
Ron
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Everything posted by Ron
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Borgs can do anything they can do with their modules. They will be unaffected by the system. An example of skill will be made once the list of them is finished. Should be sometime today or tomorrow.
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Could you list a few? I can't think of many situations where the system would apply in one case but wouldn't in another.
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The system of "randomness" is not apart of the original thread and instead an extra idea we're discussing. I'll have to look into what Fowl talked about in discord to see what system he is talking about.
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Those are all valid points. I'll cover the first one last. The second one can be handled by giving staff an easy to use skill overview panel which will mark people who have "suspicious" skills. This includes skills completely unrelated to their job and people having too many high level skills. We're giving the players the freedom to pick ANY skill regardless of jobs at first and staff still have the power to overrule the system and say "No, you wouldn't have this." and shut them down just like they can now. The third one we can fix by letting antags set their skill levels manually when they are an antag so they can act the role if they are trying to blend in. As for the first one, people probably will do this. The difference between a trained skilled surgeon and a professional surgeon wouldn't be great enough for people to start harassing eachother. The difference between someone not trained at all in surgery and someone who is, will be a large and noticeable difference. Over time I hope people will come to realize that it is IC and won't be idiots over it.
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The plan is all antags besides rev and cult (cult can sacrafice a simple animal to narsie for skills) get all skills.
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No PR yet. We are seeing what people want first.
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Hello again. The skills system is currently fairly underused by most. It is currently completely cosmetic and a really old, outdated feature. Me and Burger have teamed up to completely overhaul it and implement it into the game. Why? The biggest part that I'm sure people are wondering is: Why do we need this? By implementing skills it allows people to better reflect, with consistency, their characters inexperience or experience regarding a certain subject. Currently you can weld a door just as fast as a seasoned CE, which honestly makes no sense and there is no way to really reflect this in-game, besides utilizing me's to do so. You might be thinking "But. This is roleplay sever. People can roleplay their inexperience!" The issue with that is people are not, do not, and will not always roleplay going slow or their inexperience in a subject. They will just click the door to weld it. This system gives consistency to inexperience. Nothing is stopping you from roleplaying it still. The skill system will increase the time it takes for inexperienced people to do complex tasks. No matter how many times you watch someone weld while on-station, or how many times they tell you how to do it, you are simply not going to be able to do it as fast as the trained person who has been doing it for a long time. This can easily be reflected through the use of a skill system, while still maintaining the RP aspect that you could possibly learn how to do it ICly (Which is a stretch for most things!). This will NOT block you from doing things. Now. With that said, a few things will be done. The current skills will be overhauled We'll be adding, removing, and changing the current skills quite a bit. We'll ensure that certain actions are grouped together and not too specific, and not too broad to the best of our ability and we'll ensure every job has a relevant skill. The purpose of this is NOT to make you spend 30 minutes picking skills. Every job will have a preset that is appropriate for an entry level person to the job. More experienced people can add on skills appropriately. You might be wondering if this will cause a headache for the staff. Well, no. It will help the staff spot people who just ramp up their skills even if their character is 24, and people who fail to roleplay their character to a realistic standard. That young engineer has the highest level in all engineering related things will be much more easy to spot. Attributes will be looked into. We can see about having optional attributes for characters but keep in mind that they will almost all be debuffs of some sort. Now, before you panic, we have a few ideas on how this can be done. Time Increase The first idea, and one I like the most, is that skills only increase the time it takes to do certain actions instead of completely preventing you from doing them. So you can still weld a door, preform surgery, or whatever else but at a reduced rate. If you have the proper skill you do it much faster depending on your training level. This is a good compromise as it still allows you to be instructed on something while also showing that you are still inexperienced in the subject. Complete Block The second idea is completely disallowing certain actions without the proper skill. Exactly as it sounds. If you don't have enough construction points, you can't build a wall. Those are the two main ones. If you have anymore, feel free to reply with them. Me and Burger are also open to letting people contribute to the coding side of the project. We're planning to implement skills for different departments.
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https://forums.aurorastation.org/viewtopic.php?f=99&t=8984&p=84322&hilit=Zilosnish+Szu#p84322 ?
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Both pens you listed seem to be custom items. Do you have an alternate sprite?
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alright. This can be locked and archived then
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Up the chance of autotraitor is it really. It's way too rare currently when it should be more common than other gamemodes due to how every round of autotraitor can yield different results and involves the crew rather than an outside or supernatural threat.
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I agree with almost everything you've said here. The issue is that people have different interpretations of what exactly the AI should be doing. Some people play AI as a security AI, some try to get involved in every command decision talked about over the command radio, others try to bud their way into everything on the entire station, and some try to remain as uninvolved as possible, silently watching. The different interpretations of what the role is a good thing and creates variety, except when it's not and the player assumes the AI is a tool of justice that only exists to strike evildoers down. If those negative interpretations of the role can be removed through staff, then I'd say the role would be less intrusive and enjoyable than it is now. Maybe a whitelist could help with that, but there is no way to tell besides testing it.
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So you want a role that can watch over the station, but you don't want that same role to valid hunt? And you want to give it a whitelist to try and do this? Have you seen the head of staff whitelist? Whitelists != non-valid hunters. The AI has a large amount of power that no other role has, and has very few restrictions on that power. It invites valid hunters to play the role, whitelist or not.
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For the first one, there are many other options instead of needing an easy access AI to do things. You can fax things yourself, relay things yourself, call the shuttle yourself, etc. Same with access problems. If you need access to something, call a station-bound or find another way in. As for the gamemode loss concern, Malfunction is not a good gamemode in the least. I will honestly say as the one who did the overhaul for it a while back that it is among the least dynamic gamemodes right next to the ancient blob one. The AI can't move, so we give it abilities. I threw more abilities at it and changed current ones. Too bad those abilities are static, unchanging, and can't be utilized to sport an interesting gimmick other than a select few, which inevitably end up in station destruction one way or another through a nuclear explosion. Other gamemodes have this problem to some degree, but none of the others suffer as bad as malfuction. This is due to the fact that the AI is a disruptive force and just seems, and is, out of place.
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And now you look like an ass. Sorry bud, no AI disruption knee-jerk reaction here. Moving on.
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A two week trail period like bay did wouldn't be too extreme.
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The AI is almost always a disruption to the flow of the round. Instantly spotting a kidnapping that would've developed into something larger, bolting the antags down with the click of two buttons, and acting as an unwanted intrusion in most channels who has no real ramifications for their actions because they are just a computer. I suggest the complete removal of the AI, malf gamemode, and AI chamber. Borgs can remain as they do not suffer from the same issues as the AI. I'm keeping this brief as a majority of people who've played as an antag or just played in general know how intrusive to the round the AI can be. And no, this isn't an April fools suggestion.
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30 days is the plan. If a significant amount of items can be added, the time can be extended accordingly.
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PR Made: https://github.com/Aurorastation/Aurora.3/pull/4499 Still a WIP. Notable things will be put into the description as I work on it. Currently: Ports weather. Adds away missions. Adds the RED. Xenoarch is its own role. (will) remove the derelict to make space for the new maps. And of course, metaresearch itself.
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Fire suits got a huge buff in my implementation of the suggestion Good idea. An oversight I realize now is that it would take a very long time to extinguish someone after a few seconds.
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Absolutely against this in any form that involves heart damage and suggest an instant revert once the mandatory one month period has been passed.
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This was pending admin approval but I never heard anything back so it was sent to the void. https://github.com/Aurorastation/Aurora.3/pull/2537
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I would be for this if telescience was practical. Right now it's a very niche thing that has very little reward or interesting aspects to it.
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Diminishing returns for doing the same action over and over again can achieve the same effect. I'll look into implementing one of the two