Jump to content

Myazaki

Members
  • Posts

    111
  • Joined

  • Last visited

Everything posted by Myazaki

  1. The HoS was totally right to be suspicious of me for that. He didn't know that I was just trying to ask the other Engineer what they were up to -- I was hanging around Cargo & Kitchen grabbing some food and giving a folder to the QM. The other Engineer mumbled at me, then walked off to do their thing and I poked my head into maintenance a couple of times to see if something was happening in there.
  2. BYOND Key: mikomyazaki2 Staff BYOND Key: ReadMyNamePls Game ID: cgE-dLFO (I think!) My character: Melody Loop, Atmospherics Technician Reason for complaint: I ahelped to complain that the AI and HoS were being over-zealous in tracking me & preventing me from taking any action. After being told the situation was fine, I asked what I should do with the rest of the round since I could not reasonably act -- A sane character would not act while they are under constant surveillance from an AI and a full sec department. I was told something to the effect of "get a gun and armour" (I believe they were implying 'go fight sec'). I believe I could not have followed this suggestion without breaking multiple rules -- I would like clarification about why it was suggested, because I am concerned I misunderstand the antagonist rules, or the rules / traitor guide need updating. The specific rules I believe this would have broken are: No ganking, Only kill if it drives the story, Conflict must be believable. - My character had not been aggressive or done any appropriate RP to justify attacking security. - There were six(ish?) security members, an AI and two(?) borgs that security were using to help -- Attacking security alone with no hope of success nor escape would have been insane and suicidal. This is not a believable character, even allowing for some eccentricity due to being a traitor. - As I had joined late (1.5 hrs into the round) there was not much time left. By the time of my ahelp about the AI, there was something like ~30 minutes left in the round -- I believe it is frowned upon for antagonists to start new things so late? Please clarify if starting a fight with security, with no build-up, character motivation, nor hope of success, that late in the round would have been okay in this situation -- Or what I should have done instead -- And help me understand why? Thank you. Evidence/logs/etc: Please check the round logs for cgE-dLFO. Additional remarks: I will explain briefly the situation from my perspective in case it is relevant to why ReadMyNamePls suggested what they did:
  3. Filling a bag removes like 1/3rd of someone's blood. So that is the cause of the brain damage. Try taking less. Blood transfusion volume IRL is not necessarily equal to the blood they take from you during a donation.
  4. I've got something in the works for sensors. Thanks for the feedback.
  5. Horizon maneuvers are slow right now due to a couple of things: - Pipe tweaks have resulted in less flow to the engines (will be resolved by next time the map is up). - There's a bug related to a UI for the propulsion reaction chamber control computers that means they can't be used right now (will be fixed shortly). So thrust should be a few times higher than it currently is.
  6. Thanks for the feedback. I'm looking at returning the high-pressure systems to their original state without it interfering with a nerfed air supply.
  7. This will be in for the next testing weekend. The intention is to add more useful things that engineers can do with atmospherics, that actually has an impact on the round - Both preventative and reactive measures. This will be tweaked further, and there is more to come. Changelog Greatly reduced the maximum amount of moles of air that can be stored within the atmospherics supply/scrubbers pipelines. Increased the starting target pressure of the air mixing tank to air supply pipeline to 2,000 kPA to compensate. (So the amount of air in the loop at the start is approximately the same.) Mapped in three atmospherics substations in maintenance (two on D2, one on D3). Engineers can visit these and adjust their pumps to store up air for times of crisis. Air supply to some departments / sections of the ship can be more easily cut off or joined to other departments if those departments are struggling. Ventcrawling mobs should be able to access most areas of the ship from any other area without being blended by pressure regulators. I'm hoping that the consequences of these changes will be: Antagonists will have options for atmospherics sabotage that target more specific areas of the ship rather than all of it. Atmospherics gameplay has decisions beyond "set the pressure of the air supply loop to max to solve all the problems". Instead the bottleneck moves more toward the amount of air being pumped into the air supply loop per time. Since the supply line won't contain many times the amount of air as the main atmos air tank -- And the supply to some departments can be separated more easily -- I can look at adding other mechanics like pipe leaking / bursting in future without it being as punishing. Probably going to add more maintenance atmos rooms when I find the space on the map to do so. Feedback from Engineers in the next rounds would be appreciated. Thank you!
  8. Mmmmmmaybe. If we can come up with a decent list of things money would be used for?
  9. Change will be made by https://github.com/Aurorastation/Aurora.3/pull/10540
  10. This change has been made by https://github.com/Aurorastation/Aurora.3/pull/10558
  11. 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.
  12. 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.
  13. 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.
  14. I suggest you try out the adjusted Face-Direction verb, which will cause movement not to change your facing, but clicking will.
  15. 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.
  16. 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.
  17. 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 allow the crew to call a Merchant and open the slot, perhaps... maybe make it cost some money? Or depend on round-type.. voted extended only? Idk. Needs some thought. --- It'll be on my to-do list for the NBT, to make Merchant more frequent / a permanently open slot, and see what can be done to make it more useful to the other players. Potentially expand the Merchant slots a bit depending on how complicated piloting ends up being. Plans are currently built on a lot of unknowns.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. I don't think you can compare SS13 to Dwarf Fortress, since SS13 is from a single player viewpoint and not an omniscient view of hundred dwarves. I know DF has its Adventurer mode, but that is not the main feature of the game. SS13 already has darkness and vision dependent on the position of the player. I'd argue that SS13 isn't totally unrelated to horror games. We have antagonists that at least in flavor are sneaky (changeling, various thief antagonists). And I feel these modes in particular can be enhanced by the paranoia of not always knowing what is behind you. I've had some positive feedback from people in mercenary rounds, who found the possibility of being flanked to be exciting - and having to think about watching their backs. This feature has been implemented with great success on other servers, and I hope you'll try it out a bit more and let me know if you think of any tweaks that make it more suitable for you. There are hotkeys to change your character facing btw, if clicking to move your facing is awkward for you. You can rebind these however you choose.
  24. I will add this when I can get a suitable sprite for the button. Thanks.
  25. Download a git client like git fork Add my repository - https://github.com/mikomyazaki/Aurora.3.git - as a remote and checkout the branch 'green-tint' You can run the local Aurorastation by following these instructions If you have trouble we can work something else out probably. If you do get it going, or find another way to figure out what colour is best, lemme know what works for you.
×
×
  • Create New...