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Wildkins

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Everything posted by Wildkins

  1. AFAIK all outstanding bugs (except mech construction) were fixed with impact wrenches a while ago, and looking at the code for tesla parts I can't see where it'd necessarily be going wrong
  2. Wildkins

    Malf bandaid

    no i mean that it requires people to have played AI before, not that it requires an arbitrary amount of time from first connection
  3. Wildkins

    Malf bandaid

    upon further consideration the best move is probably just to put a warning on the role when you select it personally i'd also like to see it require AI playtime but that might be a bit more involved and require its own suggestion
  4. Wildkins

    Malf bandaid

    as discussed in discord I think a much more elegant and less disruptive solution would be to not have malf be a desired role by default because yikes
  5. I might trial this as one of the new items added alongside syndicate commanders tbh, esp since it'd have the tradeoff of blinding your own commander to your presence too
  6. this is the large-brained approach and should be enacted as soon as feasible
  7. honestly i'm not a fan of splitting up the bar and kitchen, if anything they should be closer together not split apart across decks
  8. CMV: bar and kitchen should serve the same large area rather than the bar being gigantic and the kitchen getting one L-shaped table and a single booth
  9. well like I said in other places I could not make much sense of the spaghetti soup that is job/faction code in the short time I looked, but yes it looks like that exemption was for something else entirely regardless I don't think it makes much sense to faction-lock slots that don't really interact with factions
  10. i've looked at the code and it looks like AI, cyborgs, and merchants are meant to be exempt from faction checks but evidently they're not bears more investigation so it's on the list
  11. I'm not done meshing out the specifics just yet, and that's part of why I reached out now, to gather feedback - but generally speaking I want to strike a balance between the free-form nature of most antags and the traditional traitor objectives on other servers of "steal thing, kill man, escape alive". My plan is to generate a list of objectives that will change depending on which path you decide to choose (so that the objectives more match the path and playstyle you're choosing - loud objectives for the enforcer, quiet ones for the assassin, etc.), and then allow the Commander to pick a suitable set from those, with rewards for completing each in-round. It'll likely come down to one or two major objectives, a few minor ones, and then an extraction objective that'll always be active - and each will grant either a direct reward in-round for completing that objective, or a good amount of TC and cash, or both. Tracking objectives beyond "steal thing, kill man, escape alive" is a bit of a challenge, but I do want to try and reward active play and success mechanically as much as possible. Of course, the ambition mechanic will remain active as well. In terms of equipment, the Commander starts with essentially your bog-standard Syndicate Officer getup, an uplink, some terminals to do his commandery business, an unlockable shuttle to take to the station, and some very basic medical and security supplies, as well as a voidsuit. As for faction hardsuits/voidsuits, I'm not entirely sure. I could see them being an unlock if you took an objective to frame an attack from another organization, but that's about it, assuming we're talking about the same thing. As for Syndicate voidsuits/hardsuits, all the normal traitor equipment will be available and the heavier stuff (e.g. hardsuits) will be dependent on certain requirements (either picking the Enforcer path and/or completing objectives to get it as a reward).
  12. i can happily report that the backend for an AI/ghost-like viewer that traverses syndicate cameras is now working and in the PR, so that'll take precedence over the camera viewer originally planned right now it'll only show cameras that are part of NETWORK_SYNDICATE (which is basically emagged borgs, bugged cameras, and implanted traitors) but I'm considering giving something like the basic civilian networks as well (basically just the hallways and such) so it isn't a complete pain to use for new players and/or people who aren't getting a lot of help from their subordinates the cyberwarfare tree will, of course, have better access to cameras through their unlocks/equipment
  13. okay well I've looked into it and it's not NEARLY as bad as I thought it would be so unless I run into some major stumbling block, expect an AI-style view accessible (probably) via console in some form or another, as well as a few other UI additions to make it easier to track and assist operatives also these are my very early spitball takes on the different available paths at start, feel free to suggest additions or what have you also cyberwarrior is the cheesiest name on the planet
  14. brainmed is for big brains p'lus one
  15. I'll look into the AI view. It might be outside scope for this initial implementation given that, as far as I've been told and what little I've seen, the AI's camera handling is a gigantic pile of spaghetti and technical debt.
  16. It was reverted because it was causing most off-station antag modes to simply not fire, as far as I know. Not a bad idea, but honestly the unique antag population of Aurora is low enough you'd see a massive uptick in extended rounds.
  17. RE: hacking doors and otherwise interacting with the environment, I'll have to see how easy that is to implement within the camera framework. It's untreaded ground and definitely something I'll put at the end of the development timeline, but I do think it would be interesting to explore and implement if it's not impossible to do.
  18. The first. They'll have access to camera implants in all traitors via a camera terminal (plus any other individuals they tag or cameras they hack), but otherwise they'll be a living, breathing human bean on a commander base extension to the merc base. They even have their own (unlockable) small shuttle, in case they need to handle things personally or exfiltrate their operatives.
  19. https://github.com/Aurorastation/Aurora.3/pull/7421 As per this thread, Syndicate Commander is an in-development gamemode based loosely on Baystation's Deity, swapping out god-worshipping cultists for good old Syndicate sleeper agents. At the start of a Commander round, one player will don the role of the Syndicate Commander and gain control of a set of traitor sleeper agents already active on the station. Using ocular camera implants, tracking bugs, definitely-not-fulton-ripoff teleport beacons, ATM uplinks, and good old fashioned Syndicate Tomfooleryâ„¢, the Syndicate Commander will assemble and assist their pawns where necessary to complete the Syndicate's wishes. Those wishes will also be fluid: the funding and resources supplied to the Syndicate are not uniform, and many competing interests intend to use them to their own gain. Commanders will be able to choose one of these interests (in the same vein as choosing a deity type in deity), offering them specialized and improved equipment, as well as targeted objectives to unlock said equipment, that each cater to a particular playstyle. Stealthy and loud approaches are the obvious ones, of course, but the sky is really the limit here. To offset the extra power that a commanding force brings to a traitor round, each individual traitor will have fewer TC (10 right now, subject to change), while the commander starts with a healthier pot to distribute. Objects and machines have been added to allow for traitors to exfiltrate both credits and crates of objective or important materiel to the Commander, who can exchange both for TC or specialized equipment as stated above. In such a way the traitors will want to be on the good side of the Commander, and the Commander will need to rely on the traitors to accomplish their own goals. All of this is subject to change, of course, and before this hits a test-merge or even another significant development milestone I want to hear your ideas and feedback. I've likely missed something so if you're unclear on how this will work or you'd like to know what numbers I'm spitballing for X/Y/Z, ask away.
  20. oh you're totally right it would be uniform and match the look and everything else i just personally despise it
  21. as much as it has become the de-facto style of default bottom text ss13, i personally can't stand the dead space style hardsuit helmets and given the opportunity i'd chuck them as far as i could throw them out the nearest z-level transition but i also recognize they're ingrained so far into ss13's default design that it'd actually be an easier sell to the playerbase to swap to barotrauma
  22. i like this and want it implemented
  23. very insightful.
  24. agree until RnD is turned into something that was considered within the same continental shelf as game design
  25. time to add a perks/traits system and moods
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