
GeneralCamo
Members-
Posts
195 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by GeneralCamo
-
This is still planned. The first PR grew too massive however, so the next time I get around to this (I am currently working on a backlog of stuff), I will be atomizing it even further.
-
In my honest opinion, this depends on whether lore wants it. Do Lazarus Injectors make sense from a lore perspective? If not, remove them. If so, keep them. This does feel to me that it's a big deal lore-wise and should be referred to them.
-
Perhaps instead of changing AOOC's colors, we should change Security's colors. Security doesn't even use red as a department color anymore, so why is it still their radio color?
-
It is indeed called a moka pot in English. Though they are often confused with the (similar) percolator. I agree with your reasoning on these being a custom item and not game-wide. These are incredibly niche coffee making items and wouldn't really fit into the corporate aesthetic. I support this application and hope to see it in-game for you.
-
@Arrow768 is the only one who can change this iirc.
-
Raise the minimum age of Physicians back to 30
GeneralCamo replied to GeneralCamo's topic in Archive
This is now a feedback thread for its implementation, in https://github.com/Aurorastation/Aurora.3/pull/17981 -
Placed in main suggestions as this is not a policy suggestion, as the policy already aligns with this. Physician used to have a minimum age restriction of 30. This was reduced to 25 when Nurse was removed, however this does not make sense as the education requirements were not updated. Current policy states you needed to have a medical degree and two years of residency to become a full physician, which makes sense. MDs usually take from 10-14 years, which is likely even more so in this setting where you are expected to deal with not just humans, but several other sapient species. An age restriction of 25 does not make sense for such a role, unless you somehow entered university at the age of 13. This suggestion is to bring back Physician's minimum age to 30. In addition, a medical resident role could be re-added as a subtype of the Medical Intern, with an age restriction of 28. This is secondary, but related to this suggestion.
-
There's generally a rule that revert PRs need to wait a month before being made. And I'm not looking to overturn it for this PR. Sensors have always been a major topic within the community. The claim that medical is not compelled to watch sensors is contradicted by the general attitude of medical players towards newer medical job seekers, which generally turns them off of doing RP with the ship or playing medical all together. I really want to see how this changes things on the Horizon, just for a month. Then we can come back to this.
-
First PR is up: https://github.com/Aurorastation/Aurora.3/pull/17884
-
A possible alternative solution is to allow taj in Zavodskoi though. Breaking the rule about 3 departments per corporation is opening floodgates that would be very problematic.
-
Get rid of "X selection" entries in loadout
GeneralCamo replied to GeneralCamo's topic in Suggestions & Ideas
We do not need tags to get rid of these selections. -
This is a proposal to get rid of the "X selection" drop downs in the loadout, or at least significantly split them. Having 20 different hats under a single drop-down does not help anyone find a cowboy hat, or similar for work boots.
-
Tepid support for this. Less so for the perceived "never-seen" captains however. I'm far more concerned about a level of skill difference between veteran event volunteers, and the command staff, forcing unrealistic handicaps to prevent taking a story off the rails. This happened in the last event of the Orchard Moon arc where the Horizon was declared to do more damage than it actually did, as otherwise it was getting pounded by veteran event volunteers.
-
Those opium poppies hit way too hard!
GeneralCamo replied to chaotic_idealism's topic in Suggestions & Ideas
This was explicitly rejected by Matt Atlas, who was a human lore deputy at the time, with the reasoning that they wanted an element of grittier realism w.r.t drugs and alcohol in Venus. Head staff were also fine apparently with the names. All of the drugs added did have proposed alternative names in response to concerns about the names, which were scrapped after discussion with developers. If the names wish to be changed again, I would advise a lore canonization app for Venus and Vysoka, the source of the lore for the names. As for opium poppies, I didn't intend for the pretzels to be medicated as such. Ideally I would prefer a different method of harvesting the chemical that isn't the seeds, but my understanding of crop code is admittedly extremely limited. I can look into the recipe and see about doing an override on the resulting reagents however. -
I have updated the initial post in response to feedback. The "R" designation is gone, and all rounds now use metric. Instead of that, we have a classification of "pistol", "rifle", and "shell" ammo to distinguish them. In addition, the sprite team has stated their intention to go over many older sprites. A common request was for more "futuristic" caseless ammo and pulse-action rifles to be added. With the older sprites due for a relook, these are now the signature of the Coalition, as well as the Horizon. Sol remains using the older cased ammo, to distinguish them more.
-
I can get behind this. I can sympathize with cleaning up the forum. But a more brute force method may be preferred to the "standard" procedural way.
-
Perhaps with a hacked autolathe since they're non-standard for the Horizon. I don't see any reason to restrict ammo like this, especially if you need to do some unauthorized modifications that could be detected.
-
Plan is pretty much all standard rounds will be made in the autolathe. Experimental rounds are exclusive to research and the protolathe, but they exist to give science something and they typically use odd materials that can't be used in an autolathe.
-
This is actually meant to refer to a "Rifle" cartridge, as opposed to a pistol cartridge. I could probably figure out how to make it clearer.
-
This is a planned, comprehensive rework of weapons for Aurora. I'm posting this now to get feedback on this, as it is a massive change that will touch every aspect of weapons on the server. A few feelers have been implemented already, as the new Xanan weapons already use the new planned calibers. This is the rest of them: Gun Expansion: Aurora Edition Goals: Make weapons fun to use, play with, and play against Provide a consistent framework for balancing weapons across the game Excise science modular weapons, in favor of a modular attachments system. Inspirations: TGMC, Baystation 12, CM-13 Suggested Inspiration: CEV Eris? (Do more research) Weapon Types: Energy: Generally balanced around a power/weight ratio. Weapon modes provide flexibility in damage. High-power modes generally have higher alpha damage but lower DpS and worse staying power (uses more energy for each damage point) Swappable cells. May require a tool. Cells can be upgraded. Heavy weapons require energy backpack (laser cannon, laser Gatling) Key Types: Laser: Hitscan Ubiquitous Generally low damage compared to alternatives Disruptor Projectile Stun rounds have excessive energy consumption (maintain security balance) Generally favorable power/weight ratios Other types: Lances? Sonics? Tesla Beams? Projectile Flexible damage types (ammo can provide blunt, burn, and even energy damage types) Not hitscan Ammo types are generally consistent across projectile weapons Simple reload Hybrid Requires both ammo and energy Not hitscan Generally more powerful than projectile equivalents, but more complex to handle Gauss Gun, Railgun converted to this type Chemical Relies on a chemical to deal damage Requires either a gas or liquid Types: Conventional Flamethrower Only requires chemical Bulky but simple and destructive Hybrid Requires chemical and energy Plasma Requires Hydrogen Gas High energy requirement Decent power/weight ratio Phoron Requires Phoron Gas (rare, expensive, obvious if gone) Medium energy requirement Excellent power/weight ratio Weapon damage model Maintain existing damage model for now Add damage falloff? Accuracy is determined by a few factors Each bullet fired increases spread by an X amount Each weapon has a decay factor, that will decrease spread by X amount every second Moving while firing massively increases the spread increase (multiplier) Wielding a weapon decreases base spread and increases decay rate generally, but will also add slowdown Damage, accuracy, movement spread multiplier, ammo speed, and spread decay each have a seperate multiplier for supporting weapon mods Projectiles may also apply mods for these (high velocity bullets) Recoil is simulated. This is mostly cosmetic but high-recoil weapons require a decent strength mod (high strength species, rig, or mech) or they will knock you down. Weapon Mods Each weapon mod occupies a slot on a weapon Weapon attachments will increase weight, but can modify several factors on the weapon Current planned slots: Muzzle Rail Stock Underbarrel Holodisplay Internal Most weapon mods will increase wielding delay and decrease base accuracy. Overloading your weapon will make it very hard to line your shots Weapon Mod Examples: Suppressor (P, H) Prevents sound from traveling through walls Makes the weapon more accurate at the cost of damage Holodisplay (All) Provides readout on HUD of ammo count, ammo type and weapon mode No longer uses map text Default on security and crew weapons Extended barrel (P, H) Increases accuracy, damage, and projectile speed Massively increases weight Compensator (P, H) Reduces scatter Recharger (H, E) Recharges the weapon over time Will change the ammo overlay colors Grenade Launcher Can be used to launch grenade rounds Alternate ammo allows for emergency shotgun Very heavy Stock (all) Increases accuracy and moving accuracy Is heavy Can be used as an improvised club Bayonet (all) Allows you to stab someone Laser sight (all) Increases accuracy especially when unwielded Shoulder Mount (all) Replaces and deprecates special RIG mods Allows the weapon to be mounted on a RIG directly If an energy or hybrid weapon, will leech off the RIG's cell Maximum of two weapons (two shoulders) Supports projectile and hybrid weapons, along with energy weapons Pack plug (E, H) Will allow the weapon to plug into an energy pack Mutually exclusive with a cell (cell will detach if this is added) Innate to heavy weapons and cannot be removed Heavy Weapons Heavy Weapons require a pack on you to supply their energy and/or ammo Most require wielding. No unwelded minigun Miniguns simply require an energy cell to run their motor, but also require a large amount of ammo in the pack. Let's say the pack can store several hundred though Energy heavy weapons (laser cannon, laser Gatling) require a new type of cell: the energy pack. This can be added to an energy backpack to provide energy for it. These are also now the standard energy cells for mechs. Possible weapon mod to allow standard energy weapons to take this? Look into solution for RIG users (special RIG mod? Allow combat RIGs to innately use energy packs?) Ammo Types Science can use exotic techs and exotic materials to print all sorts of new ammo types. Including experimental types. General Types: Standard (roundspawn) FMJ Baseline Requires copper and lead Polymer Deals less damage Slightly better penetration Requires plastic and steel Jacketed Hollow Point (JHP) Deals more damage Less penetration Standard for security pistols Requires copper and lead (less copper) Rubber Deals agony/stun damage Minor real damage Requires plastic Exotic (requires science) Armor Piercing (AP) Superior penetration High overpen chance Requires copper and steel Haywire Deals EMP damage Requires Copper, EMP chems Incendiary Deals burn damage in addition to standard Can set targets on fire Requires copper, steel, and fuel chemical Explosive Explodes on the target Smart Homes in on the target Expensive, requires high tech level Shotgun types: Standard (roundspawn) Buckshot Standard Birdshot More pellets Deals less damage Less penetration Cheaper and quicker to produce Flechette More AP Secondary pellets deal less damage Takes time to produce Slug Single bullet High-damage and penetration Beanbag Equivalent to rubber Exotic (requires science) Plasma Makes the shotgun into an effective plasma weapon Requires metallic hydrogen Tracking Launches a tracker Can be used to track people Can home in Stun Effectively a flash round Dragon's Breath Will ignite targets Calibers: According to Matt Atlas, "fundamentally calibers are divided between antag calibers (762, full 556, 9mm) and ship calibers (556 poly, .45)" This is unintuitive to those who work with guns (many of us), boring, and there's clear overlap (5.56) Scrap this, let's go with something more interesting Let's do a little lore: The Sol Alliance's military is primarily evolved from earth's legacy rounds. They are mostly stuck with vintage rounds dating back to this time. Rejected by human lore, give Sol new-ish rounds that are still old by comparison to the Coalition. The Coalition, wanting to prevent their stuff from being used by their enemies and having the opportunity to do a clean slate, allowed de Namur to make new calibers. Roughly: Sol Bloc Sol, Dominia (Zavodskoi), Nralakk (historical ties), Izweski (attempted ties in early history) Uses existing ammo calibers (5.56, 7.62) Human lore wants new rounds. Make them sound-alikes that invoke the old rounds, but are newer than the 20th century. Sol surplus from Interstellar War and Hammertail Smiths also often use these rounds. Many criminal and antagonistic groups will use these as a result. Coalition Bloc Coalition, Elyra (COC ties), Biesel (NT desire to break from Sol), PRA (NT ties) New ammo calibers (20mm, 6.5mm, 4.6mm) Bizarre Bloc Whatever the hell the NKA is doing (ancient calibers developed by ancient tajara are best) Frontier/vintage rounds (.45-70 Govt.) The basis here is that the typical antagonist factions will use Sol weapons while usual allies will use Coalition rounds. A handful of opportunities for mirror matches (such as with Elyra) for the crew. Horizon guns will use Coalition calibers. While Sol calibers are based on real calibers, Coalition calibers are fictional so we're free to do whatever to ensure a clean balance slate here. All rounds are fictional now except in the bizarre bloc. Clean slate across the board. Code-wise, all weapons will now use defined calibers. Custom calibers will be heavily scrutinized. Caliber classes: Standard Pistol (generally easy to use, low penetration. Used by security) Sol: 9mm Pistol Coalition: 10mm Pistol Service Pistol (armor Piercing, compared to standard pistols) Sol: 4.6mm Pistol Coalition: 5mm Caseless Pistol Assault Rifle/LMG (generic rounds) Sol: 5.5mm Rifle Coalition: 6.5mm Caseless Rifle Battle Rifle/MMG (extra damage and penetration, higher recoil) Sol: 7.6mm Rifle Coalition: 10mm Caseless Rifle HMG/AT Rifle (extreme recoil, use two hands or deploy. Meant for anti-mech and defensive turrets) Sol: 12mm Rifle Coalition: 15mm Caseless Rifle Shotgun 20mm Shell (security and military) 15mm Shell(barkeeper) Gauss/Railgun Add stuff here Misc Frontier/Antique Rounds .40-75 Govt. (Yeehaw) .30-06 Springfield (for the Springfield) .357 Magnum/.38 Super (old revolver, lever action carbine) Special Rounds 20mm (Coalition Autocannon) Others as needed Adhomai Ball (musket) Code Details: Sprites We will now support 64x64 sprites Are only to be used for heavy weapons (the minigun looks very cramped at 32x32) Sprite team has stated they will scrutinize this. Do not use these unnecessarily Support for emissives on all layers? Energy Weapons Base sprite Charge sprite Mode-based dynamically updated positioning with mask Dynamic colors? Look into recharger sprites Empty sprite (for extra flashing lights, etc) Projectile weapon Base sprite Ammo sprite (for exposed magazines, ammo indicators, etc) Will change based on magazine inserted Empty indicator (for alarms, etc) Bolt sprite (for applicable weapons) Support for firing animation or cycling animation Seperate firing animation for base sprite? (Minigun?) Hybrid Shares both
-
Honestly, most of the simplemobs were native to the Romanovich Cloud, according to their description. I question why we are getting them all the way out in Coalition Territory too.
-
As the title says, I propose expanding corporate reporters to all corporations. This is already a weird role in that it has independents available, so there isn't really a loss of consistency here. The reason I propose this is to expand the possible roleplay opportunities available to the corporate reporter, which is exclusively a roleplay role unlike other roles in the service department. Ideas include: A PMCG reporter, who reports live on security engagements to show the effectiveness of their services. A Zeng-Hu reporter, who interviews scientists and publishes papers on the latest breakthroughs A Bard's Guild reporter (a subsidiary of Hephaestus), who is reporting on the entertainment options available on the flagship of the SCC This is just a few ideas I could come up with immediately. I think though this would be of great benefit to the server.
-
ReadThisNamePlz - Human Lore Deputy
GeneralCamo replied to ReadThisNamePlz's topic in Developer Applications Archives
I've asked this of other candidates. I'll ask you too: What are your thoughts on human language lore, and how would you rework it, if at all?