
Arrow768
Head Admins / Devs-
Posts
1,700 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Arrow768
-
[1 dismissal] Lets get actual NT Contracts Written down.
Arrow768 replied to Butterrobber202's topic in Rejected Policy
Moving this to rejected given the two rejections. -
That has been implemented a while ago.
-
Well, since I am named as involved. During the end of the round, I saw some mentioning in dchat that someone vented one of the escape pods. Talked to Sue (I think; should be in the logs), because they were the last to touch the airlock controller according to the logs. It turned out, that they did not open it. @Alberyk handled the rest of the ticket and warned menown for it.
-
I would strongly advice you to read our forum rules. They explain this. But I would assume the reason is that you contacted Alberyk regarding a appeal on the forum on Sunday, so he lifted the forum ban and set the soft-banned role instead to allow you to access the unban requests / appeals section of the forum.
-
Option 1/2 is a stopgap solution as the point of the loadout system is not to spawn with multiple outfits. Therefore option 3 should be implemented to allow players to define multiple outfits in their preferences and select one of them to spawn with.
-
Regarding the Radium and the Diona: Given that the mechanic of "radium heals 20 points of damage per unit processed" was requested by a former diona lore writer and intentionally added, I would not consider the usage of that mechanic as "Bug Using" / "Abuse of Mechanics", as the mechanic has not been used outside of its intended function. (However, this mechanic is being removed as a direct consequence of this incident.) If you got warned for it, it is possible to pull the logs, as the date/time is saved with each warning.
-
I concur with Alberyk
-
[1 dismissal] Remove Distinction Between Personal and Work Computers
Arrow768 replied to Snakebittenn's topic in Archive
Voting for dismissal, as this change is not wanted. You can acquire configurable devices from laptop vendors or via the loadout. These are full configurable. Devices that are already available in the departments are of course restricted to the setup of that department (as NT would want its employees to be productive). That is the point. Each work loadout is specialized for just the specific workplace. If you want to download games and customize the applications of your device, we have the private devices for that. It is the players choice if they want to provision a device as private device or as work device. -
Let Liasion/Consular open a ghost spawner for an assistant.
Arrow768 replied to Roostercat's topic in Archive
Well, the thing with the ghostspawners is that you cant "randomly" select someone, as all the ghost spawner roles are opt-in. I.e. you have to select it to be able to play it (and there it´s a first come first serve base) -
Moving this to the archive as the OP is satisfied with the changes currently implemented (flash ammo + incompatible caliber)
-
When was the last time you attempted to evade the ban?
-
Would be rather difficult to implement compared to the standard selection.
-
I don't like a out right "all knives are legal to carry now" and think that common sense should still apply. Swiss army knife / multitool: sure no problems with that. Cleaver / "good" kitchen knives: Yeah, no doesn't make sense for your average person to carry that around (unless they work in the kitchen)
-
Coder Application - Doxxmedearly
Arrow768 replied to Doxxmedearly's topic in Developer Applications Archives
Trial started on 20.03.2020 -
I am not a huge fan of the new sprites. Imho it would look better if we used the blue one with colored highlights to signify the different roles.
-
Restrict Heads of Staff from several onstation antag roles.
Arrow768 replied to Doxxmedearly's topic in Completed Projects
For now I would go without the additional implants. -
I can not support this as a gamemode, as I do not see any way how that "gamemode" alone would be able to drive the story for the rest of the players during 2 hours. It could work as a "add on" antagonist for some other gamemodes.
-
I can only approve this, if all the "features" shown in this safety instruction video from Germany are implemented. (Don't watch it if you have a weak stomach)
-
Malfunction has been removed from the secret gamemode rotation. It can still be voted in.
-
Make community poll choices be binary whenever possible
Arrow768 replied to Scheveningen's topic in Rejected Policy
Voting for dismissal. Restricting polls to binary options is in my opinion too restrictive in a lot of cases. -
Well, there are two ideas to solve the problem of damage going from the gestalt to the nymph. The "easy fix" would be to just divide up the damage the gestalt received amongst all the nymphs. So if the gestalt is almost dead, so would be all the nymphs after a split. My preferred option would be to base the damage the nymph has, on the damage location of the gestalt. For example, if only the arm of a gestalt is heavily damaged, then one of the nymphs that spawns would have almost no health while the others are at full health. If a nymph is damaged to the point, where it would die, it is "dropped" from the gestalt, and they loose the damaged limb. However that comes with another question: What should happen if the torso is damaged to that point. (33 HP is not a lot and could be 1-shotted with a energy pistol) I only have two partial solutions to that: We could force a "split" of the remaining nymphs We could select another nymph to take the place of the core and the diona looses that limb instead. (Selection based on the importance of the limb; i.e. head first, then the arms and finally the legs) But that again raises the question if we should increase the max health of a Diona, as something like a laser pistol would be very efficient at taking out a Diona (if it is not armored). (However I think that is something that could be figured out in a balance phase afterwards)
-
Diona and the Nymphs have been a long time PITA for me, partially due to the shitcode and partially due to way they are not exactly balanced to fit into the game. The primary issues I have with them are as follows: A Diona can split at any time, to gain "N-1" full-health nymphs (which can be reformed at a convenient time into a full diona again; N being the number of limbs + torso + head) Even if they split right before death of the Diona, 5 full-health nyphs are spawned (if they had all their limbs) When split any negative effects (such as toxins in the system) do not carry over to the nymphs. The health of the Nymphs exceeds the Health of the Diona by quite a bit. This allows a "competent" Diona player to survive pretty much anything, as they can always split and fuck off into a nearby vent. (Yes, that might not be acceptable with lore, but its not mechanically enforced and non-diona players are often unaware of that) While talking with @Yonnimer about the proposed PR and Diona mechanics in general, I came up with the following points that I would like to see in a Diona Balance PR: [nymph count]*[nymph max health] = [diona max health] The max health of a diona cant be higher than the max health of the nymphs its made of [nymph count]*[nymph health] = [diona health] (when split) The total health of all nymphs that are created when split, cant be higher than the total health of the diona. The health the nymphs have when splitting are based on the health of the diona (either proportionally, or based on the location of the damage) Damage the diona has received must be split among the nymphs spawned by the split either proportionally or based on the location of the damage. You should no longer have to "pay" for the split with one nymph as that is a bad way of attempting to balance it. The biggest question that remains is: "What should be the diona max health". Traditionally the damage threshold for crit was 100 and for death 200. However that has changed with our implementation of Brainmed. There is no longer a hard damage threshold that causes mobs to die when reached. So that number might have to be increased accordingly, to be more in line with what is experienced by "human mobs". So in the end that leaves us with a maximum health of 33.3 if we go with 6 nymphs and 200 max health of the diona. The question is, if we should increase the max health of the diona to be more in line with what "human mobs" have. (Imho it would be time to take a long and hard look at diona code to figure out if it would be better to just rewrite it from scratch.)
-
Moving to the archive.
-
SonicGotNuked - Forum Warning Appeal
Arrow768 replied to BurgerBB's topic in Staff Complaints Archive
Forgot to post here. Warning has been revoked. -
Could you post a "summary picture" where we can see all the different borg models currently in the game. (For one department)