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WickedCybs

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Everything posted by WickedCybs

  1. I thought bughunt could already happen by itself. I think it's worth being its own game mode then if it isn't.
  2. The regulators killing mobs was something I didn't consider. That's probably quite the issue then.
  3. This is always a change I've wanted. The sterile fullbright lighting has always robbed Aurora of atmosphere and overpowered colour in general, making things washed out. I've always tried going for night lighting because that's at least marginally better than the default light setting, but these tweaks already look far better than either mode.
  4. True, just for the sole purpose of keeping it to a wrenchable level it'd still be a notable improvement over the pump though. The manual valve is just going full throttle and directly supplying the pipes, which can be ideal if you aren't worrying about the pressure. I will pay more attention to how atmos seems to be on the next testing phase so I can get a better feel for this, as well as the locations. I haven't done as much tweaking around as I would have liked to last week due to little time. At least on full release, we'll have the map to ourselves to see when it comes to private testing. I do kind of hope the regulators are a sign that the atmos sim is going to become more involved, that's an area I've always to improve on but parsing the code when it comes to atmos was a headache. As it stands, the one thing I do agree on is that Aurora atmos kind of only has two real "answers" and that would be putting a pressure regulator to slightly under where you can't remove the pipe anymore or just shoving in as much air as you can since pipe bursts are set to some sky high amount that is hard to reach in a normal round. Will probably talk more about this on the department discord when I experiment more as it's not too useful for this thread anymore.
  5. It's the game mechanics as we have it now. You just need to examine any vent after a breach while it is active and you'll see where it caps out at. The reason there's going to be a notable improvement is because the vent is going to be consistently pushing 200 liters due to the air surplus. It will never go above this. So going over the threshold stops doing anything other than ensuring the pipes aren't getting drained anytime soon and stops the pipe from being taken out normally (which could be ideal if you don't want the pipes messed with). I've done a lot of atmos myself, I've never really felt the need to go above 310 normally. More was fine when a really large volume of air absolutely needed to be pushed through and we had vents being placed to take advantage of it. That's speaking purely when it comes to air vents here. If you do things like adding air pump filling stations then gigacharging the supply pipes does become a lot more practical. Other than that, a pressure regulator and pump also serve different functions. The pump is pushing a set level of gas into the piping, the pressure regulator is just letting the gas through but tapering it off. The latter is going to be faster at letting gas in should a breach happen compared to the former. I wasn't able to see exactly how many pressure regulators are on the ship, but so long as they're in easy to reach "key" areas of maintenance it should be easy enough to run and configure them for anyone that'd like to boost things up. If that's not the case, I think that should be a change.
  6. One thing that's good to note I think is that in the end, vents only cap out at a certain amount of liters of air per second (that's two hundred I think) no matter what's in the distro. Over-pressurizing just ensures a buffer where the supply is going to be more than enough to meet the demand and it'll still be streaming in, though slower (but the amount of pipes still means a lot of space for the gas to be in). The real bottleneck to filling up rooms is always the amount of vents when it comes to supply. I wouldn't say that's much of an obstruction personally, but it's more useful if we ever have to worry about pipe bursts and the atmos simulation becoming more important than it is now if that ever becomes a thing later in development. I think it'd be best to keep them in for now and see if the regulators actually end up making a negative difference or not with Aurora's current style of atmospherics.
  7. 100% this would be really great for skrell roleplay. They're usually cognizant of the Srom and able to sleep on demand in lore anyway. Knowing there's people in there to chat with seems fine to me and should get it used in a way that you don't need to try and arrange all the time.
  8. I finally got to play some real rounds this weekend and it's been quite a bit of fun, especially on the bridge. Before, command was rather separated and had no natural area to group together but now they do and they get bridge crew to make it more lively. On bridge crew, it would seem there's a lot more trust put into them considering they have miniature disruptors, access to announcements and such. It seems to be working out as a fun role on its own, very good that it's also serving as a way to learn aspects of command assuming that's staying. Other than that, the map is quite cool and the speed of the changes and fixes even on the this single testing weekend was pretty impressive, I think every single one of my issue reports was fixed basically. I hope more people remember to use issue reports. My earlier concern of there being a lot of 2 tile hallways ended up I think not being very applicable. Having time to wander around I've found there's quite a bit of space. I think the walkways on the top level are the only thing I think could be extended to three. Also, very cool use of the single tile windows and windoors when making the EVA areas. I think while some might want full walls and windows, it does kind of give it a unique look. I just like it a lot for some reason. At the moment, I can think of a few suggestions as well. EVA lacks inflatable boxes and more would be nice. Since the Horizon is a ship setting, I think it'd also be fair to finally up the voidsuit amounts for other departments. Security and medical shouldn't need to get by on two anymore since the likelihood of needing EVA protection is far greater now. Command having its own style of voidsuit would also be ideal for the bridge crew at the least too, else they need to borrow or use the basic spacesuits. For the Intrepid, the main airlock is rather small. Space constraints are probably an issue, though a 3x3 box would help in moving most teams since the 2x22 is going to be a roadblock on any expedition with more than four members unless they lay down. It would also allow more vents to be fit in. Cycling is currently really slow, that could also be due to Aurora vents not draining as much in general.
  9. I expect this to maybe be an after NBT thing. I find a lot of pathways being two tiles wide may cause traversal to be an issue, especially the ones near areas like research or the holodeck or those pathways above the tree. I think 3 wide for anywhere with moderate to high traffic is desirable because it lets people navigate themselves and large objects with less issue
  10. You definitely understand what's important and I never really had any doubts you'd put together a great application. The only obvious question I think, since it's nice to have one, would be... What is Rashja's thoughts on the New Kingdom?
  11. Baystation has (had?) a persistent filth mechanic that would dirty up active parts of the station. So an area that had last rounds gunfight will appear quite filthy as an extreme example and an area that had a lot of foot tracking but no cleaning would remain dirty as a less extreme one. Could be worth looking into if anyone wished to draw on what's been implemented elsewhere
  12. It should really just stop using the internals once empty, if that's possible. The mini tank sometimes feels like a bit of a new player trap due to how many deaths happen from it.
  13. People that are gone for a very long time tend to be very bad at following guidelines and rules. I can only agree with this. Getting a command WL again is not that hard anyway and should give time to get used to Aurora again.
  14. I have not really worked with Haydizzle, so I can't speak to things like availability or anything. I can say though that he's a very approachable person and at least from my perspective, a team player that's very willing to work with others. I generally agree with his stances on things in lore, I really enjoyed the restructuring and additional lore Unathi had and believe anything further will be just as good. He's also pretty nice and while I wouldn't call any of the lore team unfriendly, it circles back to the approachability thing. Lore could do worse than have him as a deputy, in the position itself there will be a chance to see how stuff unfolds and to learn new things beyond the set plans here already.
  15. This post won't really have any questions, because I tend to be bad at these and can't think of any. This is more of an endorsement. I think Alberyk's conduct stands in a class of its own. He is actively involved with the community and also contributes massively to it. While many tend to think of Tajara when his name is mentioned, that's hardly the only thing he has dedicated time to and it'd be wrong to pigeonhole him as just a tajara focused dev. There is no real question to me, that deputy loremaster is another position he'll do great in. I also trust him to be impartial and take complaints seriously, and have always believed that before I even applied to be a moderator. I only have two concerns. How the position might take up even more of his time and if a total freeze on certain new stuff (like planets) might sap the enjoyment of people writing lore.
  16. While the application is essentially going to be all but approved at this point, it'd be remiss of me not to still approve the application on the thread I think. Their OOC and IC conduct is stellar. Getting to grips with command takes some getting used to, though I have no doubts Vrow could.
  17. From just a RP perspective, I like the HoS because it feels like their background matters to them. It gives a good representation of Dominia to others. I think a lot of the time in command people find it hard to balance or show the prejudices, falling back on just saying "Goddess" a lot and going for the "safe" polite and fancy talking noble archetype. Your HoS is a very refreshing take on things. Other than that, I haven't noticed anything too negative when it comes to actual command play, but I also haven't been playing sec lately and can't really do so for now.
  18. We had prewired solars for a time, until the roof zlevel had to be removed. I think adding another array and havig it prewired would be fine.
  19. I checked the shuttle pictures posted prior and thought of something to ask. Is the lack of a SMES and accompanying APCs intentional or a time saving measure for now when it comes to how the shuttles are mapped out?
  20. I clipped a very bad video of the use of an assault rifle mercs get and a laser rifle sec get. These are on dolls, so it's a little different but roughly we'd see the same performance here. oHDDrLx.mp4 Not surprisingly, the assault rifle ends up killing very quickly. Mercenaries get two. It's reloadable, can fire faster and has multiple firing modes. You do frankly need some kind of plan most of the time to deal with it, even with laser rifles which are also the only actual tool that has any effect on mercenaries playing traditionally. The paincrit only really starts to happen on the third to fourth laser rifle shot. I think anyone that's actually played sec or merc already knows this though. While the laser rifle is balanced around the most dangerous threats while still not giving sec the upper hand in those situations, it is oppressive on smaller scale antags. Which is why I only really agree that the pain and blood boil is an issue.
  21. You're correct, actually. I double checked because I was only remembering the tweak PR. Forgot Matt's stated goal was re-adding laser organ damage due to the armour rework. That does change things. Only true on the first bit. Adrenaline ensures movement stays normalishh for a small but notable length of time in combat, same for ballistics except it gives less time in exchange for less pain. But in the end, burns do slow you down more. I'd say getting shot multiple times with either is a death sentence though. As for the 2nd thing. I shot this guy like three or four times. There is no "double damage". Burn doesn't do straight up oxy damage. You get burned, afterward the lost blood gives you some brain damage if you did lose any. That's a slow process. If you have damaged lungs, you do take oxy damage, though. If sec only utilized their laser carbines, fourty fives and disruptors against a threat wearing heavy armour they would get wiped because of the damage reduction at that point. Antag voidsuits can even competently face off against most of the sec arsenal as well, and those don't have rifle tier protection. It's not about being 100% proofed versus a single damage type, it's about how much you can mitigate the damage. The laser rifle is the only weapon that can punch up reliably out of the box. If giving them a long weapon was re-examined, I don't think there is any way sec is going to get a ballistic rifle beyond speciality stuff like the PEAC. At best, I think the popular ideas would just be removing the rifles entirely from the roundstart armoury or nerfing them in some way. I do think it's best sec continues to have a means to resist a big threat. Kind of true, assuming a rifle, you could take a single shot to the chest specifically better, unless you got seriously unlucky or are a Tajara/Offworlder. The adrenaline does even things out on a first shot though, extra pain on lasers gives you a little more. If you took even a second for ballistics, that's when you fracture right afterward with a good chance of organ damages and arterial bleeding. On the other hand, with lasers. Four shots could be enough to take you down to 81% blood oxy. I'm not sure if I messed up or something, but sometimes the blood boil didn't seem to proc or people would lose less blood than expected though so it ended up being very survivable sometimes with the exception of getting unlucky with organ damage, which appears more infrequent compared to straight up brute damage dealt organ damage, but still threatening enough. Considering it does do organ damage, it could stand to deal less pain at least I think because that's a huge killer. It's definitely a very dangerous and oppressive damage type, don't get me wrong. Scales good too, which is why shocks and pulse weapons/x-rays can pretty much rival ballistics or even surpass them. Sec has trended to lasers for a reason, though.
  22. Burn damage isn't the most lethal damage type, but it is pretty annoying. Will note, it doesn't damage organs (I was wrong). I think one of the main reasons it seems more powerful is because, at least when it comes to the rifles, it is the only actual option against an armed and armoured antag considering the rest of their arsenal isn't going to work due to the how the armour system is. Since it is the only option for sec, you remember getting taken down with it. The lessened lethality compared to ballistics would make that memory worse considering the extra pain and slow degeneration of the brain really helps in securing a capture as the target either enters crit, or they escape and potentially become helpless or weakened. It's not very complicated for medical to treat too, almost always not even requiring an OR visit if there's a pharmacist, though the severity at the time they find someone can make it time consuming and it eats up a lot of blood. Ballistics can do a lot of things at the moment. Stuff that speeds people to death faster. They create actively bleeding wounds assuming they're not absorbed by armour. They have a chance to straight up deal damage to an organ. This is why people tend to drop very fast after a rifle burst if not protected. It's not usually the pain, though that helps. Their heart was destroyed. Even a lethal pistol can drop someone quickly with RNG like that. Potentially requires surgery. They break bones, causing pain, a chance of organ damage on movement and can disable limb function. Always requires surgery. Arterial bleeding is usually inevitable and seriously deadly. Always requires surgery. Shrapnel. It's just better for actually taking someone out of a round. There's a reason why sec only ordered scoped rifles instead of the LWAPs when we still had those in the cargo menu. I do think lasers are excessive in just how much pain and blood boil they do. They currently do two times their level of damage in pain I think. Lowering that a little could potentially make it feel better for people on the receiving end, because the fast crit tends to be the main complaint from what I hear.
  23. Only natural it's seen as more of a sec issue at the moment, though to me it is more of a limited slot problem for mechanically diverse/interesting jobs. As of now, we're in a lull with most departments other than sec being underpopulated at times as interest waxes and wanes. It was not always this way though, we're in lower populated part of our cycle and also have a good amount of people waiting for the NBT. I'm thinking of the future as well rather than how this would affect the present. Almost every department has a role people used jockey for and sometimes still do, if not multiple. These usually have limited slots, as low as two. Things like roboticist, surgeon, first responder, bartender. There's more. Nobody competes for command much at the moment, but when they did we would have over five chief engineers gunning for a single slot role. This was not even exclusive to high pop. I think we're going to see a lot more roles put back into the crosshairs once the NBT arrives, new ones too. While this PR would only really be affecting a few roles at the moment, I'd still be pretty interested in seeing it in practice. I get the fears of it potentially negatively affecting the NBT's pop, though I think trying it out still stands to benefit. Like how the antag draft was tried.
  24. I think it's a fine enough idea. Sometimes, I would like to do multiple rounds, but two or more hours for a single round is already a good chunk of time for me anyway. For very popular roles it was not really that uncommon to see the same people occupying it for nearly six or eight hours, depending. So, I'm fine with giving people a chance. If this ends up working out badly, reverting it would be fine. I'm interested in hearing about is whether cryoing before the hour mark will still put you last in the line for the next round. Since it says late joining past the hour mark doesn't affect your chances for the next, wondering if that works both ways. It is just security at this point that has the unique problem of that being acceptable. The solution is already in effect for practically every other role. The person job hopping gets spoken to about not doing it. If I saw service being used as a dumping ground or something, I'd speak to people about it. That said, in the NBT it will thankfully be a lot harder to justify some of the usual excuses people use when it comes to job hopping, at least to a whole other department.
  25. I think a better idea would just be making the airlock a one way exit from the west like the research entrance.
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