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GeneralCamo

Lore Writers
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Everything posted by GeneralCamo

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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?
  7. Well that solidified it for me. +1. Give them a chance.
  8. Two questions for you: What are your thoughts on the political lore for the human societies? You bring up a language rework proposal. Are you willing to work with the lore team and developers directly, to make this work?
  9. Here's my question to you: What are your thoughts on human language lore, and how would you rework it, if at all?
  10. Matt has stated he -did- ahelp regarding such an incident, and was "told it was an IC issue": This doesn't inspire much confidence in myself personally.
  11. Arguably, considering security -does- use them to find people, it's a privacy violation that the Horizon has taken too far. I fully agree with nerfing them somehow. Encouraging people to stare at them at all times, hounding people to turn them on, and having a watchful eye everywhere is bad for us. We need to relax the department a bit honestly, and understand that -doctors are players and have RP too-. This is something that gets lost in the mechanically-heavy department that is Medical.
  12. Pun Pun's dead. Not really much of a choice there.
  13. Yeah those were added in the same PR. It seems your intended ideas were never added, maybe due to being too much work or not elucidated at the time. I'm a bit busy with a few PRs open. But I might be interested in helping.
  14. What are these reasons? You gave points to the negative on not merging the servers, but never delved into this.
  15. Honestly remove the relay entirely. Embrace threads for apartment channels and twitter-expies. And add a relay to the main discord. With discord threads, the relay server is wholly obsolete. If we want to split game and off-topic discussion, add an off-topic channel to the maincord. Let's unite our community.
  16. https://github.com/Aurorastation/Aurora.3/pull/5907 These haven't changed since they were originally added by Alberyk in 2019. Did you originally add these earlier? I'm trying to build a history here so I can track if it was intentionally removed or not. Or possibly, in this case, never added in the first place.
  17. I should note that science with the NBT was intended to be a full exploration department. Xenoarchs shouldn't be going alone, as it's a science shuttle. There hasn't been forward progress with science since the launch of the NBT however.
  18. The Intrepid should be removed from Command. The whole point of adding the Canary was to remove the fighting between Command and Science. For Konyang, it would be better to have a dedicated ferry like we had on Adhomai for those events. Not try and squeeze everyone into the Intrepid.
  19. Lately, antagonists have been a major discussion point around the community. There have been threads calling for removal of certain types, removal of borging, and several discussions on both the main discord and relay discord. I have noticed a disconnect however in what the maintainers want, and what the general community wants. And a disconnect between what those who play antagonist see, and those who don't play antagonist see. These are symptoms of a larger issue that have been stretching for years however, this isn't a new issue. But I feel we need to have a central thread discussing what place and purpose antagonists should have on the Aurora. There have been multiple ideas brought forward on antagonism, including: Removing changeling from secret: https://forums.aurorastation.org/topic/18892-feedback-removes-changeling-from-secret-rotation Removing cyborging as a punishment: https://forums.aurorastation.org/topic/19365-remove-borging-as-a-punishment-and-change-execution-guidelines Revamping off-ship antagonists into overmap antagonists: https://forums.aurorastation.org/topic/17124-overmap-mercenaries-and-raiders-discussion-thread Dynamic gamemode as the primary gamemode: https://forums.aurorastation.org/topic/15426-the-dynamic-gamemode Drafting people who vote for a mode as that mode's antagonists: https://forums.aurorastation.org/topic/14089-regarding-forced-antag-drafting Moving all antagonists into off-ships (mentioned in discords) None of these have stuck. Yet, there is clearly a problem as antagonists are very uncommon; it has been mentioned the whole reason we have "antagonist mains" is that very few people actually enable them. And I am tempted to agree; you are pretty much guaranteed to get a slot if you enable them, assuming game modes aren't skipped outright due to a lack of players playing them. This thread resolves not to correct it, but to open discussion on this. What do we want from antagonists? What is the goal of them, and our server in general? The hope of this is that we can possibly work on a solution to the "antagonist drought" that we have had, and the general complaints that the playerbase has had.
  20. I'm going to be honest. As an inactive antag main, I will admit that the bar of effort required for antagonists compared to crew is lopsided. And this is bad, as we have no growth of antagonists. I feel both sides have a point here. I have witnessed nonsense borgings contrary to CCIA and administrative statements on that matter, ones that do not make sense in our lore and in the gameplay sense. On the other hand, I do see this turning into a slippery slope where in a few months we get back to this but with the current maximum punishment. And I see value in having extreme punishments. I believe we need to take a step back as a community, and ask ourselves: what do we want from antagonists? What do we want from the server? These are questions that have been asked for a long time, but with no definitive answer in sight. This thread is a symptom of that problem honestly, and I don't see it improving unless we tackle it directly.
  21. Cryo tubes should already be able to handle minor damage to lungs. If this isn't the case, then they are definitely broken and will need fixing.
  22. Requiring oversight would be just as effective at killing it entirely, for those examples you mentioned. CCIA being the sole entity doing it would perhaps be a problem though if they aren't in the round, I will concede that. A solution to that would be to give admins the power to fax for this as well. Call it a general SCC oversight committee rather than just CCIA.
  23. My current idea would not remove these. But after a Captain's decision or a Captain-level vote, it would go to central to make the final decision, similar to the self-destruct sequence. This would give them the chance to intervene should they prefer a full interrogation, or at least give them the chance to get the paperwork done on their end if they accept it. Honestly I actually don't agree with self-destruct being a central decision and would prefer that to be fully handled on-ship. But that's a seperate topic which I will make later.
  24. How about this: These punishments are serious. I find it strange that we're in Biesel territory for legal reasons, but command can just decide to cyborgify or maroon someone with no oversight (sure you're expected to fax someone, but this kind of thing is hard to undo if it turns out to be wrong). What if central had to be faxed for permission? We require this already for the self-destruct sequence. That would add an air of corporate authority to this, while removing nonsense cyborgifications and maroonings that are done just to get rid of an antagonist. Central does want to know who these people are working for after all. It would still be a significant avenue for RP since the decision to fax is a final oversight, not an initial decision or a "feeler": command must still vote as normal.
  25. This has been a long time coming. I honestly do not mind this being an IC change. Borging doesn't add anything to our setting that other things can't do. Yes it shows we live in a corporate dystopia, but cyborgification is so laughably evil and honestly, considering how it is used to instantly remove antagonists, counter-productive to even the corporate interests:
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