
Kaed
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Everything posted by Kaed
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'Big company' doesn't always mean 'does everything'. They're a successful mining and research company. Why would they need/want to invest money in a culinary division? Even giants like Wal Mart frequently use in-store restaurants like McDonalds and Subway to cater to people's desire for restaurant foods. Not only that, but it also could explain the constantly changing bar sign between rounds - the restaurant is a space for franchises to (pay to) come in, serve food to employees of one of the most successful companies in Tau Ceti. Nanotrasen gets paid for allowing these companies the space and time for publicity, instead of having to spend money hiring chefs and bartenders. It's basically only profits for NT, and the restaurant franchise, and the crew, who potentially gets to try new and interesting cuisine all the time. All for the low low cost of some of their imaginary dollars and having to set aside their arbitrary self entitlement to free meals that developed from nowhere specific. (Seriously people, the kitchen has had an EFPOS scanner to charge you since basically the dawn of time. The fact that barely anyone bothers to use it doesn't mean food is 'supposed to' be free) I'm sure they'll sign some contract that places them under corporate regulations and such, but they might not be actually on NT's payroll. They may also be free to modify the bar and kitchen area while it is 'their turf' without needing to get special signed permission from Engineering (sometimes harder than you'd expect), thus avoiding the security team breathing down their neck for stupid reasons.
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Where and how? I've been pushing for that update for over a year, did someone slip it in when I wasn't looking? Also, to the rest of that. I get that you don't like the idea of it being a separate restaurant, and I covered already in the OP that they could be nanotrasen employees. What I don't understand is this bit. It sounds like you're complaining that chefs log in on the first place? And if it's a ribbon role, ribbons can always be made prettier and more fancy. People code things they like coding in an open source setting. If you, and others commenting after this, could keep the comments focused on problems with this rework idea, rather than your personal dislike of kitchen reworks in general, we might avoid pages and pages of arguing about opinions.
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Someone recently said something in a thread that I thought sounded cool. So I came up with some ideas for it. These are just rough idea points, not super fleshed out, but available for discussion. -The kitchen and bar area are merged into one, with no distinction between areas other than 'this is the back'. The entire area is now a self contained franchise/separate business. They employees may either be specially trained Nanotrasen employees or belong to the child franchise. Not sure on what works better, but we do have the concept of merchants now, who are not crew. It's not a stretch to extend this logic to an in-station restaurant. It also removes the whole concept people have that restaurant food is magically free because it's covered in their payroll. -Bartenders and chefs and cooks are now merged into one role with multiple titles, with the addition of a 'Waiter/Host' or some variant added in (alternatively, waiters is a single slot third role). All of these roles can access the entire restaurant area. Bartenders are thus capable of going back into the kitchen to make you a plate of cheesy fries, and if asked, a cook with nothing better to do could mix you up something simple like a shirley temple, etc. Knowledge of complicated recipes and drinks should be limited to the specialist roles, and if there is no waiter food can be brought out to customers by the cooks or bartenders themselves. The point of this is an array of roles that are flexible if understaffed or overstaffed with one type, so the whole operation doesn't just shut down if someone is missing. -Add better support of menu creation in some fashion. Having to format your own menus off of blank papers and have people walk off with them is a hassle. Perhaps a cyber chalkboard sort of sign that can be edited only by restaurant employees and is readable with a click for anyone else. -Add to-go/doggy bags. These would basically be reskinned boxes that are available en masse, to hand off to people who want to use the To-Go window or take leftovers with them after they eat at a table. -Better support of charging customers. As this is now a restaurant, food and drink is run for profit. Guidelines for prices should be set, in some fashion so people aren't charging 1000 credits for a pizza, but it should be a collaboration between the employees of the Restaurant. Do they want to play off as a fast food place? A semi posh restaurant with fancy foods? A cash register and card swiper would be cool. -Allow food items to be redescribed and renamed, making the menu potentially unique between players and allowing some creativity, especially with those horrible procedural generated food items. -Add a dish washer. Maybe this would just delete plates and other rubbish items, but it's better than throwing them all in the trash as far as a small bit of immersion.
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https://github.com/Aurorastation/Aurora.3/pull/4425 I started a tea update months ago but didn't know enough about code back then to do what I wanted. I could take a stab again at starting it, if you all want.
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PR open now https://github.com/Aurorastation/Aurora.3/pull/5469
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I recognize some issues you posit here, but I disagree that expediency and simplicity should be the foremost considerations on this matter. The problem with forensics is that there is, do my knowledge, no applicable way in the game to avoid being discovered by it. You have 0 control over your clothing leaving fibers all over everything you touch, and when the FT can laser pinpoint exactly what clothing you have on, it shafts anyone with a unique uniform. Your concerns about it making everything take longer and relegating FT to a support position is largely irrelevant to this issue, which is about how unavoidably powerful Forensics is for identifying criminals. The only possible counter actually becomes cross-contamination, which isn't as common or big a deal as you seem to think. If a door into command maintenance has the captain's uniform, HoP's cape, and a chef's hat on it, you're going to take that immediately as evidence that the chef broke it, because there was 0 reason for the chef to be there, touching that door. It's even possible that the chef was unaware that forensics even existed on the server, because it's so rare that the role is in game. They're not going to 'question' the chef about why they were there, they're just going to get a warrant and arrest them. Game over for the chef, despite the fact that he was very careful not to let anyone see him. It's not really fair to people that plan stealth operations that they have a 0% avoidable laser precision incriminating evidence mechanic on the server as long as an FT is there, short of murdering the FT, which is actually phenomenally difficult. They have a secluded office that no one except them can even enter (and no ancillary duties that would cause them to need to leave it), on another floor of of security, behind several doors that you'd have to hack if you didn't have basic security access. And when they're in a crime scene, they're usually under guard. I have very rarely seen FT's start in a round, usually what happens is they join late, and are immediately scooped up by security and directed to the crime scene you created, leaving you no opportunities to subvert or stop them or even plan ahead for some attempt to fool forensics. So, maybe generic colored fibers aren't the best idea, but how would you tackle this problem, assuming 'leave it as is' is not an acceptable answer here? Some form of defense against leaving evidence? Changing the results the FT gets in some other fashion?
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So, I will be the first to admit I haven't really done much forensics. I find the role concept utterly boring. But I know many people like it. But I also know, from having heard the results it gives, that it is utterly broken mechanically. Just grabbing and interacting with someone to pull them into maintenance somehow puts so many fibers from all over your body onto someone that FT's can practically tell your entire outfit from a 2 minute violent interaction. You would think all of our clothing is made from faux fur that sheds constantly. I once was in a round where a cargo tech bashed and pried open the door to the HoP office, and somehow, that simple interaction that probably took 30 seconds provided the door with fibers from his outfit, gloves, backpack, and hat. As if he had smashed himself into the door repeatedly and rubbed himself against it. Not only that, but they could figure out the exact clothing type of each of those, giving them the exact identity of the person even without fingerprints. What this SHOULD be doing is giving colored fibers. For instance, the captain's uniform should give gold or blue fibers. A miner cape would give purple fibers. Things like this actually make sense, and require some actual deduction. Maybe these results could be passed to the detective, who can go around looking for people wearing fibers of the colors found (because the detective could do some actual deducing). You shouldn't be able to tell that this tiny blue fiber came from a HoP dress uniform or some incredibly specific shit. You shouldn't be getting fibers from people's hats and entire outfit just because they hit a door with a crowbar 10 times.
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I would like FT to remain separate from detective, because FT's are less common, and I hate them snooping my crimes. Detectives just sort of exist as a useless appendage of security, which I'm fine with, while FT's are actually a threat and I hate them as antags. But that's just my selfish antag desires :V
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Suit coolers too, for IPC miners. They normally have to hope robotics can print them one, they shouldn't have to.
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Can't you all just enjoy watching around like normal ghosts, instead of meeting a random Deathmatch Arena?
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Vampire progression is really, really slow. You drain 25 blood at a time, and gain 10 usable/total blood each. Quietly sucking blood from a living person without killing them earns you about 60 usable/total blood before you have to stop because they pass out if you take any more. Sucking to death someone earns you a maximum of 180 blood, and earns you the salt of the player, who almost inevitably will rage at you for killing them when it happens, because 'you didn't have to as a vampire'. And if you want to avoid being caught before you are powerful, you have to space out your attacks one people a bit, so that people don't all start reporting in a short period that they saw you around the time their blood vanished. And you have to get 650 blood before you can even consider yourself 'at full power'. That's 4 dead people you sucked dry, or 11 'mysteriously missing blood' cases. I often try to go quietly, and not once have I had a round where I don't kill where I reach full power before the round ends. So my proposition is very simple. Just increase the blood gain per 25 units from 10 to 15. This is a 50% increase in blood gain, which means fewer people will need to be drained and the ball can move faster. Draining corpses will still only be worth 5 units.
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Keep in mind that voidsuits (particularly the armored ones available in EVA) are also a source of identify obfuscation. Giving them clear visors would obviate that particular aspect of their design, as cool as you think it would look. I think only some of them should have clear visors, like the medical suits, which I remember having a big visor.
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The problem that people are dodging around directly addressing is a fear that xeno shells will become a facilitating factor for 'furry trash'. They are afraid that doing this will encourage people to start making K1T-E, the robot in a hot pink fursuit that flirts with everyone, or L1FTS-H3R-T4IL, the slutty lizard ex-sexbot robot maid, or other horrible things that will make people want to die on sight. (these are extreme examples, obviously) To be honest, however, all of these issues are things that can be moderated. I see a lot of people saying 'it may encourage bad roleplay' when what they are really saying is 'I'm uncomfortable with having to deal with possible consequences of allowing it'. Xeno shells in themselves are not a problem, and we shouldn't let fear of furry bullshit stop us from adding potentially interesting content. We're already locking IPCs behind a whitelist. That should be enough. It's not even hard to come up with IC laws/regulations in Biesel on why publicly visible tajaran/unathi shelled IPCs aren't allowed to have bizzare color schemes - it makes them too obviously a robot and causes discomfort in the populace. Shells are supposed to let a robot emulate a species, not act as a fursuit. If the color is unnatural, it belongs in the private sector, in some weirdo's robot hentai collection, not working on a station. The species in question could even take stuff like a hot pink tajaran shell as an insult to their species, which is bad publicity.
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I don't get the controversy. A robot that looks like a human is not a human. It is a robot wearing a human skin. Nor is a robot that looks like a cat a tajaran. It's a robot in a fursuit. ???? You shouldn't need an unathi whitelist to be a robot that looks like an unathi, because *you are not an unathi*. No unathi in existence will treat you like one, and will openly revile you for existing to boot, because you are soulless automaton wearing a their skin. As an unathi main, I personally support this solely for the opportunity to flip the fuck out and break a robonathi for being an abomination. Fuck robots.
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https://github.com/Aurorastation/Aurora.3/pull/5436 -Changed the name of Subjugate to Mind Blast, and rewrote its description to actually explain what it does. -Removed the annoying and unfun stuttering effect from Mind Blast, but upped the dizziness a little to compensate. -Mind Bend now properly explains to the user that it is an actual mind control spell, and that they need to have a restrained target for it to work. -Mind Bend is also now in the Necromancer, Battlemage, and Standard spellbooks. -Mind Blast is now also in the Spacial spellbook. -That awful spell that turns you into an easily killable parrot for a few seconds has been cut from the spellbooks entirely.
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Probably not, that's what I always use it for. I think you should leave chemicals and non combat equipment alone Burger
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Adding IAC clothing options in the custom loadout!
Kaed replied to KingOfThePing's topic in Completed Projects
This looks much better yes. I can get behind these uniforms, they look distinct from medical scrubs -
That's fair. I'll change it from 60 seconds (minimum 20 with upgrades) to 20 seconds (minimum 10 with upgrades). And I can't give you names, but I have personally experienced a frustrated cultist ghosting after being stoned a second time in a row.
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Adding IAC clothing options in the custom loadout!
Kaed replied to KingOfThePing's topic in Completed Projects
That poncho looks pretty baller, but the rest of it looks like pretty much... not great to me. Pasty blue is a sterile color usually used in hospitals. We see this color scheme even in some of our medical team. It's a medical color. The IAC, from what I read on the wiki, is essentially the Red Cross in Space. The Red Cross goes with a strong, distinct color theme - Red and White. Their eponymous logo features prominently on all of their clothing, and it along with their color scheme distinguishes them from basic medical employees who might be responding to a crisis, as medical professionals usually dress in blue or green. Sometimes, their 'uniform' is just a red and white vest with pockets full of useful supplies worn over regular clothing, rather than a whole outfit. This uniform makes you look like a fancy doctor, and it's got too much blue. It's visually confusing, because the person wearing it need not actually be a doctor, since this is the IAC uniform. Aid Corps do more than help the wounded, they should not just look like fancy doctors. I recommend a more distinct and possibly slightly more complex color scheme, involving at least two core colors that are not shades of each other. Dark green and white, for instance, but something that's not medical scrub pasty blue, please. Or if you MUST have this shade of blue, vary it a bit with more white or dark blues. -
I feel like it should have some blue on it, because that's the sec color. This black and gold thing doesn't feel like it's part of the security department.
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I admit myself that I'm a little unclear how a 'salt and sugar' (what's what a saline-glucose solution is) in water mixture would help with burns and injuries. At best, it's the kind of thing you would use on an IV drip for someone who can't eat, not a medicine.
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Some of these seem redundant, but I'm not overly opposed to any of them... though if you port these, make sure they don't have stupid meme names like 'cat drugs' and 'krokodil'.
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Oh, okay. I'll just work off it then.
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Considering it has not been updated in over a month, you'll have to forgive me for starting on my own rework. As this is an Open Source content game, you can't claim dibs on something and expect everyone to just leave it alone forever when your PR goes nowhere.
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So, I was working on cult before, but that code is kind of a mess and I might need more experience before I go back and tackle it again. Sorry, people who are looking forward to the cult rework, it'll have to wait until I understand more about DM code. So this time I'm setting my eyes on changeling (which, if you're not aware, is not nearly so much of a mess as cult code (or mech code, for that matter)) The first and most major change I plan to do with changeling is how they gain power(s). I will not be removing the classic pin down and deathsucc mechanic, but it will no longer be the primary method that changelings gain genome/DNA points. Instead, they can gain points through an interaction with non-changelings. I'm still deciding whether it will be an undetectable action or not, but I'm strongly leaning towards it being similar to a silent sting. However, what it does is take something like 10 seconds where you have to remain in proximity to someone who can't move, and when it's finished, they take a small quantity of genetic damage, and you gain some DNA points. It's worth noting that another change I plan to make is multiplying base DNA point values by 10. In other words, where you once started with 5 DNA points, you now start with 50. Performing this sneaky DNA extraction would give you something like 5 DNA points (half of what you used to get from killing someone, comparatively speaking), as a result, along with the form of the person involved. The concept here is that changelings steal genetic information by touch, so you walk up to someone, pat them on the back, shake their hand, etc, and by doing so steal some of the DNA, but also corrupt their genetic code in the process. You can do this repeatedly on the same person, but I believe I will make the genetic damage occur on a variable delay of something like 20-30 seconds, to encourage a stealthy mindset of touch and go, gone before they start to feel the pain of their DNA twisting from your touch. Ignoring obvious metagame considerations, this would create a sort of mystery - is the station being irradiated? Is there a disease? Why are people coming in with minor mutations? However, the traditional ling murder method will still be there, it will just become a high risk, high reward alternative to the sneaky ling. But it will be altered slightly, too. - instead of performing the succ, at the end of which they just abruptly die with no noticeable damage beyond the chest wound, it will deal massive amounts of genetic damage to them, providing a clear connection between the mysterious mutations on station and the corpse in maint. It will also give a much larger amount of DNA points, like 30-40. I'll be doing other things, but this is the starting point and goals