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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. 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)
  2. 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.)
  3. Moving to the archive.
  4. Forgot to post here. Warning has been revoked.
  5. Could you post a "summary picture" where we can see all the different borg models currently in the game. (For one department)
  6. Moved to Projects as that has a PR
  7. One of the questions I usually ask to determine if something is derailing/off topic is: Does it contribute to the topic? Ultimately this has to be answered as "No" for the post that has been made. If you wrote the Paragraph below in your post from the beginning then this would be different, but you decided not to do that and went for the sarcastic approach which does not contribute to the topic and so we are here.
  8. I am seconding the vote for dismissal for the following reasons: We have issues with heads of staff front-lining already. Further legitimizing that by handing them all a sidearm does not help to resolve that problem. Yes they are heads of staff and yes they should be trusted not to abuse that, it still happens quite regularly. If they go out of their way to build weapons, carry them on them and then front-line with them, it makes it quite a bit easier to strip their whitelist for front-lining compared to them carrying a weapon they are supplied by the corporation and using it to go after antagonists. There is a substantial difference in the (continued) training required to safely operate and maintain a firearm compared to carrying a baton or even a flash. The HoP and the Captain get their Sidearm to make them a slightly harder target for Antagonists, as they have the capability to hand out all access to the station. This is something the other Heads of Staff do not have and therefore this gameplay consideration does not apply to them. Heads of Staff should not put themselves into a situation that might require the usage of a sidearm. A single carp can be taken care of by hitting it a few times with a blunt object. If they want to go EVA during a carp infestation or go out exploring on the asteroid, they are expected to bring someone else along who can ensure their safety. That said, I would support the addition of a telebaton to the head of staff lockers given that the flash is pretty useless nowadays and that using a telebaton (at a very basic level) does not require any sort of training except for the information on how to extend and collapse it.
  9. While you have sufficiently explained the mechanics that would have to be implemented you have not explained the reason behind that suggestion.
  10. Moved to Projects as thats something being worked on
  11. Implemented here: https://github.com/Aurorastation/Aurora.3/pull/8176
  12. Seconding the vote for dismissal for the above mentioned reasons.
  13. Well yes, but there is a huge difference in availability. For 45s they just have to ask the Warden. For 38s have to be acquired via cargo by shipping it to the station or hacking the lathe
  14. Moved to projects as this has a PR
  15. Voting for dismissal due to the previous arguments.
  16. Well, imho it would be sufficient to prevent flashes from disabling borgs, so they are just blinded. (And that would also be in line with the other insta-stun removals and remove the inconsistency with ipcs)
  17. Trial started today.
  18. Uh no. The airlock is, as the name implies, airtight. That would mean that a skrell wishing to pass through a closed airlock must reduce its width to less than that of a oxygen molecule. As this is not believable I am voting for dismissal.
  19. Support the vote for dismissal for the reasons stated above
  20. A very solid application, but I have to reject the application at this time, as we do not allow staff applications by proxy. However you are encouraged to reapply once you have created a forum account and played on the server.
  21. At the moment I am not in favor of adding more songs to the game, as this causes a increase in the resources that a player needs to download before they can join (and we are already at 97MB)
  22. A random chance for malfunction isn't really something that contributes to the gameplay as noone enjoys if their rig (or something else) fails randomly because rng decided it should. (See pre-buff rd weapons) In addition a traitor should use the tools they have available to fulfill their tasks. If we add something that allows to bypass the rig restrictions we enable a common theme where a traitor just purchases the rig-unlock-tool and a rig-gun to slap on their rig. (We had that for a while and I am glad we got rid of it; by adding these restrictions) It is also not impossible to acquire a weapon capable rig as a person that needs to go eva, it just requires them to interact with (convince, threaten, bribe,...) certain people that can provide those rigs. But ultimately this point is moot as the PR is awaiting merge.
  23. Not a fan of that as those are (intended) physical limitations of the rig design, which isn't something that can by bypassed by modifying the software (emag) or installing some sort of upgrade. (Much the same way you can't just slap a tank turret on a car/snowmobile/caravan and expect it to work properly).
  24. This area of the forum is used if you If you disagree with the staff member you need to make a staff complaint.
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