
Kaed
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Everything posted by Kaed
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Last time I checked, Ipc's don't have the ability to transmit signals so they can't be on binary and they can't be law synced. They are isolated individuals not connected to any network. What this suggestion seems to be is an attempt to make Borgs less difficult to use. This should be a suggestion to correct Borg not to change the fundamental nature of a player race to make something slightly easier for you. I can't get behind this idea, and I really think it's poorly thought-out and you should be looking at this issue from a different angle than changing a player race into a makeshift Borg
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Goon code is completely closed source last time I checked. Even if we did wants to port it over we can't. It would require us redoing the entire code for changelings. No one has had any interest in that. It is likely that no one will continue to have interest in that. And yet we leave it in the game despite it being the least popular round type in a literal poll that we held, where people said they would like it to be removed until it can be fixed. This is the state of changeling on this server. Almost no one likes it. No one will change or update it. And no one will even put for the effort to disable it. And yet we get about one of these threads a month.
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No, don't add a camera in there. Not every room needs a camera, and it's nice to have some places where people have to physically go check.
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I assumed it was there to give antags another secret place to do their villainy things. If it is taken out I would strongly prefer it be relabeled to something else, rather than flat out mapped out. The adult section thing is stupid as fuck, yes, but the existence of that space is fine.
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The antagHUD is a little utilized feature that allowed ghosts to identify antags so they can watch their shenanigans more easily. It is one of the most old features of SS13, though I'm not really sure how old because it's been in ever server I've ever played on and I only started like 4-5 years ago. It's so ancient that no one has really even looked at it and noticed that it has improper capitalization. Lel, etc. Anyway, this feature being turned on preventing you from rejoining the round sort of made sense in the old realms of SS13 where murdering all the antags on sight was kind of par for the course, and it was an unfair advantage to give players who joined later. But we have a lot higher standards we hold players to now, and it's a little frustrating to have a feature that exists to help you locate antagonists to watch as a ghost but only if you want to give up the option to play in the active round later. There aren't any rules in place against people in ghostchat going 'hey guys come over here and check out this vampire succ the janitor'. It would be perfectly fine for someone to turn on antagHUD and inform other ghosts when fun starts to come watch, except they haven't been punished for turning on the antagHUD. That is, assuming that they can't already see it happening with their ghostly omniscience. Having this restriction in place just relegates the feature to almost never being used, when it has some perfectly good utility for people trying to identify if they want to join the round or not, and knowing who to watch to see the fun stuff. Instead of just blocking rejoining the round for that specific person (but not anyone else they share this information with in ghostchat, rendering the restriction largely pointless as a method for preventing metagame, which we already enforce via admins), I offer some other options. -Only allow AntagHUD to be used after a certain period, when antags have had time to prepare and get underway, like 30 minutes or so -Reset the respawn timer when you turn it on, so you have to wait another 20 minutes before joining.
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Maybe you can try pushing that code again. Hoohoo. I mean it doesn't seem like something that would be a problem to fix. It's got my support.
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No, because the AI has to be able to defend themselves even as a non-antag, you can't block of control to their most crucial defences behind a firewall under most normal circumstances. The problem however is that indeed, you can't control the turrets that defend the AI, making it impossible to slip inside under normal circumstances. I think it would be an interesting idea to have an 'emergency override' panel just outside the AI upload, similar to how placement in the old core setup worked. It requires command access, and it doesn't do anything except turn off all of the core and upload turrets and lock the AI from using them for about 15-20 seconds (unless they are an antag, they can override this. Maybe malf turret upgrade makes it useless ?) This is on a cooldown and cannot be spammed to perma disable the turrets. The point is, canonically, so that someone with authorization can shut down the subverted's AI turrets temporarily in an emergency to get in, but if the AI is attentive, they can also turn it back on soon because they were watching. However, it also allowed the prepared antagonist to get inside assuming the AI wasn't watching its core (it can be emagged), and also cuts out the tedious 'turret tug of war' scenario that happened when old captains hovered next to the control panel and kept it turned off every time the AI tried to change it. That was not really fun at all, either for the crew member involved OR the AI. Now it's a race against time and hope the AI hasn't noticed to tattle on you, which is exciting. (and in the end, if they are an antag AI, they're just gonna be like "I can't let you do that Urist McEngie" and turn the turrets back on seconds later, bolting you into a death room, so I hope you weren't alone or unprepared.)
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The point of the foot wraps is to be shoes. They're there to protect their feet. Unathi don't have a soft tender feet is humans do even though mechanically they have the same feet. They don't need to wear socks with shoes on. Can't speak for the filthy cat beats though.
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If it was a toggleable ability we would first have to fix the 'rest' verb to allow you to stay floored even when people help intent you. Otherwise you would simply stand up with no pulse and be immediately discovered as alive.
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Sorry for the long wait, I totally forgot about your app. >>;; I assume by generic one you mean a chromorphic poncho that only changes between the standard ones? Yes. It can cost like 4-5 points because you're basically buying 5 flavors of poncho at once. If that's how balance works.
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I mean I don't know. The times when this is done legitimately are far more than the times when it's done for griefing. Contrast opening a tank transfer valve, or opening a fuel tank. If someone is working on the wiring it would just spam the admins. Some things are just so commonplace that you can't track them with admin logs, even if it's possible to grief with them.
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To be frank, I have to agree with Delta here. I don't feel like the people who appreciate this particular mechanic should actually be speaking for the community as a whole. Well I'm sure it's probably funny to them that the changeling slips on a pile of gibs and falls over over right after sprouting arm blades, I don't think it's generally funny to the changeling, nor is it really conductive to have any serious experience with a monster antagonist. From what burger says it also has the same problem that glass does, where stacking gibs - as can probably happen when they've been sprouted armblades all over the place - causes it to apply its effect for every instance of the object. The only solution that I can see being feasible are either removing it entirely, or restricting it to people who are running. But the ladder doesn't seem to really help too much, because it creates the situation where the changeling is forced to go slow for a few moments to reach someone. You don't really need slippery blood though, and trying to shoehorn in schadenfreude into a horror themed game type is not good. I'd frankly like us to move away from mechanics that cause people to fall over.
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But the special holy water container you start with is unique.
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Maybe add an aspergillum? There's an idea.
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Doing some tweaking to the chaplain role to compensate for my upcoming cult reworks. https://github.com/Aurorastation/Aurora.3/pull/4963 Here's a summary of things I'm planning, some of which I have already finished. -Making null staves mountable on the back of ponchos -Implement reassembleable obsidian shards to replace the magic null spawner box. (think of a chameleon item for null objects except made of obsidian legos basically) -Add blacklist to cryo storage for holy water and null items so they aren't destroyed when the chaplain cryos -Sprite null sphere and uncomment it back in. -Maybe make it possible to buy more shards from cargo. I might also make it so only chaplain roles can assemble or use null items, and attempting to deconvert someone as a non-chaplain makes it fall apart. Even the fragments will still protec from evil influences, though. Maybe make a sorta holy symbol function for obsidian items that lets you ward away vampires? Just sort of a high cooldown aoe pushback and minor damage by 'using' it in the vicinity of vampires. The vampires will alerted and given time to flee the repulsion effect so it can't just be used as a 'find vampires' thing. Could also do something with holy water to make it less shitty... hmm.. maybe make it used to sprinkle it around you instead of force feeding the vampy it like a weirdo.
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Managing Fatigue, or why humans deserve a stamina bar and no one else does.
Kaed replied to Bygonehero's topic in Archive
Nooooo. Good lord, this is factually incorrect. I can't speak for tajarans and vaurca, but I can definitely speak both for unathi and the fact that I know you are not unathi whitelisted, so you probably don't have experience there. So here's the scoop on the lizards. Unathi can run very fast for several seconds. Their fatigue bar taps out so quickly that it is basically only useful as lunge at someone in your immediate vicinity, not actually a run function. It does not regenerate any faster than anyone else. An unathi will never, ever catch up to any other running character beyond the extremely short term, no matter how much you hedge the stamina bar. Similarly, it is useless for fleeing, because what happens is you zoom out of their vision range, and then a few second laters, you're exhausted, and they jog up to you a few moments later, barely winded. I should also point out that the speed which your stamina bar runs out is so fast that you can actively harm yourself by not being able to see it. It updates and runs out faster than your lifetick updates your visible health status, as an unathi. In the couple seconds it can take you to notice that you are taking oxy and haloss, you may already have almost passed yourself out. edit: jackboot said some stuff too bout non unathi. -
Managing Fatigue, or why humans deserve a stamina bar and no one else does.
Kaed replied to Bygonehero's topic in Archive
No, sorry. This is still removing standardized features from all of the other races for the sake of a single tiny questionably valid assertion (that only humans can possess asthenia). It doesn't add or improve anything. It doesn't even address imbalance in the game. It's just changing something for the sake of trying to reinforce the concept that is already reinforced by the mechanics in place. Humans will remain the best long distance runners even if the other races continue to have a stamina bar. It makes life suck a little more for everyone who's not a human with no real payoff to recompensate. -
Managing Fatigue, or why humans deserve a stamina bar and no one else does.
Kaed replied to Bygonehero's topic in Archive
Because everyone else that isn't human is an animal and is incapable of realizing their own bodies limits and is incapable of realizing their own bodies limits? I'm sorry, but this is absolutely an idea that would make the game worse for non humans. Unathi can run for like 5 seconds before becoming exhausted, without some way to trace it you'd constantly exhaust yourself. This is also a game, and you have to be able to track your statistics in a game. -
Changing pepperspray stunning and removing telebaton stun
Kaed replied to Alberyk's topic in Completed Projects
Sigh. You know, for the sake of giving it a fair try, I skimmed through your entire tedious PDF there, and I have to say. This had almost nothing to do with your argument about dislocating limbs. The word 'dislocating' does not even appear once in the entire document, and the only parts that mention joint spots details that they are the most likely to cause nonlethal pain and incapacitate an aggressor. Several times they mention that using your baton right can cause the person's limb to go numb and be unable to attack you properly. This is not dislocating a limb. Dislocating a limb, to be clear, in case you are somehow not, is when someone's joint is removed from their sockets, usually due to a strong force that yanks the joint out. It is not done by hitting someone with a baton, unless you are being incredibly brutal. Our joints generally do not pop out of their sockets because you happened to hit a it with a stick, and while I will not discount that there is some ability to perform martial arts to dislocate a joint with some kind of pressure point, it isn't something that should be built into baton mechanics. For the most part, people with a telebaton are just going to be smacking someone with the baton, not performing dislocation no jutsu. And like I said to you earlier, my low play time has very little to do with this subject. You keep bringing up like it's some sort of aegis that removes the merit of my suggestions and ideas. You need to stop this attempt to crusade against me with ad hominem. Focus on the content of my ideas, not how you feel about me as a person or a player. It is largely irrelevant. However, I will say I wouldn't mind there being a possibility to make them drop their weapon if you hit the arm that's holding it, because that's a real thing. Just not dislocating them for a perma disable for the rest of combat because they drop everything they try to hold. -
Changing pepperspray stunning and removing telebaton stun
Kaed replied to Alberyk's topic in Completed Projects
You don't dislocate people's limbs by hitting them with a stick. That's ridiculous. If you want to just look at someone's limb, pin them down and do it yourself. -
What events? I'm mostly for this,both because I don't really care for loyalty implants as a role playing mechanic, and because it will strip away yet another commonly bleated defense about why certain roles are given a carte blanche to have freedom and privileges that they don't really need or deserve, which inevitably certain people use to play as obnoxious and unlikable characters as possible. With this change I can resume my attempts to pull the rug out from under their nonsense without being met with another wall of 'but they're whitelisted and loyalty implanted so they can do that'. It would also be nice to be able to play captains or HoS's as actual people rather than corporate effigies pretending to be people, who always have to act in the best interests of the Nanotrasen, regardless of what is going on or any personal feelings on matters. I'd like to be able to convince a captain to betray the company through reason, lies, or trickery, instead of just being automatically stymied because he has a plot device in his skull.
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Please give them some options for bags though, because I think backpacks are the ugilest things in the game and will cry if I can't have a satchel
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I think a lot of this is just overcomplicating things with a bunch of unnecessary moving parts. The flash works fine as is with a temporary blind, you don't need to keep tacking new things on.
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50 seems like a bit much for a standard issue item. I think it would be better if you halfed that, at least. Maybe the science advanced flash can have preposterous efficiency, but 50 is so much you would literally never need to recharge it ever during a round.