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jackfractal

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Everything posted by jackfractal

  1. One possible thing to consider when thinking about extreme measures is time. It's sad to say, but half the time, I see people walk into medbay with, say, a broken arm and it would actually be faster for the Doctors to slit their throats and toss them in cloning then to try to heal them. Cloning is fast, because while you're getting cloned you can't do anything. Any replacement for it, whatever it is, would have to be, maybe not AS fast, but fast enough not to cause all patients to SSD in the middle of being revived.
  2. Might be interesting to see how often cloning is used versus how many times people die.
  3. At that point, and with the state of genetics on this server, just remove genetics entirely. Do what they did on Bay and just put in an empty space where it was with a sign of 'here lies genetics, long shall we mourn'. I think this would be fine if it were possible to do more extreme measures in medbay to save people. Like a heart and lung machine, to keep people's brain alive during surgery, more efficient defibrillators, with a longer time for them to actually work, expanded cryo, a way to piece people back together again even if you're missing some of the pieces, like an organ printer. That sort of thing. Make it more about saving lives then uh... just giving them a new one.
  4. Remember, this is from Paradise. There, the AI is often the only one left capable of calling the shuttle when the bridge is lost or destroyed. The button also pops up a confirmation dialog, so there's no chance of accidentally calling it. I'm willing to remove it if that's a blocker, but I honestly don't see the point.
  5. It is a lot faster to navigate. Yeah, I'm not a huge fan either but the only place where they're juxtaposed is in the cyborg UI, and it doesn't look that bad. With the AI you're only seeing those icons, and they're at least consistent with themselves. If anyone feels like forking my repo and doing another pass on the icons, please do. The relevant file is 'icons/mob/screen_ai.dmi'. You have dramatically misunderstood the first image. That isn't the UI for a human, that is an AI observing a human. As to what the icons do: Top row, left to right: 1. Shows you the camera list and lets you jump to a camera. 2. Shows you a list of people to track with your cameras. 3. Turns on or off your camera observation light. 4. Lets you choose security or medical HUD. Second row, left to right: 1. Centers your vision on your core. 2. Shows you a crew health monitor and map. 3. Shows you the crew manifest. 4. Shows you the stations current list of atmospherics and power alerts. 5. Make an Announcement message. 6. Call the shuttle. 7. State your laws. 8. Send a PDA message. 9. Show your PDA message log. 10. Take a picture. 11. See your stored pictures.
  6. Me again with more toys from Paradise for synthetics. This time I ported the interface updates. This gives AI's an icon-based UI for their most commonly used features: And second it makes robot modules work like backpacks: The pull list for this is here.
  7. All portable air scrubbers are gone. There are none in the break room. There are none in toxins or atmos. I suspect this may have been a code problem or something that wiped them from the map, because they are all gone.
  8. Hmm, that's true. I would have expected virology access on that one.
  9. There are only two crates that require head access, the "Experimental Weapons Crate" and the "Head Encryption Keys" crate. There are a number of crates (Riot Gear, Loyalty Implants, Shotguns and their Ammo, Energy Marksman, Experimental Energy Gear, Experimental Armor) that require armory access. Those probably should be outside the reach of regular security access because they're expensive dangerous weapons. They can be opened by the Warden, most Cyborgs, or the Captain, as well as the Head of Security. You're not really hurting for options there.
  10. I don't know if anyone has mentioned it but the airlocks that are directly connected to atmos (aft starboard solars for example) now vastly over-pressurize the airlock chamber. I'm talking 500 kpa sometimes. I think the amount is linked to distro pressure but I'm not sure exactly what's happening.
  11. Never feel bad for prioritizing your health over a hobby. Best of luck.
  12. I like the self-destruct idea. It would make cyborgs more bound to the idea of ensuring their master survives, just so that they themselves can survive, too. It's an IC and an OOC kind of desire, to want to keep playing. I don't like double posting, but I should respond to this. The point isn't that cyborgs aren't invested in their AI's health, they often are. Nobody likes losing. The point is that they can't DO anything about it. I'm pretty good at building fortresses as an engieborg. I can seriously inconvenience people attempting to break into the AI core, but if I'm told 'do nothing' for the whole round then I can't help. I can't plan. I can't prepare. I can't participate. I'm forced to play an antag as not-an-antag until the last five minutes of the round. If we were to set it so that cyborgs explode when the AI goes down, I would be literally unable to protect my own life. Then, after 'acting natural' for an hour and a half I'm told to just go suicide myself into a big group of security officers because woops, the MALF screwed up and now people are breaking in. There's no way a cyborg can take down a large group of people, it's impossible, but again, you've got to do it. It isn't the best experience.
  13. Yeah, I know. If you're playing against Nasiir and you don't kill him before doing anything else you're pretty much hosed. He kills AI's with terrifying and unearthly efficiency. He is a tiny fluffy avatar of destruction. On the other hand, I think MALF ai's would get more use out of their cyborgs if they included them in their thought processes a bit more. If I'm outside wiring the solars (because I've been told to 'act natural') and, out of the blue, I get an order like "Kill the research director now!" it's going to be very challenging for me to do that swiftly, efficiently, or, in most cases, at all. The thing that is truly frustrating about this is that MALF-Ai's and their cyborgs have the best communication system of any Antag team. The binary channel is almost impossible to crack for the rest of the crew, it's always available, and nobody even knows when you're using it. The fact that it is used so rarely and so insufficiently is very disappointing. Even in good MALF rounds, like the round where KATANA was 'hacked by a rogue drone', the cyborgs are never brought in on the AI's plans. It would be great to be able to play into a scheme, or a gimmick, but that's never possible, not unless the AI talks about what they're doing and why. The best MALF round I've ever played was on Paradise. The AI decided that we were going to fake a Nuke round. We bombed the armory, and then the bridge, using welder tanks. Every few minutes we'd report strange people in red suits outside in space. Two security borgs got into a 'gunfight' with these guys in maintenance (they just shot each other) and the 'rogue operatives' escaped into space. Half of security suited up and followed them, chasing phantoms. As the only engineering cyborg, I faked a break-in to the vault, stole the nuke, pushed it out into space, then filled all corridor's and passages leading to the AI core with metal. By the time anyone figured out what was going on it was way too late. That was great, but it only worked because the four of us were all in on it. We knew what the AI's plan was. I would love to see more of that.
  14. So this relates to a recent round. I was playing the only Cyborg for a MALF-AI and they decided to go full-stealth. They didn't talk, not to me, not to anyone, they just hacked APC’s. Now I’m almost certain that this person was from a more combat oriented server. They expected that the first person who saw a hacked APC would report them and that would be that, open warfare. That’s just a play-style clash. What they did would have made sense on another server. But their actions regarding me, the cyborg, were far from uncommon. I've played three malf rounds recently where they only communication that the AI gives their cyborgs is to “act normal,” right up until their core is being breached when they yell for help. At that point, if you haven’t been including them in your plans, there’s not much a cyborg can do other than die with their master. Even that is only possible if they get there in time. Twice, I was in space when this happened, wiring the solars, and by the time I got back inside, the AI was dead. This puts surviving cyborgs in a really awkward position. Your AI is dead. You can’t ‘win’, but you still have the MALF law, which is now impossible to follow. That whole situation is awkward. As a slaved malf cyborg, you’re an antagonist, so you should be trying to make the round interesting, but you must obey the AI. If the AI tells you to, effectively, do nothing then that’s what you have to do. I find this really disappointing. It’s understandable, AI is a very stressful job, MALF AI is an infinitely more stressful version of that job, and communicating with your cyborgs while you’re trying to do everything else in that situation is a challenge. I get that, but it is very disorienting and frustrating as a cyborg player. As a cyborg, you know that nothing you’re doing for the good of the station will ultimately matter. You know that if people realize that the AI is hostile you can be killed remotely and there’s nothing you can do about that. You know that the AI core is not particularly well defended and you should be fortifying it. But you can’t do anything. I don’t really have a point to this, I just felt I needed to express my irritation. Oh! I do have one thing. Cyborgs law-synced to MALF AI’s should lose the MALF law when the AI dies. That should be a thing. That or explode. Either would be better then what happens now.
  15. --Ended up using range instead, the fabricator doesn't matter as it looks specificly for /obj/machinery/computer/rdconsole
  16. Yeah, though emagging it to break would be less fun then emagging it to cycle properly once, and then break. That would let you out and then force your pursuers to find another way to follow.
  17. Would this be a good idea? Tile has two states and a direction. You can only walk into it from the 'open' direction. You walk onto the tile, click the airlock, and it cycles. Cycling blocks both directions, hides the person inside it, and takes an arbitrary amount of time, say... ten seconds. Once it's finished cycling it shifts to the opposite state, opening the way forward and leaving the way behind you closed. It could have it's own internal airtank, so it would hold the air from itself inside itself when cycling to space, and then refill it's own tile when transferring to inside again. It would be faster then the large multi-tile airlocks, but wouldn't let you bring draggables like crates, ore boxes, or nuclear weapons through them. I see them mostly for emergency access airlocks. You'd have one in engineering near the singularity (and you'd also have one large one), and the airlocks near the solars would also get replaced with this thing. The advantage is that they are much faster and have a smaller station design footprint, the negatives are that they are only people sized. Make them buildable and it becomes significantly easier to build working space bolt-holes that don't depressurize immediately.
  18. --fixed used oview(src,num)
  19. You realize that five months of work is a lot, right? Like, if you were paying the average coder in the video game industry to do that, it would be like $40 000.
  20. That sounds like... A lot of code. They're not bad ideas, but unless you're going to do them yourself, I think you'll have trouble getting that level of buy in. Is there a way to implement this idea in stages?
  21. --This was left intentional
  22. Atmospherics Distribution airlock is misnamed ("Atmospherics Distrobution"). --Fixed EDIT: The xenobiology computer appears to be unpowered by default. EDIT: Access to the botany fridge is blocked by a tray. --Fixed EDIT: The 'meteor shield' around command isn't connected to the station and looks very strange. <-- THis I don't know about, it's a shield against someone doing traitor things too (not every antag carrys wirecutters)
  23. This server has a bunch of weird, never used, cyborg modules like 'construction' and a split in medical between 'crisis' and 'surgery'. Surgical borgs have no way of treating burn damage, nor can they attach anesthetic tanks or manipulate bodies properly, making them unable to do surgery either. Neither of them can help with toxin damage. It's very weird. I see two types of cyborgs on this server (as someone who main's cyborg). Engineering and security. Very very rarely will I see mining, crisis, or cleaning. Like, one round in ten. That's it. The others are almost never played. I'd love to get access to the server logs to get real numbers of this.
  24. ShyGuy flinches back from Omen when touched. "Hah hah hah, yeah! Good idea! I mean, not the shooting me part! That sounds pretty bad. The other bits." They run one gloved hand over where there forehead would be, but it's covered by their mask. "OK..." They edge even further back into the corner.
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