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GeneralCamo

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Everything posted by GeneralCamo

  1. I'm going to say I like this generally. I think Earth being the only planet with multiple independent nations in human lore is very weird, and I like the idea of expanding this to another planet. That said, I see some things that could very much be improved or otherwise worked on: If there is that much peat here, I question why there isn't a significant amount of coal on the planet. Feudalism is inherently incompatible with capitalism. The idea of giving food in exchange for protection from an elite warrior class, does not work when you consider you can sell the food yourself and hire some independent mercenaries. Not to mention, an exclusive elite warrior class with peasant levies, would be completely curbstomped by a modern professional army, or even some PMCs backed up with conscripts. There may be a way to maintain the idea of an absolute monarchy, however. Polar regions are often considered deserts due to extremely low precipitation. This wouldn't really be considered special or a "quirk" at all, as on Earth both poles are deserts.
  2. If medical needs a surgeon, and there isn't any on, that does not give medical cause to do surgery anyway. We don't allow "super-"doctors, we shouldn't allow "super-"engineers either under the same reasoning, if we keep them split.
  3. What if we just removed the vote restrictions during code red? Seems like that would resolve this issue entirely.
  4. I'm going to agree with this suggestion, with the caveat that Physicians get their surgery skills removed. This way we can cleanly delegate the medbay, and we can pare down that table that confuses pretty much everyone. For those claiming chems are not necessary to save patients: You are correct. Just like it is also a correct statement that security does not need weapons to down mercenaries. However, I would still be loathe to send security after armed mercenaries with only their fists; the same should apply to the medical bay, in that I would be loathe to have them save a multiple casualty incident without chemicals.
  5. We're in space, radar wouldn't work at all. Your arguments on "realism" here do not hold weight. As for the revert: Matt stated a while back that a revert is not an option. I doubt he would change his mind, so I would recommend looking into ways to improve the existing sensor system, rather than suggesting the revert.
  6. We've had a discussion in the relay discord. Here's a general consensus established in the discussion: Revert lanterns back to medium size (allow them to enter pockets) Significantly reduce power consumption (Will probably make it an eighth or so) Maybe make the high brightness mode the default setting (This would reduce the above to a fourth, but effectively double default light power) Allow flashlights to be directly placed into wall rechargers Another issue discovered is device power cells are used in auto-resuscitators. This caused issues with medical unexpectedly losing power on them far too quickly. Why they use device power cells is a mystery since they're explicitly meant for small tools and energy guns, not large things like them. This is a seperate issue and will be tackled in a seperate PR.
  7. I was the one who implemented it. If it's not desired, I can do a full reversion. Alternatively, I'm open to feedback to improve it. In particular, if it's unclear, I can go ahead and add more examine text and status messages.
  8. Opposed. You drag arguments long after community consensus is quite clear on it, and instead of actually addressing feedback, you try and redefine community consensus and server policy. Your command of the english language is lacklustre as well, and while this normally would not be an issue, with all of the above points made put together it exacerbates the issues.
  9. This was in progress for months before the pole, and hasn't changed since the initial draft.
  10. I've had a few issues with AI static so far. I'm trying to look for it in the code to fix it.
  11. Trudging through the various discords to gather feedback and issues can be difficult to do, so I'm going to post this thread here instead: https://github.com/Aurorastation/Aurora.3/pull/16162 As part of this PR, I have purged all existing layer definitions from maps, in favor of more code-based defines. Going forward, this should be the preferred method of assigning layers, with direct assignments in the map being a last-resort. However, this has created new issues, as some of the assignments were done to fix other bugs, or they have improper layer assignments in the base object. This thread will be maintained going forward for the entire series, as I am certain not only new issues will pop up during the series, but also old bugs that haven't yet been caught.
  12. They only require regular engineering-level access. We honestly could probably expand this to atmos techs and machinists honestly. This is a violation of their laws and should be ahelped. Drones are not supposed to be harming the crew (that violates the third law). The ability to ID-swipe drones does not solve this issue, as the damage would already be done.
  13. Sure thing: References are a direct violation of the atmosphere Aurora is trying to implement. While this rule is meant for characters, the AI is meant to be a character, and having mechanics that encourage them to violate this rule create grey areas that we do not want. I could go on, but these references aren't really that engaging either. Even discarding the rules, I wouldn't want them.
  14. These pipes are so small, I cannot realistically see any crew members crawling through them. It's a dumb trope in movies and shows for a good reason too, since they're terrible for any kind of stealth entrance (unless the guards are deaf), and often times the small ducts are realistic. Sorry, but I am against this.
  15. To answer this: This is part of a longer-term project to bring Aurora to a 3/4ths perspective used by other servers, with the addition of new walls and other assorted things. I echo the sentiment that the tiles are too bright, and this is coming from someone who knows what is a mapping error and what isn't. I am also not a fan of the exposed screws/rivets in the standard tiles. We should probably be updating the color definitions -now-, regardless of mapping errors, so at least correctly mapped areas look correct.
  16. I'll declare this my next project. I'll make a PR when I have the time.
  17. The docking program allows the bridge to view all docks, and their current status (whether a ship is docked or not). The SEV Torch's docks are also secure, and the docking program allows the bridge to view and modify the docking codes for this. This means in order for an off-ship to dock, they need to ask for permission from the bridge before the doors auto-open for them. Otherwise they'll need to break in.
  18. I was considering porting the various levels of portable medical scanners from Polaris. We could potentially find a compromise here: Make really poor scanners that handle surface-level stuff only common, and everything else is either rare or non-existent unless you work with Science.
  19. We're going back to this: Since this thread was made, we have been on the NBT for nearly a year. After three major event arcs, I believe the time has come to re-consider this suggestion. We're moving away from the self-contained event arc, to events that require a more active commitment to our setting and lore. We have events where the decisions of command in one round, will affect the rest of the rounds to come. And a bad or uninformed decision, can cost the playerbase dearly. It is unrealistic to assume that a player who hasn't played for a year, but comes back for the big event, can make an informed decision. Two events so far have had major decisions affected by command: The Dreary Futures arc ended in a mutiny due to ill-advised decisions, while the Cold Dawn arc had an XO give a blank check to the ALA for weapons and other stuff (which was later betrayed). To be clear, I am not saying that they can't re-apply for command, maybe even in an expediated fashion. But we need to ensure that players who can shape the course of not just the round, but an entire arc, know what they're getting into, and have the standards that we desire from the current whitelist process. Yes, this is an inconvenience for inactive command, but my major concern is with the rest of the playerbase, who must deal with their decision making. We can look into options for those who get their whitelist stripped later. Right now, I just want to go ahead, and have the community re-consider this suggestion.
  20. CIC does ideally need to be easy to access in-case of an active combat situation. But I do not mind it being moved elsewhere. I may have ideas on that TBH. The nuke does not. It was always weird that it was right there at the central ring. It would be better off somewhere else TBH, maybe accessible from the CIC?
  21. You shouldn't be able to fall down that ladder. Currently you can't fall down it.
  22. You mentioned Ouerea. How do you feel about their current situation in the lore, and would you do anything to expand it?
  23. Hello I am one of the "others." Primarily I wanted it to be relevant beyond "oh no they stole some Phoron" because it has limited relevance beyond that, and theft gimmicks involving it would stop short quickly, and don't really get the antag anywhere OOCly since you can't do anything with the highly valuable things you steal, other than maybe make a Phoron bomb (bad idea in the early round). Honestly I wouldn't mind removing it in favor of a vault somewhere else, replacing the secure storage room entirely. Personally it does still feel like a rooms ops should have access to, because where else do they store sensitive, valuable and/or dangerous materials? But locking it in the middle of operations may not be the place for it, maybe closer to a hallway? And make it obvious when it is unbolted similar to ammunition and the server roo
  24. Already the case with secure storage. This would just make it more relevant beyond "oh no they stole some phoron." Everything can really. There's no real defense against a bad gimmick. That doesn't justify removing the tools to craft a really good one. Which is already the case with secure storage, and the phoron reserves in general. Giving it actual weapons would make it more relevant for the crew, since the antags can turn it against the crew.
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