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Myazaki

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About Myazaki

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    Surgeon

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    mikomyazaki2

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  1. Mmmmmmaybe. If we can come up with a decent list of things money would be used for?
  2. Change will be made by https://github.com/Aurorastation/Aurora.3/pull/10540
  3. This change has been made by https://github.com/Aurorastation/Aurora.3/pull/10558
  4. I think none of this is possible while some antagonist types have the ability to spawn hundreds of thousands of credits from their uplinks. I don't know if it is sensible to make such a thing only work for extended rounds, and I don't want to remove that item from antagonists.
  5. I'd rather just remove it. Spawning as a visitor version of a character seems rarely what you want -- Same with assistant as it is now.
  6. Mouselook would have serious problems if implemented with our UI / menu systems. Some sort of aim intent option that keeps you faced toward your target could work, though. Worth a test.
  7. I suggest you try out the adjusted Face-Direction verb, which will cause movement not to change your facing, but clicking will.
  8. It is implemented, yes. It does not cover if Cultist is turned on in your preferences, since that does not prevent you from being converted.
  9. Sure, you have a point there I guess. I'd still like it to have a bit of a rework if/when it becomes a more common / constantly available role. There are some significant gameplay problems with it imo, other than the supply interaction thing I mentioned above. I'd need to ask some lore people about how attractive the Aurora actually is to Merchants, too. Does NT just sell phoron to Independent merchants? Do they allow the normal crew to handle those transactions? I've no idea. We don't really produce anything except from mining.
  10. I'd love to have a well-established Merchant character that I can play regularly, I don't manage to catch many rounds currently due to developer stuff / life. But I don't think a constant Merchant slot will be good for the role, I think its rarity / novelty is important -- It suffers from the problem of Supply having very powerful tools, and it being unnecessary for actually doing what merchants do outside of selling some guns or occasional weird items like clothing. Currently I think the configuration has the Merchant slot available once per five rounds. I'd be open to ideas to
  11. Thanks for the feedback -- If I can solve a problem involving copying clothing images without it being too costly, I will try and add afterimages in the test-merge soon to see how people feel about them. I worry they will clutter things, but I guess it's worth a try.
  12. I feel like it'd be more likely to cause conflict between two people trying to do the same job, a job which is already starved for things to do in many rounds. As people have said already. If people are struggling to communicate between CSI and Detective I'd rather see the role merged into one single job, and have the merged-role be encouraged to deputize Cadets/Officers should they ever be overworked and need backup.
  13. Yes, of course. I'm just responding to people claiming it is not possible to do right in this engine / style. Obviously our server is its own thing.
  14. Why do you say that? I've personally used them for sneaking around security behind the backs of Officers. Opportunities don't always present themselves, but they're there. Also if this goes in I'm planning on implementing things like pickpocketing and maybe more stealthy shoe options.
  15. My thoughts with the ripple effect were that it shouldn't be very visually noticable, 1 - so it doesn't bother people that don't care what is happening behind them, and 2 - so that people need to be paying attention to catch mr traitor sneaking around.
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