentially as you fire it, instead of linearly. This also means that you can't remove all of the weapons components and then reconstruct it to cheese durability. -Chassi modifiers: Chassi, depending on their production type (Detailed below), may have innate modifiers of their own. These modifiers can take numerous forms, and can even replicate the modifers detailed above, although not as well. The advantage of chassi modifiers however is that they do not affect the durability cost of firing the weapon. The disadvantage of chassi modifiers however is that they are randomized, and can be other negative or positive. -Production: Factory standard chassi of small or medium size can be ordered from cargo via crates. Medium chassi can be improvised from station materials. Experimental chassi of any size can be produced from RnD once the requisite research has been pursued. Factory standard chassi have standard durabilities, and no chassi mods. Improvised chassi have randomized durabilities respectful of their type, however their durabilities will typically be lower than factory standard. Improvised chassi will typically also have negative chassi modifiers. Experimental chassi have randomized durabilities respectful of their type. They can be more durable than the factory standard, but also less durable. Experimental chassi can have modifiers of any type - negative or positive. -Cargo Production: As outlined above, cargo has the capability of ordering factory standard parts crate. Each crate comes equipped with a small and medium standard chassis, one standard capacitor, and one standard focusing lens. -Repair: As a weapon becomes more damaged, the more critical it becomes to repair it. Before repairing a weapon, it must be deconstructed. Deconstructing a weapon is the reverse process of constructing it. Repairing the chassis is a simple affair - welding the cracks will return its durability, but may give the chassis a negative modifier if it does not already have one. This eliminates any positive modifier it may have had. Conversely, this means repairing a chassis with a negative modifier via a welder can be done free of risk. Repairing a chassis with nanopaste eliminates this risk altogether. A capacitor can only be repaired with nanopaste. A focusing lens cannot be repaired. Each modifier can be repaired via a complex process probably involving cables and multitools. -Improvisation: As mentioned above, laser weapons can be constructed from improvised parts. A chassis can be constructed from improvised stocks. A capacitor is just a battery. Focusing lens can be improvised from eyeglasses or glass shards. Improvised focusing lens will typical be poor in quality, and improvised laser weapons will typically go critical before they can fuel your murderbone rampage to any extent. Lacking the resources, any improvised focusing lens can be equipped to a factory standard or experimental chassis. Conversely, a factory standard or experimental focusing lens can be equipped to an improvised chassis. Improvised chassis, however, cannot have any modifiers, and can only be medium in size. -AESTHETI CS There would be absolutely no point to a modular weapon system if there was no personal customisation. Any custombuilt weapon can be given a custom name, which will proudly be displayed in air-quotes whenever the weapon is used for valids. The description of a weapon can similarly be customised. That said, the description of a weapon will always detail: What mods a weapon has. What chassis type it is. What its capacitor size is. What focusing lens it is equipped with. The beam a weapon fires cannot be colourized, as it is is indicative of its power and modulation. I have begun this project on 2016-AUG-06. May it see the light of day, God willing. Please post any comments, questions, suggestions, or concerns.
  11. I will have an announcement detailing the Vaurca promotion process to Head of Staff sometime this week. I have decided to not accompany it to the newsletter, so don't look there. Afterwards, I may look into created a notable Vaurca page. It seems to be all the rage right now. Along that line of thought, Sedantis may receive its own wikipage.
  12. That's only because Malf does not actually blow up the nuke. Rather, it triggers the nuclear explosion independent of whether the nuke even exists or not.
  13. Upper administrators have technical power over policy changes, but it must go up through a chain of command first. Posting a suggestion thread introduces another rung - public appeal. I'm seeing a lot of contention concerning this idea, so I don't really see this being put into motion anytime soon, and instead expect the current system will remain in place - that is, playing it by ear.
  14. Thanks to the provided changes, I'm willing to accept this application. Application Accepted.
  15. It should be noted that currently all K'lax in Tau Ceti are K'lax that originate from the Zo'ra hiveship, as Tau Ceti would not accept Vaurca immigration from extrastellar systems, and the Skrell would not normally permit emigration. Since this information is not on the wiki, however (I still need to hash out some details with the Skrell developer, Loow), I will still accept this application, provided your are mindful of this little tidbit. Application accepted.
  16. Format for Vaurca permanent promotions developed - plans to outline process in monthly corporate newsletter in development.
  17. That was all spawned on the Odin z-level, away from the eyes of our poor, poor miner players.. In fact, the only reason anyone knew about it is because I pointed it out as a ghost because I'm a sneaky rat.
  18. Login > Spitroast Password > ** Access Level > User Net Access > Granted Welcome
  19. IPC's are allowed to be IA's according to Owen, who got the information from me. IPCs are allowed to be Internal Affairs solely because there has ben no ruling against it made either by the lore team or more recently the Duty Officers. Loyalty Implants do not work on IPCs. However, this still has not created a ruling against them being in Internal Affairs. If you would like them to be removed from internal affairs, suggest it to the DOs. Also, the primary issue with the staff is not communication. Both these incidents of "miscommunication" are actually the byproducts of on-the-spot decisions by admins, because they don't want to keep your RP on hold while they go reference the NSS Aurora Legal Dictionary of All Things Allowed and Disallowed, Minute and Major. It's a courtesy to you.
  20. Whether to have two surgery theatres or not has been a topic of contention among the mappers, and we've switched from having one to having two multiple times. However, we have ultimately decided on only having one theatre available at round-start. We do not foresee this to be a major issue, as the existence of two theatres was little more than a luxury that we did not believe was necessary. If reduction to one theatre becomes problematic, players are invited to create a suggestion thread after a suitable amount of time has passed to become acclimated to the changes of the new map. In concerns of updating the original post, an update of information will be forthcoming when all necessary materials are available to me, and not a moment sooner. Don't let the little snapshot I showed to the staff get you all hot and bothered, dear.
  21. The greatest argumentative fallacy you can make on this suggestion forums is the argument that the developer team "doesn't have the time to focus on such trivial matters". Nanako coded a series of PR's focused entirely on fucking mice. The Developers are deranged and unpredictable psychopaths.
  22. So, cooking is as minimalistic and as basic and dumbed down as basically every other job: Chemistry shouldn't just be pushing buttons till the meds are done, research shouldn't just be putting things into a machine that does all the work, construction shouldn't just be magically folding metal into things with one click. Just like cooking shouldn't be putting a few things into the microwave and done. Except that every other thing that's as minimalistic, as basic and dumbed down like cooking is a semi-mechanical (??? I forgot the word ;_; basically: needed for the station and the game to work) job, and cooking is purely RP. And no matter the code and codebase cooking is working on, people won't really care (except the cook). Unless you make it lé restauràtion dé l'Aurora. Food renaming would be nice, through. A neat idea, but one that is certainly not being pursued. How could we say that we support simplistic systems when we are focused on complicated systems such as medicine and health. The general trend is not towards simplicity, but towards complexity. And this is a good thing - mechanical complexity keeps the game from going stale, and allows plenty of room for effective improvisation. I think one of the greatest crimes of our switch to Baycode is the eradication of the Apollo-tech kitchen, the humilation enhanced by the fact that Bay is now porting this same cooking system.
  23. Use your imagination, or go digging in the forums if you want itty bitty details. It's not exactly hard to divine the meaning.
  24. You assume the Gravity Generator is expensive, but that is mere assumption. Furthermore, the "simplistic method" of "centrifugal" force is still extremely expensive.
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