
Kaed
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Everything posted by Kaed
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It's been stated that this is already mechanically unfeasible due to a large number of variables that need to be accounted for. Anyhow, per my previous post. The player already has a few methods to properly conceal themselves. The fact names are shown is for ease of of gameplay, you don't have to know everyone, my characters for example won't know new comers. This is really a roleplay standard which we enforce when we find people taking it to the extreme as while the examine option is very easy to use and look back at, in-character, your character is not guaranteed. The mechanics provided are meant to complement and assist in your roleplay. There are still in-character limitations people should adhere to. I'm not sure what to add more here as this is already covered by the rules. Alright, look. If we cut away all the chaff about mechanics and things that are QoL for ease of roleplay when you examining someone, what's I'd really like better enforcement of is the radio system, so people stop doing things like this. 5 minutes into round Burnman the Wizardmaster says: "Greetings, mortals! You don't know me, but I am your doom!" Urist McBarman says: "What kind of a name is Burnman?" And then my immersion is broken and I hate Mr McBarman now. Even if it's just making not metagaming obvious offstation antags by name on sight, I would be happy.
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Crew member:"Let's hide in this safe room with a strange 3x3 table, I don't think anyone's here." Ninja: *slides out from under table and stands up, activates eblade*
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[1 Dismissal]Strip away AOOC away except for the rev game mode.
Kaed replied to Scheveningen's topic in Archive
Eh, I just don't see it as that much of a problem unless you're an incredible stickler. I'm almost certain antag OOC can be turned off like the others, and if not, I guess that could be something to add, but you're going to miss out on potentially crucial information if you stubbornly try to avoid the whole channel out of fear of icky oocky Like Arrow said, If people abuse it, then ahelp it. Doesn't mean the whole system needs to be removed. (also, [mention]Arrow768[/mention], it shows the ckey right now, you literally can't find out who they are IC unless they tell you) -
I did it, everyone! https://github.com/Aurorastation/Aurora.3/pull/4312
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Atmospherics Upgrade: Gases, Pressure, Health, and EVA.
Kaed replied to LanceLynxx's topic in Archive
I don't know man, I see you put a lot of thought into this, but I feel like this is way too much complexity for people to have and still enjoy in a casual Spacemens game. I don't think we need to make the lives of miners even harder than they already are, just for the sake of some added realism. But then again, I always found atmos to be the least interesting department on the station, so my bias is probably showing here. -
[1 Dismissal]Strip away AOOC away except for the rev game mode.
Kaed replied to Scheveningen's topic in Archive
I don't agree with this idea. People asking for a gimmick in there does not destroy my desire to play the game, nor do I very often see people trying to ask who the other person's antag character is in situations where it's not appropriate to know. In times when people do do that, I have seen people smack them for IC in OOC, after which they stop. This is a fairly valuable to organizing things, and without it the most we would generally have in rounds where the antags do not have a native communication format is a bunch of disparate antags with no cohesive unity. Traitors, for instance have had their codewords taken away so they no longer auto-generate them up on becoming a traitor. Instead people communicate the code words they want to use in AOOC and everything was fine once they do that IC. The difference between that and randomized words is fairly trivial, and actually may work better because it doesn't have strange things in it that people wouldn't normally say in a sentence, like the name of individuals who don't exist on the station round. Now, I'll admit that sometimes the gimmicks that occur as a result of AOOC are incredibly stupid and I hate, but I'm effectively bullied by the other players in the following them due to a consensus and them feeling that it's a democracy. (Sometimes I do what I want anyway, and absorb the delicious salt it creates when I go against their dumb plan) But that's not the fault of AOOC. I've seen very interesting things occur from it too, and had mixed rounds where I was able to create my own thematic for the round based on what I'm seeing in AOOC, such as choosing to be a cleric wizard and oppose the cultists during a conflux round. In the end of the day, you shouldn't be considering your immersion to be the highest priority as an antag, because the chances are you're already breaking the canon by bringing in magical bullshit or using fake messages from Central Command that people are supposed to treat as real. What you should be focusing on is trying to make things as fun as possible for everyone. Sometimes even if it means taking a bullet for your own immersion in the game by knowing how things are going to turn out because you can see the plans. As an antagonist, your job is to create an interesting experience for everyone. I see a lot of talk about it ruining the intrigue, but let's be honest here but let's be honest here: by the very act of being selected as an antagonist, you have already had the secret of the round spoiled for you. You now know the antag, type on the ground or at least one of them, as surely as if you had the check antags admin verb. Is there really some added impact and greater value to the game if you make your plans after 10 to 30 minutes of waffling around trying to herd together did the disparate aspects of the rounds antag flavor, just so you can looc at each other in the same fashion and hope no one is nearby on the other side of a wall to hear you? Because if you feel that way, it sounds like you're just being stubborn to me honestly. The average antag round has only two 2-3 hours in it, and I don't gain anything by spending a half-hour of that trying to get other people together so we can abide by some arbitrary standard that you want to set up of having our imaginary spaceman stand next to each other before we can communicate out of character to make some kind of consensus on how we want to play things. I should also point out that there is not, and never has been as far as I know, any requirement that any antagonist conform to the loose antag lore that exists in the game. For instance, I don't think I've seen a single wizard since I came on this server use the term Wizard Federation. Telling people that they need to act like they're part of it because they are a wizard isn't what we're doing on this server. This same principle applies to any antag type, so trying to tell people not to do gimmicks and 'act like their antag type' is a bit of a joke. You can't compare this game to Mafia except in the loosest sense, because of Mafia / werewolf is a very simple game that takes maybe a half hour per round tops, and the role playing expectations in it are extremely limited. -
Did it myself. https://github.com/Aurorastation/Aurora.3/pull/4303
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https://github.com/Aurorastation/Aurora.3/pull/4300 I did it myself.
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Pull request made https://github.com/Aurorastation/Aurora.3/pull/4299 (turns out it really was trivial)
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Pull request made. https://github.com/Aurorastation/Aurora.3/pull/4298
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Pull request made https://github.com/Aurorastation/Aurora.3/pull/4297
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And I reiterate, this isn't destroying anything, it's just making you spawn in your office instead of in the briefing room. It's literally a 15-second walk distance if you feel it is incredibly important to round start that you introduce yourself in person, you still have security channel and a backdoor in your office that leads directly into the department. No matter how important you think it is that the IAA have a good relationship with security, they are not part of the security department, and should not be spawning with them.
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That's kind of dumb though, in an emergency situation, you don't want to have deal with a computer voice saying "BOB MCURSIST:" before everyone talks. It's really lazy and hand-wavy, and doesn't make that much sense if you think about it. How is a random headset conveying that information? By ID card? What about the people who don't have an ID card but still show up by name on the radio? Are they entering it in on the non-existent keyboard on the side of the headsets? If it's displaying a name, how is it doing that? Do the headsets now have a holopad on them? Are they all omniscient super headsets that know all things at all times? Why haven't we moved that technology to something more helpful, like a security antag detector? These are all things that would require a bit of mechanical change to make sense. Now, I could get behind the idea of making it so all headsets can be tuned to a particular person (not by ID necessarily, because that would preclude people who don't have one like Wizards), which then broadcasts their name along with their speech, which is displayed as a little holo pop up to everyone hearing it. But the headsets would have to have a function where people who haven't done that show up as unknown or something. They might even need to be resprited. But then you'd also run into the problem where someone else takes a person's headset, and is showing up under their name. People who know that person would clearly no it's not that individual. How do you convey that it's a different voice?
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This is a game where characters are represented by a tiny, low resolution sprites that, aside from xenos, can only be clearly distinguished from each other by their clothing and hair (and theoretically skin tone, but about one in every three dozen people ever touch that setting), both of which can easily be changed in game. It does not enhance the immersion of the game to have to play where's Waldo every time I walk into a crowded bar, and have to click on every human character to figure out which one's the person that I want to talk to. You could tell me that they're putting on a different outfit as part of role playing, but I can easily see their name by clicking on them, as part of the game mechanics. A search tag would just be an outcropping of that particular function, and expedite the tedious process of clicking on a bunch of tiny people sprites. Nor is the HUD infallible, as there are number of ways to disguise your identity in a fashion that makes it not know you are wanted person on sight.
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Bumping for later personal use, as I intend to take on this project.
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Yeah sorry Xander, I think that's a little condescending to assume that people would stop communicating if they added a search tag. That's something that should be dealt with on a player by player basis, not used as a justification for not adding features.
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Can you give the base bomb a decent chuck of damage as well? 7 TC doesn’t sound like a lot but it is a decent portion of a traitor's supplies. I was going to make it a modified C4, but on testing that, it only deals piddly 20 brute damage when on the same square as it. I'll try and aim for somewhere between 60 and 90 damage, how does that sound?
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Tentatively taking this on for some practice code. Non-nebulous plans: -7 tc to spawn a pizza bomb kit box, comes with a bomb and a special one time use pizza box spawner. -bomb can have its timer set prior to put it in the pizza box, it is applied to the pizza like a topping (extra spicy!), -The timer Begins the next time the box is opened -make pizzas explode when caught in an explosion into a variable number of chunks (1-5) that are thrown around the room in random directions, dealing a small amount of brute damage anything they hit, turning a pizza into delicious flak. Small chance of any given chunk being a regular pizza slice Nebulous plans: -add the pizza spawner as a standalone item for 2 tc under useless badassery, and let you pick the pizza type on activation. -make pizza boxes be tagged for the type of pizza inside -add more pizza types, some possibly that can't be made inside the station
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Okay, and? The semantics of the current system isn't really the subject? it's about adding a new one. How does having Search as a tag undermine things? Do you have further reasoning to give than 'it would discourage roleplay?'
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I don't think it would be unreasonable to give them HUD plugins in exchange for not being able to utilize sunglasses.
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But is there a pizza inside? Does the victim get you enjoy delicious pizza before they die?
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What do you mean I can't perform brain surgery under a PDA light. How dare you insults my surgical expertise. >:C But yeah this would be kind of interesting.
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I prefer to have a way to dematerialize the cult sword until you need it, but only if it's been sated with enough blood (it starts out inactive/immaterial until you draw it the first time). This would help deal with the problem of the cult blade being a huge hassle to have around once you initially summon it, since it comes packaged with the robes and you can't avoid spawning it right now. Maybe you just initially want to have spooky robes, without a giant glowing sword that you can't get rid of. ... Say, you know what else would be cool? If when you drew your cult Doom sword, your cult robes change from drab Gray a more thematic black and red to match the rest of Nar'sie content, and turn the edginess up to 11.
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I like the idea of making the dagger an item that isn't there until you call it. Kind of like arm blades. But also be pretty cool to make the cult sword do more and have some penalties and costs.
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This is actually several suggestions but they're all related to the same thing. Cultists. The first came up briefly in a much older thread about a cult rework, but I'll bring it up again here - can we change the mechanic for drawing runes to take some of your blood instead of doing nonspecific brute damage to a random body part. It doesn't really make sense that you get bruises all over your body by slitting open your finger to draw a rune. In fact, changing all of the rune/cultist interactions to blood instead of brute damage would be great. Breaking bones because you left your body too long makes way less sense than you quietly bleeding out from blood drain to feed your astral projection - and it can be tracked as a ghost, because you can see yourself gasping, instead of having to jump back every so often to check if your bones are snapping or wounds are ripping open. The second part involves actually adding something. I've noticed recently that the chaplain can get a pretty cool looking athame (fancy ritual dagger) that could definitely be modified into a sacrificial dagger for cultists to use. This could be summoned via rune like the book or armor/sword, and serves several uses. -A concealable weapon that is thematically appropriate. Let's be fair, cultists is a word that invokes images of bloodstained daggers and sacrificial altars, not huge glowing swords that blatantly announce you are a cultist to everyone in eyesight. -Potentially, helping you with rune activation. See, of you have a sacrificial dagger, you can draw more of your blood to power a rune. Can imagine is working as +1 cultist for ritual purposes of rituals, but costs you a bunch of extra blood to do it this way (and possibly splatters it). Basically, this allows the 3 cultist runes with only 2, but is very taxing on the dagger holder. (This does not work with Nar'sie summons, because he consumes souls, not blood). I would also like cultist sacrifices to be reworked. Right now, sacrificing people via the sacrifice rune (and raise dead rune) gibs them. I feel this is sort of a product of the original cult, where sacrifices were a way to learn runes, and the corpse couldn't be reused for that. Now that words aren't a thing, it has no purpose other than to kill someone in a very complicated way with no benefits other than looking gross. I propose instead of gibbing them, thier heart is torn from thier chest, and either consumed to revive a cultist (in the case of raise dead) or becomes an eldritch heart (name a work in progress), which is visually identical to a phylactery, except it gives out a small amount of red light. The sacrificial heart can be used on a rune that normally takes multiple people (the sacrifice rune and Nar'sie rune not included, but maybe you can use it as a token to revive the dead when fully charged) to be activated it with a single person, but has a limited number of uses before turns to ash. I guess you could also use it to power the cult pylons. As part of this change, you can no longer sacrifice the dead, and simple mobs should still be gibbed. To make it still mechanically the same as the old sacrifice, a new tag/status should be added to the mob of the deceased humanoid, which renders them uncloneable and also as a description on examination that clearly indicates they have a hole in their chest and their heart is missing. Maybe also that they look like they're screaming? Spoop it up, mang.