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Everything posted by Fluffy
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Ideally, the ship will work in unison with whatever is happening mission side; for how I envision it, you have people that wish to simply RP on the ship (bar/kitchen/holodeck/wherever), and those that wish to participate in the conflict either down on the site or on the ship doing things for those down on the site This allows both the sides of the population to play what they want to play (pure chat RP on the ship, action/conflict RP mission site) without either side interfering with the preferences of the other For lowpop, I doubt we'll have a satisfactory solution for it, there's a reason lowpop sucks and we've never been able to make secret quite work well with lowpop, I doubt odyssey will manage to do it either - But we can't solve every problem with a single answer, so that's fine, just because it doesn't solve an issue that it's already present, doesn't mean it's not an improvement, and who knows, maybe we will have far fewer lowpop so when it is, extended will be a generally welcomed thing
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I guess we could integrate the oven and the fryer to use atmos gasses in some way instead of electrical power (since by how fires work in our codebase, we'd need fuel to spread, and only electricity can't do that with some logical sense afaik), but I'm not sure I want to be responsible for half the crew starving because there's no atmos techs or half the crew becoming flambé because someone forgot to turn the oven off and there's now an hydrogen fire in the kitchen
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The truth is, we cannot develop to do two things at once, Secret is gonna eventually either be the main focus or replaced out of necessity - Secret got an untold amount of effort poured into it (not only from us, but from Bay too, where the codebase originate from, and I guess whatever else the gamemodes were took from over time) and to this day there's people complaining about it in different ways, if secret couldn't be "fixed" (whatever that means) in the extremely long time it was fundamentally the only gamemode, I don't know what would hint towards it being fixable after there's a new one where most of the effort needs to be focused on No, Odyssey needs to be focused on, because we simply don't have enough people and spare effort to throw into trying to fix everything else and "unlike the previous decade, it will work this time™" -ing it, spreading work across different things is basically a guarantee none of them will work quite well enough for a long, long time, and I don't think we can afford that. It's either Secret, or Odyssey, that will have to carry us forward, it won't be both unless we somehow rope in another stack of competent and motivated developers to be able to sustain working on fundamentally different things There's also a definite contrast between what tools and methods to make available - and at what price - between Odyssey and the poor loner traitor that Secret might roll that now have to face tools available to fight a bunker in some Odyssey map with a measy 20 TCs and a big dream I agree with Peppermint on one thing: We need to figure out what kind of RP we want to do, there's many different flavors of HRP, and I think the "corporate paramilitary" type of deal allows us to do the most things and have fun doing them, while still making sense - In fact, we already kinda do this for a long while, it's just that we want to pretend we don't and don't lean into it, while the Captain can literally get you executed and disobeying orders is a crime (of course there's a spectrum in this regards too) - While I don't see myself being in favor of ranks and salute your superiors or you go in prison and that sort of stuff (because it's kinda boring to do), that the game needs to be entertaining is a necessity, we have 5000+ people registered on this forum, an high pop of ~20 outside of events or if someone goes in discord and screams "ITS TOWER DEFENSE ROUND EVERYONE LOG IN" the few times we manage to vote it That people vote for and opt in for high intensity whenever the option is available (as Peppermint said), that the anonymous poll that we ran clearly indicated that a lot of people who replied would play here less if there was less action, that a lot of readies generally materialize as soon as the group ready counter for mercs hit 4, and a wealth of other indicator, outlines in my view what is the actual preference inside the game: People generally want things to do in a game, things that actually matter for the round. People want to play the game, in the game; not all people mind you, but many do, or eventually get bored out and either completely leave or just show up when they know there's funny things to do - And this is explicitly without considering all those who already don't play anymore, or the new blood that would want to play otherwise It doesn't mean we have to forego the chatting, the character development and similar, you can have them still in the intermissions between the normal rounds, you can have them at the FOB, not all odyssey rounds will be "charge the Sol bunker until they run out of bullets" style either, or you can stay on the ship with other people that want to do that, there's many options to do that, but there's only so many times a day/week/month I can be interested in discussing fictional event X or fictional food Y or fictional person Z, and the server pop trends clearly shows that. People generally want to play, and do things, and this mode has the ability to engage nearly everyone, and those who don't want to do that have the ability to opt out of it, by being on the ship. Everyone wins. The expansion of Odyssey to touch the ship itself is a larger topic that I'd not want to tackle until the "ground"-side one is pretty established and is already working, in consideration of what I outlined above; this was a single run and we'll need more data before we can confidently start to tweak things, and we haven't even seen how it would work with a game master (the basically only real difference between Odyssey and, say, the pirate or cult base) yet I don't think however that "Over the years it feels like we've already lost a lot of the comfy, relationship driven RP", as the veterans outline fairly often, in the past it was mostly high pop high adrenaline and arguably not an HRP flavor of that, though I was not around at the time so this is just second hand accounts - If we want to go to what "originally drew people to Aurora", it would hardly have any resemblance to what we're currently doing There's further, more detailed elaborations of some of the concepts I expressed here in various different posts I made in different threads, so I'm keeping this rather short, though as usual if you have questions, feel free to ask
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There isn't one, that's the point: Anything a Physician can do, a Surgeon can do, since the Surgeon is just a Physician with additional training ontop of it Physicians deal in medications, if there's no medication chart that tells what meds other roles can use, there's no medication that can be added that a Surgeon or Paramedic can't use Anything that isn't medications is surgery, which the Surgeon can do I don't see anything that can be added that the Physician would be the undisputed master of, without a chart that tells so (like the Surgery chart does) Fluff diseases are something very few people would take (you can see the sad Psychologist/Psychiatrist characters crying in the corner), and a development blackhole for no gain (you can pretend to have it by just saying you do, and it doesn't show up on scans)
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If there was a way to do that, we'd probably have seen it already, since the topic of Medbay roles comes up every couple of months without exception, just with different words from the previous 27 ones I don't see a way that wouldn't either axe some roles, or require a chart for what they can or cannot do Surgeons can do everything Physicians can do, and more ontop of it; Paramedics can do most of what Physicians can do Without something that outlines what each role can exactly do (and not in an ambiguous way like Cats describes), I don't see anything changing, and since it seems people would rather have the black plague than a medications chart or have to learn other things to have some roles combines, we're stuck at this point until some playerbase side caves in, or the staff decides to pull out the hammer and implement the change like it or not (for the better or worse) If you ask me, I reiterate one of the versions of what I already said in at least 3 other topics, TLDR: - Axe Pharmacist - Physicians can make most of the medications, science can make the most advanced ones (""exploratory"" chemistry might aswell not exist at the time, otherwise) - Surgeons can only make the basic meds, and all the surgeries - Paramedics can only use the basic medications the Surgeons can make Other options are possible
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Why would we want to go through the effort of adding a mechanic that the player can just ignore? If the battery never runs out, needs replacing or recharging in a round, it functionally might aswell not exist
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So does blind physicians since the 19th century (see Jacob Bolotin), there's even blind pilots, but it's inconsequential to them being reasonably found on a spaceship, and flagship at that, and especially in our setting Just because it's possible, doesn't mean it's reasonably found here
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Then I misunderstood the phrase, I thought you wanted to give them the ability to have flawed vision; my apologies I think we are, it's just not really well represented in the day to day; lore wise, corporations control governments, we have essentially slaves (eridani, not to mention IPCs), we borg people extrajudicially, the SCC sends civilians to fight battles and even wars for them, I consider it fairly indicative of a dystopian setting, even if it's not very much reflected ingame I mean, you can do almost anything given enough time, but you'd be expected to make the stories live etc. and why would the SCC staff you in the flagship, of all places, if you can't be completely effective at that? They'd just send someone else - this wouldn't be much of a problem if it was some rundown station noone supposedly cared about, but it's the flagship, that's like putting your "scraping the barrel qualified" navy soldiers in your best ship The difference is that it's your job and you can't change it ingame, not putting on a voidsuit when you go into the teleport is a player's dumb choice, your character being allowed to be there in regulations with a disability means you have the goodwill of performing your job with it, and that includes telescience and the likes This is currently true in the sense that orbital calculations are performed and driven by a computer, but it's mainly because spaceships are very very small and very very expensive, and very limited in fuel, so you have to save as much as possible and be as optimal as possible to save fuel, and thus space and weight, which costs a lot of money We don't have this issue in our setting, normal propulsion is essentially free and near limitless, our spaceships are large, they host thousands of people living there more or less constantly The vision, it depends, but even the most modern NASA ship uses an optical system (https://software.nasa.gov/software/MSC-26456-1) for navigation, in space you don't have the issue of atmospheric distorsions and the likes, not to mention we have the bridge made with a gigantic window in the front which as design would indicate that you're expected to look outside when doing things (otherwise you'd have just the stronger walls to protect such a vital part of the ship), so I'm not sure which of us would be right on this, I suppose it depends on the perspective we look at it from?
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I don't think this would be a good change for the downgrade requirement points, the setting is a corporate dystopia (even if it doesn't show up in everyday play, which is an issue, but more of a "we should lean into it more" kind of way) and we're on the flagship of the SCC, any role that would have any relevance in the ship operations would not logically have much reason to have characters that could perform it subpar (why would the SCC want to staff them in the flagship of all places?) I can concede the barman being afforded more disabilities, or the chaplain, those don't realistically have anything to do with any foreseeable situation that could be encountered by the ship Bridge Crew is a straight up no from me, pilots need a perfect eyesight and reaction time to pilot the ship (which is done via screens just because that's the main way to interact with the game mechanics of this kind), they'd need to be able to quickly read the sensors data, run identifications on other ships, see the bullets incoming and do the evasions manouvers quickly, see where they're landing, see what they're aiming the ship guns / shooting at, be the eyes for the captain in away missions and so on Psychiatrists need to see the patient to perform an accurate assessment, with most of the communication being non verbal, and part of the assessment being centered around identifying signs for pathologies (how the patient presents), the ability to see well is perhaps the second most important one behind speaking Consular/Liasons could be worked on, I'm not sure on why they would be staffed in the dystopian corporation flagship to represent a faction/corp however, ontop of what Cats said A reporter needs to interview people, talk to them, talk about the situation over comms and now also live with the reporter camera, likewise for the other points, being mute in the flagship that is sent to do the important things you're supposed to report onto wouldn't make much sense either I'm conflicted about scientists, primarily because they can do a lot of different things, and having the Telescientist that teleports into the unknown in a wheelchair or while missing a limb doesn't sound that much of a good idea
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Implemented in the above PR Locking and archiving
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I think considering all the negatives that IPCs ignore (no pain, can be rebuilt, doesn't suffocate in space, unlimited running stamina as long as you have power and don't overheat, etc.) the risk of an EMP flooring you + you not being found for a while, and also considering the rarity of this scenario, seems balanced If an EMP is used, chances are there's blue alert, so it would be visible in the suit sensors monitor that you're out of charge; assuming it reaches red alert, it would also give your exact location for medical to retrieve you and recharge you - You basically need the stars to align against you for this scenario to leave you on the floor
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Move cargo orders from the database to the codebase
Fluffy replied to greenjoe's topic in Suggestions & Ideas
Fully support for this -
Policy for creation/use of weaponized exosuits
Fluffy replied to NerdyVampire's topic in Policy Suggestions
Opposed, making mechs is the job of the machinist, whose primary gameloop is making mechs (alongside bots and working with the borgs, but they are kind of secondary mechanics here), asking for an "authorization from a department head" doesn't really make sense, nor it would make sense, it's like saying that a Warden have to ask for an authorization for distributing weapons: It doesn't, it just needs an IC justification for it - I don't see a reason to barren people to fullfil their mechanical avenues where there's an IC sense in what they're doing; combat mechs also require materials and research to be of any use, so there's not really a balance concern either, because anything that didn't got mining materials and R&D unlocking levels would be laughable to fight against, and if the ship put effort into having good gear available, then they got the right to have the good stuff available Handing off 5 heavy mechs just because would be eyebrow rising, having one heavy mech in the workshop that you're "working on" / bringing it to a firing range makes perfect sense, and when the shit hits the fan, it also makes sense to give it out to help. No powergaming involved there, as it doesn't ignore any RP not it's trying to win at all costs; I already elaborated on the later point here, so I won't repeat the point again here, though as usual, let me know for any question -
I would want the body cams if only for the "! turns off the bodycam" meme, however they would need to not work on green, not work in maintenance (the safe heaven of antaggering) below red, not work under a jammer and not work if the person is on the floor or otherwise dead, for it to have any resemblance of balancing
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The pain points outlined can be addressed: - Crates can be made so they don't explode if they are locked closed, either normal crates or some specific crate to be used for that purpose, or some accessory like the airlock lock but for crates - The roller bed one is being addressed with https://github.com/Aurorastation/Aurora.3/pull/19152 by the use of hoverbeds instead, that can be produced, and have the ability to safely traverse stairs What would be the rationale for a revert, once the crates are adjusted and the above PR is merged?
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The PR was merged, so this suggestion is considered implemented Locking and archiving
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The PR was merged, therefore this suggestion is considered implemented Locking and archiving
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https://github.com/Aurorastation/Aurora.3/pull/19371 I have decided to partially implement this suggestion, in the following way: It now has 1/5th less health (500 -> 400) You have a chance of being alerted, at up to 80% more the distance of view (7*1.8 ~= 12 tiles away, 5 tiles before it can see you) It heals brute damage way less fast, 1/5th than before (5 -> 1) Bugfix, it should now target exosuits correctly along with other simplemobs To be clear: It's still a beast, you won't win against it alone, and you probably won't win against it in an underequipped group either, your best bet is to run away while you sacrifice a soul to the tyrant or leave an exosuit to battle it in the latest iteration of Godzilla vs Mechagodzilla (a mech with an unathi that pilots it), but you have a chance to hear it (NOT guaranteed, it's an apex predator, a chance) and a chance to win against it with an equipped mech
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It's possible, it depends on the pathing evaluation, would have to check it Yes, you don't have an advantage over an apex predator in its natural environment, that's why it's an apex predator, if you had the advantage over it, you would be the apex predator instead Accept the risk of running into one and potentially dying to it then, if someone isn't equipped to deal with a threat, the threat will win, it's no policy that everyone can overcome any threat no matter how unprepared for the encounter he is - I am perfectly fine with the apex predator of a planet to kill someone unprepared to fight it We can discuss how common finding one is though (I'd expect not very common), but if you run into a lion in a forest armed with a knife, yes it's expected you'll die, and the same applies to running into the nuclear wasteland apex predator of a planet where everything (including the specie we play, unathi) are sized up for fighting, bigger and stronger than the average By the way, a mech is almost pre-built at roundstart in the Machinist bay, and I have fixed the slowness of printing parts for a mech, I'd not expect it takes long to equip it and have it ready for a planetside expedition
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The issue is that making it slower would just mean that you can run away from it while keeping shooting until it dies, making it having less armor would mean you can shoot it dead before it can reach you, and making it do less damage would mean that it would make it a laughable apex predator if you can wrestle with it and live to tell What you need are tools to be able to escape from it, or fight it, eg. a mech from the machinist before departing, or a freeze ray gun from science, or just bring down the large xenobiology trap and put it down between you and him (since mobs walk straight, you'd capture him)
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Implemented in https://github.com/Aurorastation/Aurora.3/pull/19342
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This is implemented as per PR above Locking and archiving