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Byond CKey
colfer
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Colfer's Achievements
Plasma Researcher (22/37)
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The AI core no longer gets a requests console or a newscaster which leaves the AI a little less informed on things, even if they are extremely niche and minor, I like reading out newscaster stuff as the AI
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I made an entire game system spanning many many years of refinement first using rimworld as a framework to tell mechanical events, to other games like cogmind. I stopped using these systems in favor of one master system; my fucking giga brain The best thing I can tell you is that my character, World Crawler, is beloved by many for the games I let people roleplay out Do you know the secret to world crawler? Its just improv, I made up a bunch of rules that sound cool and make the game really simple to run in my head, and thats it. How do medical supplies work? I thought it'd be cool if players didnt have to scrounge for specific supplies, they instead get medical charges, these charges can be expended to heal 1 damage severity (Minor/Moderate/Serious/Severe/Critical). OR you can use medical charges to specify a medicinal item, and what it does, and I'll determine how much that costs based on how useful it is The key of the game is to make t he game FUN, I fudge roll, I fuck things up all the time, I forget, but in the end the game was really fun for my players, thats all that matters, world crawler stories arent intended to span hundreds of hours, they span like 2 or 6 at most. What im saying is that, if you want to make a game to run the aurora setting in, make one up based on your favorite rules from other tabletop games, come up with a couple scenarios in your head, then advertise these scenarios with a general guideline on where they start, and where you want them to go and end, don't railroad or make the game overly complex I actually made an AURORA BASED SCENARIO for world crawler, it was called "TCFL Robot Revolution" where you were a mech pilot trying to keep your dysfunctional mech from fully going kaput while deep in enemy positronic territory, tearing off enemy limbs to use as your own, and so on TL;DR: When you run it
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1. You don't, aurora downright has mechanics to stop players from making throwaway characters or obfuscate their characters name when joining as an antagonist, and that's not in scope for this suggestion. The issue isn't with the player playing the same antag on the same slot multiple times, its with the players who recognize this pattern and then purposely seek to ruin, metagame, or put that player under a microscope when he joins. If the player is a good vampire player, this is like reading a draft for a movie script which gets better as they slowly refine their craft, try new gimmicks, test abilities, and so on 2. How I think it would work is that when the gamemode is rolled the game will check for things in this order; (People who have the antagonist setting on > People who have the antagonist switchslot setting on, also with that setting on > Alert theres not enough, and try again for another gamemode), though this is more how I think the code might inevitably work rather than intending the code to work this way. In your example, if everybody is purposely selecting mercenary, but someone has switchslot on for vampire, the vampire is ALERTED to the fact they have switchslot on when readying up specifically so they dont accidentally play something they don't want to, so that player would want to play vampire, and if it rolls vampire before it rolls mercenary, and theres enough vampires, then its a vampire round. Why I think it should work this way is that the game shouldn't be biased and skip over switchslot people, that player probably has a reason for wanting to play that antagonist, and thats the antagonist the game choose at random first, better luck next time mercs. 3. It could have a preference for the slot your currently playing and its antagonists preferences when searching for an antagonist, if not enough players meet the antagonist requirements, then it searches for players with switchslot enabled to fill the remaining open antag slots for the gamemode, if theres still not enough, then the game checks for another gamemode. The "Preference for the slot your currently playing" would only really account for multi-antagonist gamemodes, like veilparty (CULT+VAMP) or Tower defence (PIRATE+MERC). Your alerted to the fact that you might be drafted for vampire due to having "John Vampire" with switchslot enabled, so you cant complain when the game rolls vampire and your readied up for mercenary on your current slot 4. No, this would be for roundstart only 5. It goes by the occupation settings of the slot is pulling from, if John has no occupation settings, then he cant join, and therefor the game skips over that slot, if the occupation is full, same thing, the slot is skipped, also if the player is banned from that slot or the slot has CCIA action or what have you.
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Heres the setup; Sometimes, certain antagonists don't jive well with the slot you want to play at that moment, but maybe you have an idea for that antagonist, and just don't think that round will have them Now heres the idea; Add a button to the character menu that; if set to on, will change your slot to that character and give you the antagonist roles that character has, with the occupation you set, IF the antagonist is available and not already taken. Let me explain a bit better Lets say you have a human character called John, you want to play john as a vampire, and you WOULD play john if there was a large chance that he'd be a vampire, but at the moment, you don't want to play John because theres no guaranteed chance he'll be a vampire when you ready up, and your just not in the mood to play his character. You flick this "Antagonist switchslot" button on for this character. Now lets say you have another character you want to play right now, this is X**Q)b(*#mPL the skrell, a research director, you want to play X**Q)b(*#mPL right now, but you don't have any antagonist preferences set for them since you don't have any good ideas for how to go about antagonizing the crew on THIS character, but you do on John. Now, lets propose that the round is just about to begin, everybody is readied up, and the game choses vampire, but nobody on their current slots is valid for this position, However, One of your slots, John, has switchslot enabled, so the game switches your character to John instead of your skrell when the round begins, spawns you in as whatever johns occupation is, and lets you be a vampire, now you get re-invigorated to play that character, because now you have the role you wanted without having to take the risk of joining as a character you won't enjoy playing at the moment without said role Obviously this would need some kind of ALERT in chat that one of your slots has "Switchslot" enabled so you dont accidentally play a role you dont want, as well as things like catching the system so during multi-antagonist gamemodes like veil party, you don't accidentally eat up two+ slots, play a character thats impossible for the role, like traitor AI, and preventing this system from working if you've deleted a character.
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After reading through alot of the things presented in I have to say that maybe I had misread the room and the environment, I'm still coming down from disease induced aggression that I got over about 6 hours ago and was needlessly upset by what is pretty normal considering what is written in the complaint above. From the little I was paying attention to the round when I saw these comments I thought that the unathi in question was doing a fairly good job, saw people complaining about it and believed people were nitpicking on antagonists again, I went back to writing another post on the forums in off-topic and didnt witness any of the aforementioned bad things in this report. I stewed on these feelings until I collected evidence and made this player complaint which now feels unjustified and wrong now that I'm examining it a few hours later with a more level head and more information. I'd like to remove this complaint, as I personally dont feel that Susan did anything wrong anymore, and it was more my warped perception and lack of information that lead to me making this
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My complaint is that I didn't appreciate how nitpicky you were, and your comment about "Good I wish nobody played antag" made me believe that you were cherry picking all the bad parts about the antagonist to stirr up deadchat into seeing these flaws while not mentioning anything good about them. I thought comments about "limb aiming meta" and "adrenaline sac ling.mp4" felt somewhat toxic, as if the player was doing wrong by using these People should also not be discouraged from using the game and its systems when the reasoning for them is valid, such as aiming for exposed or unprotected legs when trying to slow someone down No. I am just tired of seeing some players nitpicking antagonists for any perceived slight in their behavior when I'm observing, as this completely demoralizes me to try my hand playing an antagonist and entertain the round, because I'll always be thinking that there's a group of players hyper fixated on me, analyzing and critiquing everything I do. Yes I'm aware, its just in this specific instance I was under the impression that you were pointing out the flaws in the persons playstyle specifically because they were an antagonist, and not because they were actually being a bad one. I'm aware this is pretty common place, I wish it wasnt though.
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---------CONTEXT------- Ok listen this is going to be a long one, but it needs some context, if you don't want to read for a while no-one is making you read this (I hope?) So in this robot game, you have many things, engines, legs, modules for the legs, your robotic organs like your brain, and program chips for your brain which are rare and powerful, but you only have limited slots, and so on, but one thing that I thought was lacking complexity was how hacking worked see; Before this, hacking, in my head, worked like a binary off and on, either you hacked the person, or you didnt, and if you did, you could mess with things like distort their hud, stop them from being able to lock on, forcefully disconnect their modules and so on, but I felt this wasnt complex enough and didnt have much of a personable touch as many other systems, like customizing your own mech down to its many many details. After getting covid recently, I was hit with a sudden inspiration and enough material to flesh out the idea. For context, mechs have a size class, 0 is under human sized, 1 is human sized or above, 2 is vehicle sized or above, 3 is mech sized or above, and 4 is building sized. Your class determines many things, including how dangerous the weapons you wield can be (As you cant equip class 4 weapons if your class 1) as well as your health (obviously), but also the complexity and strength of things like your hacking resistance, but also your hacking strength. Now onto the idea -------THE IDEA-------- On the hackers side, you can customize your hack and how bad it could possibly be. Hacks act like biological diseases, going through stages, as the machine builds up "immunity" to it (decodes it and finds a way to stop it). You can assign symptoms, vulnerabilities, how many stages, as well as its resistance to immunity buildup. Assigning more symptoms means that your hack will progress exponentially slower the more you have. You can assign as much of all this as you want if you can afford it, but certain symptoms have caps on how dangerous they can get. Symptoms get more dangerous the earlier they appear in the hack, each "stage" of the hack increases all current symptoms danger + adds a new symptom (if theres one that would appear). So for example; If you were to start a hack and it gets to stage 3, (Symptom 1 would be at a power of 3 and appears first) (Symptom 2 would be at a power of 2, and appears at stage 2) (Symptom 3 would be at a power of 1 and appears at stage 3). Symptoms dont do anything if the stage hasnt revealed them with some exceptions, like stealth modifiers to the hack. Now lets look at some examples of symptoms, and other mechanics *CPU Degradation Lowers the players framerate, graphics, resolution which gets progressively worse with each stage, eventually making function virtually impossible by stage 6, where its effects stop *Information Encryption (Stage1: All hud elements and menus have 1 letter per stage changed to "X", EG: HEAXX(Health)) (Stage2: Numerical values, such as the number of bullets, parts, repair kits you have is locked to "XX", you dont know how many you have anymore) (Stage3: Bar indicators, such as for your integrity, heat, or your hack immunity are glitchy and unpredictable) (Stage4: Hud elements are censored) (Stage5: Menus are blurred) (Stage6: Audio is glitchy and unpredictable) (Stage7: Video is glitchy and unpredictable) *Overheat (Stage 1: Makes the machines engine produce more heat, getting worse with each stage, infinitely.) (Stage 2: Makes movement produce more heat, getting worse with each stage, diminishing returns, but infinite) (Stage 3: Reduces heat dissipation, getting worse with each stage, until heat dissipation is 0) Now lets talk about mechanics, including what you can do if your being hacked in this game that doesn't actually exist. You can assign vulnerabilities to your hack, this makes them weaker, but gives you more points to add to making it, such as increasing the number of stages, adding more symptoms, or adding modifiers. Some modifiers/vulnerabilities are things like making the hack appear as if its coming from a lower class mech, has less stages than it actually does, or makes the hack able to be instantly removed by checking through certain menus in the players mech, like the inventory. -Symptoms cost less the lower down you put them on the stage, you can have a hack that does nothing for multiple stages yes, having a symptom appear on stage 3 will cost less than stage 1 -Vulnerabilities become active depending on which stage they appear for example, adding a vulnerability that makes your virus weaker at the last stage will give you 10% the points, while putting it at the first will give you 200% more points. -Stealth modifiers are removed and alerted/revealed on the stage they are placed, eg; adding a stealth modifier on stage 6, that makes the hack only appear to have 4 stages, will update the affected player once it reaches stage 6 Adding another symptom decreases the speed of which your hack progresses additively, which means that mechs with better immunity generation may be able to beat it before reaching later symptoms. Class 4 mechs have more points to use when creating hacks than class 1 mechs, obviously, though they both pool from the same abilities. "Well that's great and all, but what can I do as the person being hacked? Do I just die?" No actually, you can edit your mechs settings to generate more heat in order to overclock your immunity, but if that doesnt work, you can enter "Safe mode" where your mech becomes inactive, all systems stop working, and immunity generation is increased by 25%, while stage progression rate is decreased by 90%. This is for emergencies where a hack is causing fatal damage to your mech or its systems and you need it to be removed now, and you dont care about the consequences. Also, certain program cartridges can make hacking a non issue, but you must remember that program cartridges are rare, and you can only have a couple of them at the time, they are often so good its hard to choose which ones you want. Some program cartridges make it so that you simply cant be hacked at all, regardless of class difference. ------ "Why did you make this" I unno, food for thought, pick it up and play around with it in your tabletop game, or something if you want. I asked a few people if I should make another one and some people said they liked to hear my weird, random ideas that are trapped in my mind "Tl;dr" You were warned
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BYOND Key: Colfer Game ID: cr3-dehb Player Byond Key: SueTheCake Staff involved: None Reason for complaint: Somewhat toxic anti-antag talk in deadchat from SueTheCake. People literally just antagging and getting put under a microscope for every small infraction or thing that they do is the reason why when 30 people are ready, the game cant find antags 8 times in a row, Aurora has this foreboding feeling of not wanting people to be an antag and I personally don't tolerate people adding to that negative environment. Players should be appreciated for their stories, and shouldn't be nitpicked just because they want to play an antagonist that attacks other characters. For context; a unathi changeling was actually doing a pretty good job roleplaying as a changeling, roleplaying before escalating, and generally being a good antagonist as far as I could see, he was being pretty spooky and this is GOOD, this shouldn't be punished by having a hidden cabal calling out everything that the player does. Limb aiming is a viable strategy because people wear body armor, the main complaint about "Powergaming" is the fact that the unathi was using adrenal sacks which allowed him to use unathi sprint speed forever in order to get away. ------------ Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? No, the round was about to end by the time I noticed it and I didn't want to make an ahelp that would delay the round. Approximate Date/Time: 4:50PM, January 31st ---------------- (Important to note: Not all the players depicted in these screenshots are at fault, these are evidence against SueTheCake) > I said "Oh my god, Shut up about powergaming." "Let a man antag for once." "You people are the reason nobody wants to antag." (This is because there were more than just Sue, but sue is who I perceive the main person adding to this.)
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This suggestion was completed already and can be archived, matriarch drones are now unwhitelisted
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The Idea---- tabletop/turnbased systems only. Instead of going unconscious/prone at 0 hp, allow players to remain conscious. Deathsaves now deal damage based on your constitution, less if your con is low, more if its high, this means that failing a death save will generally be devastating to all characters but not overly punishing to characters that only have 20 or less hitpoints. When at a base level of constitution (I've never played DND before so lets assume this is 30 hp), you will lose/gain 5hp for failing/succeeding a death saving throw. Crits will double the damage/healing, you continue rolling death saving throws until you die or you go above 0hp. Taking damage will make you fail your next death saving throw, rather than failing one automatically like before. "Why is the damage so low?" you might ask, well let me address that with this next section Playing dead is now actually important, if you are above 0HP, it requires a successful deception check. If you are BELOW 0hp, it requires no check and succeeds automatically. While playing dead, creatures will consider you the same state as being dead and all the same rules that used to apply to it, such as deathsaves auto failing when taking damage and being crit if in melee range, creatures will not suspect you will get back up, but they may still finish you off regardless. While playing dead, you CANNOT take any actions, all actions are done being convincingly unconscious, all you can do is get back up and keep fighting, if you do, enemies will keep attacking you even if you go down again until your completely dead, treated as getting up from prone. Enemies can potentially do this as well if the party didnt make sure that giant dragon is actually dead, or throwing out red herrings to make people roll perception checks to see if an enemy actually died or just took a dive during the fight This makes death far more forgiving and encourages players to willingly give up in a fight rather than continue fighting until they are completely unconscious, because now continuing a fight means theres a high chance you'll straight up die, and allows people to spar more effectively, since 1 crit fail doesnt mean they are going to coinflip after getting stabbed by a great sword for 59 of 60 health, and then punched in the nose for one damage which was the real fatal blow. This also can make revives less common and more rare, and encourage players being taken by opponents and potentially given a second chance to fail before they die by escaping a camp or prison together, or be rescued by their teammates if they were left alone. "Why did you make this" I unno, food for thought, pick it up and modify it for your own game if you want. "If you cant stabilize until reaching 0hp, how do spells like spare the dying or actions like stabilize work?" Simple, they act as a critical success, or you can rule that they bring you back to 0hp, whichever you prefer. I prefer the former, as not everybody can survive being nearly bisected just because they got premium medical attention on scene "Tl;dr" If your health is 0 you can choose to play dead and you dont go unconscious, deathsaves hurt/heal you instead of kill you, enemies don't like when you get back up especially when magic healed
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I hate grabs and its system because as I've been told its broken on purpose to not make it too powerful but this is terrible. I've been a golem ordered to grab a changeling spider form and kill it, and when grabbing and upgrading to aggressive IMMEDIATELY, it still allows 6 tiles of movement before it kicks in and stops the spider from moving, and at that point, the grab also checks for range, and breaks the grab! This is an awful system! What this encourages is beating the living hell out of someone until they are twitching and unmoving on the ground before you can do any grabs on them, and for antagonists this is bad because you cant grab someone to start a roleplay, and beating the shit out of someone before roleplay is discouraged. If I grab someone after typing out how I pick them up by their shirt, 9/10 times they'll panic and step away before reading the emote, which is the mechanical equivalent of doing "/dodges", yet this is treated as an okay system and it should remain as broken and useless as it is because it'd be too powerful if it was working as intended, the system IS very powerful if it was working correctly but, nerfs exist don't they? Just look at AI I could go on about how throat slicing shouldn't require a neck grab because why do I have to get someone in a choke hold to cut their throat or making it so it doesn't drop items out of the opponents hand on aggressive grip, or making ranged weapons have randomized firing angles when grabbed, but this isnt really a suggestion as much as it is just upset venting about a system If theres anything to take away from this: PSA, don't use grabs to disable your opponent, always make a stunprod and handcuffs or batter their legs/feet until they cant walk you'll find infinitely more success doing that. Do note, I haven't USED this system personally in the last year or so, but from what I've OBSERVED none of this has changed, people are still fully able to just walk out of grabs and run away without any issue, and grabs still leave the AGGRESSOR at a disadvantage which encourages click until horizontal
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BYOND Key: Colfer Discord Username: Co.lf-er (OR) colfer Character Name: System Control Computer Item Name: (if you are applying for multiple items, it should be made into a list with the description, name and appearance together): Custom Hologram Sprite Item Function(s): N/A, hologram, Aesthetics? Item Description: It is a directional hologram, with sprites for all directions, the face in the center changes to a sad face when looking up, an exclamation mark when looking left, and a question mark when looking right. It also has various spinning icons at the sides. Why is your character bringing this item to work?: Because they were programmed with this appearance, this is was initally for my AI: Anoxie-v8.04, however I have stopped playing them, I've instead started playing a new AI that serves the same function; System Control Computer. How did your character obtain this item?: They were programmed to have their hologram take this appearance. What value does this item have to your character, and what story does it tell?: It tells the story of an AI that is not personable enough to have a body, but does have a face, a manifestation of their presence on the ship. They are not designed to have an humanoid interface for holograms. Sprites: Holo-colfer.dmi Additional Comments: Based off my request with a few reference pictures, but namely this one. (Spoilers for 2016, PASSANGER)
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accepted Farofafeijao - COMMAND WHITELIST
Colfer replied to Farofafeijao's topic in Whitelist Applications Archives
Given what I've seen of their character (Jorge-Josias Barca) over the course of round ID: (crD-cGk9) as a diona nymph, I think they are a good fit for command, they care about the corporates image as well as the mental and physical health of members of their team, but still uphold the law and get things done in a summary fashion with no dawdling, quickly raising code levels and getting weapons where needed without spending 5 minutes delegating if they should or not. I have not necessarily played long enough to recognize their character names or their actions of previous rounds, but from this one event I think they have a good heart for it. (Though to be fair, My mind kind of clears out everything when the rounds done so I don't remember much of anybody) +1 -
Yes, I am contradicting myself, because one of the roles is so vastly different from the other command roles that it cannot be considered a command role, I've tried for a very long time to get the whitelist removed from the server config to no effect. I've been told numerous times that I should just make a command application, this is that command application. This is not an application with a consular character or liaison, this is for a matriarch drone OR a research director IPC named Trajectory if necessary I fully intend to prove my competency with Trajectory.
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Matriarch drone is a command role, by definition, I very eagerly want to play command.