
Arrow768
Head Admins / Devs-
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Everything posted by Arrow768
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Each species we have has certain advantages and disadvantages. And different species is more or less suitable for certain play-styles. As a IPC, it is much harder to play an offensive and highly visible antagonist than it is with a Unathi. But if you choose to play offensively as a IPC, then you have to accept the obvious choice that security is going to get the ion rifle. The alternative to this is quite simple. Alter your playstyle. Choose a stealthier and more subtle approach that will not give away who the antagonist is. For example by utilizing bombs in strategic locations or bio-weapons or explosive implants to force others to do your bidding. Or you could just remove the single ion rifle from the armory As mentioned by [mention]Itanimulli[/mention] the ion rifle has a very wide variety of other uses than to take down IPCs. It would be unreasonable to remove the ion rifle from the armory when there is a very wide range of situations where the usage of the ion rifle is applicable. Since we have another suggestion that aims to rework the interactions of IPC with the ion rifle, I am voting on dismissal here.
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Had a brief talk with [mention]Senpai Jackboot[/mention] about that suggestion. I believe [mention]BurgerBB[/mention] ´s implementation idea is pretty solid (if expanded a bit): All home-system specific items are added to the custom loadout (possibly a specific category). The loadout system is expanded to allow restrictions based on the home system. The loadout system is expanded to allow to specify if multiple restrictions should apply with a AND or a OR condition (i.e. if you need to be of the correct species and be from the correct home system or only one of those) If a player changes the home system of their char (or when a new char is created) the proper items for the home-system are selected. (Possibly with a item flag to mark them a default item for a home system / species. If a char spawns there is (obviously) a check to see if the char still has the correct home-system for the specific item
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This has effectively been implemented. Moving to completed projects.
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Over the course of a few months multiple clothing options have been added to the loadout. The large majority of those loadout options is something that the average person wears or brings to their workplace. However, at a certain point you have to ask yourself: "when is it to much" ? For me that point was reached, when we added yet another cloak with a questionable description to a department that already has a very wide array of loadout options. The question is, would you bring a piece of clothing to your indoor-workplace that is designed to protect you from the effects of the elements and wear it constantly while inside of the station ? Usually, the answer is no. It would get pretty warm pretty fast, especially if you have to perform exhausting tasks. Considering that we have a very large number of loadout options (~200+ after a very rough estimate) some of which can even be further customized I decided (after a quick discussion with Skull) to go the simple way of just removing them from the loadout, instead of developing a system that takes into account the body temperature, insulation of the suit and environmental temperature to calculate if the body temperature of a person should be increased and a stamina penality / increased hydration loss should occur. https://github.com/Aurorastation/Aurora.3/pull/5504
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[Resolved] Staff Complaint - CakeIsOssim
Arrow768 replied to KingOfThePing's topic in Staff Complaints Archive
I just discovered a issue with the stats I sent KingOfThePing: I forgot that xenoarch is a alt-title of scientist. Currently alt-titles are not logged in the db and therefore I can not pull stats about them. -
Yup, I would appreciate more tea varieties
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Not sure what you are bumping that for. Its one day old and you havnt even posted the sprites
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Implemented here: https://github.com/Aurorastation/Aurora.3/pull/3295
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Voting for dismissal. A alternative way to track a cargo order is available (via a laptop that can be purchased) or any modular computer console. It is very unlikely that someone is going to touch PDA-Code to add this feature.
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This has been answered by Synno already and is stone old. Moving to the archive
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Moving this to the archive as it has been answered / implemented.
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Binning as FT declared the initial post invalid
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I do not see the purpose of that, as you only get the ID from the autodresser after you enter the shuttle. You would have to enter the shuttle to get an id card, then exit the shuttle to use the id card to get some cash and then get on the shuttle again. By the time you have done that you can already go to the station and use an atm there.
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Adding IAC clothing options in the custom loadout!
Arrow768 replied to KingOfThePing's topic in Completed Projects
PR has been merged. Will be live with the next devmerge. Moving to completed projects -
Add species-specific gloves to the traitor toolbox
Arrow768 replied to DronzTheWolf's topic in Discontinued Projects
[mention]Juani2400[/mention] is going to work on that -
Moved to completed
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Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5420
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I have the echo what Juani mentioned. Cargo doesnt have a lot to do as is. I hoped that by adding the supply program to the modular computers in the departments that would change a bit, but sadly that wasnt really the case.
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Simple Elevator Door Balance Changes + Door Shocking Tweaks
Arrow768 replied to BurgerBB's topic in Discontinued Projects
I have two concerns about this: Nothing prevents the AI from just clicking at all the elevator doors at roundstart to hack into them and gain access over it so it can instantly control them afterwards. So this seems a bit like a band-aid fix. Tieing electrifying to the ai control wire on the APC is a very far fetch. You can already cut power to the environment (or was it equipment) on the APC and the doors are all powered down (and no longer electrified) But as long as the door has power and the AI has control over the door, there should be nothing to prevent the AI from electrifying the door, since the electrification status is controlled by the door and not the APC. -
I gotta break that up into two points: Shutting down via the console: I am pretty sure that you can not detonate / lockdown malf borgs via the console (simmilar to traitor borgs) Restricting access to robotics: Command is probably going to try and shut down their access to the robotics lab, but this is not really an issue as the AI has the ability to reset borgs therefore not requiring the robotics lab.
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Hm, that might actually be worth a try. But only with the change that the combat module becomes available after the AI has been announced as the culprit. (Up until that point nothing right out tells the crew that the AI is the responsible party)
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My biggest concern here is, that the application of this weapons requires no effort at all and has the potential to take someone out of the round / convert them to the other team with no chance of them themselves being able to do something against it or prevent it in any way. All you have to do is run up to someone and inject them, which is, depending on the application method (hypo/syringe), almost instantly. In addition, this chemical already exists and can be acquired by a ai (or more accurately its borgs) that is creative enough in a limited quantity. For these reasons I am voting for dismissal.