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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. Yes, the primary goal of antagonists is to drive a story and generate interaction. But as it stands this isn´t strictly enforced either. It is not really possible to enforce "driving a story and generating interaction", because the whole thing is very subjective and it almost every action generates some kind of interaction. Even throwing a ling / vamp into xenobio generates interaction (between the antag, the scientist assigned to study it and possibly security assigned to guard it). Of course command and security should be encouraged to give the antags some wiggle room early in the round and go along with their gimmicks. But this is a two way road. There is a minimum standard those gimmicks and antag stories need to meet. Let´s take a inspection by a governmental body for example. Ofc there is the possibility that such a thing happens and command should go along with it. Unless there are some obvious clues that something is wrong. If those "inspectors" would board the station with combat rigs and weapons, then there is something off and command should not be expected to let them board. There is a minimum burden of believability the antags need to meet aswell. However, quite a few times they fail to do so.
  2. Giving the entire science radio channel to mining or the mining channel to science is not something that I want to see. Each department should have its own radio channel they can use without other departments listening in or transmitting on. Giving the science channel to the QM or the supply channel to the RD is similarly out of the question. We have a chain of command. If the RD needs resources, he informs the HoP. The HoP then informs the QM / the miners. (The same thing applies if the miners need something from science) In addition, we still have request consoles, PDAs, holopads and the modular computer chatrooms. Therefore I am voting for dismissal.
  3. A unlimited emag is going to be a extremely annoying thing. Imho it would be better to give them a improved door hacking tool that take 5-10 seconds to open a door. (And can instantly access the last x ones)
  4. Alright, here´s my take on it. I think the current system is pretty good as is. Getting transformed into a slime I believe it would be better to adapt the way someone is currently transformed into a slime. I.e. make sure the slime toxin takes a while to effect the target, make it possible to halt the transformation, ... The monkey can not talk. If you want to communicate with people you still need a special device to do so. So there is a bit of a challenge to convince the other crew that you are also a crew member and not a monkey. The options outlined in the OP are also not entirely accurate. It is possible for slimes to continue their work in research, but they would obviously be limited to research and transferred to central at the end of the shift. And with the recent telescience changes, it might be possible to turn them back into a human.
  5. Sorry @DRagO, saw that comment only after I created that PR: https://github.com/Aurorastation/Aurora.3/pull/5832
  6. Locked for 24h to calm down the discussion.
  7. Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5813
  8. I also support this suggestion. Certain Roles (Namely Heads of Staff and Security) should have a lower chance to be selected as On-Station antag. Call it more extensive background checks if you will.
  9. Indeed, but currently I just dont hear the difference between a 3 and a C, they both sound like "s" to me. (And some of the gutturals) I am still able to understand and make a educated guess what a word or sentence means based on the context. We already have the ability to allow, if someone knows a specific language, to partially understand another language. So I´ll reiterate JBs proposal: Knowledge of the Skrell language gives you a 65% understanding of Sol Common and vice versa.
  10. Quite possible, but being unable to properly replicate certain noises does not completely bar your from speaking or understanding a language. You are able to fill in quite a few things from the context of the sentence that is said. For example, I am just learning Russian and I am having some difficulties hearing the difference between the different "s" and some of the gutturals, but I am still able to understand some basics of a conversation and convey a few important things.
  11. I am definitely not a fan of removing yet another unique feature of the human species. The same argument "It is due to their long standing relationship" could be applied to allow humans to gain access to the Skrell language. Imho its better to find some new and unique mechanics for the species than to cannibalize the mechanics of other species for that.
  12. I can definitely echo what Prate said.
  13. I have to chime in on this despite not being involved. Arming and triggering a standard explosive device (if it is premade) is not a very complex operation. If it were, we wouldn't have a problem with suicide bombers and other terrorists that use explosive devices. Usually it boils down to sending a electrical signal to a trigger mechanism. That signal can be generated by pushing a button, a timer that runs out or almost any other assembly that can emit a electronic signal based on some condition. Making it, on the other hand side, is where the complexity lies and there I would agree that only scientists should be able to do it (icly) unless its something as simple as a igniter attached to a fuel tank.
  14. Well, I am mostly echoing what the others said. I believe a common uniform is something important for authority figures. For example, you were automatically disqualified from the application process of the police force in Austria if you had visible tattoos or piercings.
  15. To clear something up: The "channel that most people do not have access to" is called "Discord Direct Message" (Naturally only two people have access to DMs) I talked with @Scheveningen in DMs about making pins producible by science. I am also not aware of all conversations going on. So if you want to have my input on something, then it might be a good idea to actually ask me about my input instead of making a passive-aggressive post on the forums.
  16. I am wondering, do I really need to turn off the status updates aswell ?

    1. Show previous comments  7 more
    2. ben10083

      ben10083

      How do I do statuses lol

    3. geeves

      geeves

      remember to like and subscribe to my friend Geeves' status channel, he produces good content

    4. Chada1

      Chada1

      Geeves lawheeze, get a load of this guy! ?

  17. Has been superseded by the Guidelines Page
  18. Finally had the time to read through a bit more of the docs and figure out how to enable the edit history. Its now possible to edit the posts again.
  19. Arrow768

    Turrets Buffs

    I believe adding mech-style weapons to turrets is not a very good idea. The mech weapons are relatively OP already and the turrets have no ammunition limitations. In addition the ion rifle does not work reliably against the turrets, if you cant take out the APC with the ion (which is quite often not the case) But the current turrets are a joke. A skilled person can easily take out a turret without ever getting hit. To make turrets a larger threat we have to look at the two most common tactics to take out turrets: Fire and Duck The "Fire and Duck" tactic uses the delay between the turret coming out of the ground and starting firing to get a few shots into the turret and then ducking back into cover before it can get a shot in. You can repeat that indefinitely until the turret is taken out. The counter for that is relatively simple: increase the time it takes the turret to come out of the ground and start firing. Or possibly give it a "shield" that recharges once it goes back into the ground and can take a shot or two. Lockerblock The "Lockerblock" tactic uses lockers to block the firing path of the turret. By just pushing the locker forward and walling the turret in with lockers, the turret wont fire on any human mobs To fix this the turrets would have to be adapted to disregard dense objects that are not anchored in its firing calculations. And it would be important to check if the objects deteriorate and disintegrate after sufficient hits by a weapon. Crawl and Hit I am not sure if that has been patched already, but this tactic is essentially a adaptation of the "Fire and Duck" tactic. Crawl up to the turret (it wont shoot you while you crawl), get up and hit it as it emerges from the floor and lay down again before it starts firing. It is possible that this bug has been fixed already, if not the fix is relatively easy: Continue shooting mobs that arnt unconcious (possibly with the limitation that they have to get into a small radius around the turret) As a final note: Some of those tactics outlined here use bugs or oversights. If you use them ingame and get bwoinked as a result, its your own fault. You have been warned.
  20. Indeed a good question. Since the population cycles are relatively predictable, basing it on time/day and the population count (max and players at the end) of the previous round would be possible.
  21. TlDr: Its being tweaked. A bit longer explanation why this PR has been merged in the current state: By the time the PR has been merged it was up since 11 days on github and was awaiting to be merged since 3 days. Noone has voiced any major concerns, messaged me about tagging it as feedback required or tagged it as feedback required. I also forgot that we now have the ability to testmerge PRs more easily now (mostly because there were only 2 PRs that I know of which have been testmerged while I was a dev on Aurora) There are already two PRs which further tweak / adapt telescience: Carmen Miranda's Ghost Bluespace Inhibitors If you have further suggestions how to tweak / change the original PR, feel free to post them below. As it stands, this PR will not be reverted sooner than 2019-01-01
  22. As you can see, a new forum design has been selected. I am still looking for background images. If you have any good ideas and that image can be used / modified without having to pay a license fee (licensed under the CC0 license or a equivalent) then feel free to post a link to it in this topic. It might get added to the selection of background images available. Selecting a different background image: To select a alternative background image, click on the "Change Background Image" button located here if you are on a mobile device: Or here if you are on a device with a larger screen: Selecting a different theme: If you prefer the previous theme, you can also change the theme at the very bottom of the page by clicking on the Theme Button Light Theme If someone has a suggestion for a better light theme feel free to post below aswell
  23. I have to concur with the balance concerns that have been raised in this topic. Some mech weapons are extremely op to be operated without a mech and the increased mobility. An option would be to apply some of the suggested nerfs and only make it rechargeable on those mech chargers. Would definitely be fun to restrict that to humans skrell and maybe unathi.
  24. My plan is to have a design selected by next week.
  25. As mentioned in the topic about the new forum system we are currently looking for a new design. The following designs have been suggested to me: https://www.ipsfocus.com/themes/titan/ https://www.ipsfocus.com/themes/brave/ Please discuss the options below and feel free to provide suggestions for other designs. You can find some designs here: https://invisioncommunity.com/files/category/162-themes/?sortby=file_views&sortdirection=desc Or by using your google skills and searching for IPB Themes
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