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aleksix

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  1. A lot of emphasis is being put on optional objectives for the antags. There's already a 'contract' system in place for uplink-using antagonists such as traitors, ninjas, etc. However, it seems somewhat abandoned - I'm yet to see an antagonist doing anything related to these contracts. Might be a good place to start the overhaul?
  2. Human psionic, 2 powers - skinsight and mend. The psionic interface is nice, even though the parts about different skill levels are confusing. They make it look like there's training and progression, but we were told there's none. The mend description is a bit confusing - the description is about healing maladies, such as broken bones and bleeding. Didn't make it clear it only heals internal damage and removes implants. Also, It might not be strong enough to deal with people standing with broken legs/feet. It was rather hard to catch in the chaos, but I'm somewhat sure the mending healed the foot bone then the foot got instantly broken again. Also, mend reportedly works on IPCs, not sure if intended? Skinsight sounds a bit pointless for antags. Most antags operate alone, so having a health scanner that works on grabbing doesn't sound all that useful. Could be useful for staff, but that puts skrell doctors in a weird situation with a lot of harassment accusations. Testing them during a chaotic event sounded like a bad idea, though. Activating abilities during a mess like that is juggling, but it would probably be easier for normal antags, which ties nicely into the theme of concentration.
  3. The current version of Integrated Circuits is outdated/not completed - in has a lot of old bugs and is missing some interesting circuits. I plan on porting the baystation circuits, along with fixing and potentially rebalancing some items. However, some of the features could be considered "powergamy", as well as some of them having a bad reputation, hence the creation of the thread. Along the potentially dangerous stuff: Integrated Circuits Cloning - there are some designs that really break the game available online, which might result in people using them. Potentially solvable with custom format implementation and heavy nerfs, but that kills the possibility of using already established complex designs, such as custom farmbots and nerfs are usually bad. Farming circuits - these might obsolete the farmbot, but only for capable engineers/people who found a good design online. Not sure how big of a problem that is. Access circuit - allows one to store the ID passkey (accesses) on a circuit. Intended for drones to move through doors, could be used for poor man's Agent ID/emag. Could potentially be fixed with extensive testing and code modifications to prevent this. Maintenance hatch lock - blocks access to internals of the circuit assembly unless pulsed. Combined with the ID reader/lack of any opening mechanism and anchoring circuit, allows one to make an non-defusable bomb. Anchoring bolts - allows for immovable assemblies on tiles. Not sure how dangerous besides the bomb case above. Teleportation circuits - basically circuits that, when paired, copy the functionality of the hand tele. Shouldn't be added, probably, but they are still considered for porting. Reference filters - circuits that allow one to filter given references. Can break certain ways to hide, since people and specific objects can be filtered more easily. Size/Complexity rebalance - could result in inconspicuous drones filled with 10 IEDs running to people. For most of the cases above, a reasonable expectation can be made that very few people would do that and that admins would be capable of fixing a semi-impossible problem, however, people have differing opinions and there's a high chance most of these things will not be liked. The plan is to add the missing circuits and the Integrated Circuit Cloning feature, to allow for creation of complex/mass-produced circuits. If anyone has played with baystation circuits and has some concern or feedback, it would be good to hear it beforehand.
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