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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. There are a few things in this topic that I should address: [mention]Neinbox[/mention] The issue you mentioned is very old (4+ months) therefore I do not consider it relevant anymore. If there are current issues, please bring them up. [mention]DRagO[/mention] This issue has also been resolved. You pinged Burger with a meme shortly after he has been pinged with the same meme and told the person that previously pinged them to cut it out. [mention]BurgerBB[/mention] You mentioned that you do not take suggestions and that you do not want to do things that you are not motivated to do. As a developer there is generally the expectation to equally split your PRs between personal projects, suggestions/assigned projects and bugfixes. You will definitely get projects assigned to you as a developer. And there will be the expectation to work on those projects in a timely manner.
  2. That is a very nobel idea, however it is not going to work out that way. The revs know that security will work often enough with command and therefore they are prime targets for either conversion or removal via announcement. If you want to go through with this idea, then you have to prevent security and heads of staff from being converted to the rev side. Atm you can convert all non-loyalty implanted heads of staff as well as security.
  3. Most issues raised are solvable with sufficient effort. However I do not see the need for a ghost thunderdome. Mainly for the reason that we already have quite a few observer roles and that this might direct people away from playing as their characters into the thunderdome. The main "action" of the server should occur on the station and not in the form of ghost roles.
  4. That statement can not be made this way, as the probability for this gamemode to occur in the secret rotation depend on the probabilities set in the configuration file. These probabilities can be tweaked by the administration (specifically the headmins) Even the opposite can be true as this PR adds the ability to better better set the chance for a malfunctioning AI to occur (as the malfunctioning AI is no longer mixed into the traitor gamemode)
  5. Correct, the Ai will not become a traitor in the traitor gamemode. The new gamemode will be added to the secret rotation, therefore enabling a gamemode where both traitors and a malf AI exist Corruption There is no other difference. It is just Malf + Traitors.
  6. PR is up here: https://github.com/Aurorastation/Aurora.3/pull/5456 Feedback Topic is here: https://forums.aurorastation.org/viewtopic.php?f=21&p=107529#p107529
  7. A traitor Ai sucks. It has the same laws as a malfunctioning Ai, but none of the abilities. Once it gets found out, all it can do is bolt the airlocks to its core and delay the inevitable. For that reason I have created the following PR: https://github.com/Aurorastation/Aurora.3/pull/5456 This prevents AIs from becoming traitors and adds a new gamemode that combines traitors and malfunctioning AI. I hope that this will lead to some more creative antaging for both the malfunctioning AI and the traitors in that round
  8. Moving this to completed projects
  9. That has been merged and is live
  10. Thank you for your interest in the position. However we are currently not working on a new map and (at the moment) do not see the need to increase our mapping team for NBT. If that changes we will make a public announcement. Until then feel free to continue providing mapping changes as a contributor.
  11. Sorry for the delayed answer. Currently we are not looking for additional mappers. If you wish you can always make mapping changes as contributor which is highly encouraged before applying for a staff position. We will make a public announcement on our discord if we are looking for additional mappers.
  12. Moved this to projects since there is a PR for it.
  13. That is not a policy suggestion but a code suggestion.
  14. You could always set up power by connecting to the surface / main level grid. All you need to do is dig a hole. But yeah. I can see why that is added.
  15. One of the arguments was that the "insta-stun removes the rp, because it puts people out of the fight with no effort at all" with a few simmilar ones. The issue is, that if you want to remove insta-stun mechanics, you cant just remove those that put you as a antag at a disadvantage. You also have to remove those that are used by the antags, as the exact same arguments apply that were used to warrant the removal of the insta-stun mechanics of flashes and a few chemicals. Yes, abductions will become more difficult and you might have to resort to alternative tactics to abduct someone. But it is by far not a gamebreaker. The parapen will still knock you out, it just wont be instantly. And if you (as a traitor) are concerned about them screaming on the radio and giving away your position, then you can utilize a radio jammer or just point a gun at them. Even the way tg does it would be an improvement over the current system. (Also note that if we do it like tg did it, then they wont be able to scream over the radio) /tg/station's Sleepy Pen: No injection message. Instant: Stamina loss. 17 Second Mute. 5 second delay: 19 second confusion. 19 second dizziness. 10 second delay: 20 second sleep.
  16. If you want to remove instant-stuns it has to go both ways. Therefore I am not opposed to that change.
  17. BYOND key: Character names of all involved: A.I.M. - Merchant Obelisk - Heister RibRibs - Heister Apekara - Heister Tamp - Heister Documentation of the event, Link to post/Screenshot in game. If multiple screenshots please compose an album: It was a nice and uneventful day on the Aurora. As usual the engineers set up their engine. The medics prepared their department for incoming patients And a merchant announced that they are about to dock with the station. Then, there is a radiocall, unheard by the crew: "Knock Knock, Open up Fuckers" It seems, that unseen by the crew, a boarding party has emerged from the shadows of the astroid. Just as they are about to enter via the merchant airlock another announcement is being made: "Docking now!" With these two words, the merchant sealed the fate of the boarding party and took them out in one strike. The automatic implant. Does its duty and announces the death of "Tamp". The merchant. Shocked and speechless at the sight of 4 squashed organics. The crew. Confused. Unsure who died. Noone knew who "Tamp" is. Finally. After minutes of confusion the merchant speaks up: Security, Medical and Engineering arrive to survey the damage and see if there is anything that can be resuced. But there is not. Just a few gibs and weapons. Have you read the application rules?: Yes Have you made sure this incident didn't result in administrative action? Yes, no person was punished for that incident. Why does this moment deserve a spot in the Hall Of Fame?: There is a snowball-chance-in-hell that the merchant and the raiders are going to use the same airlock at the same time. But it happened. Are you certain we are all laughing together are not shaming someone?: Yes, absolutely. Noone was to blame for the incident and it was good fun all around. The merchant even managed to lift a stealth suit for himself. Final thoughts/anything you want to add ?: -
  18. Gotta vote for dismissal here. There are quite a few legitimate reasons why the AI has to operate external airlocks. if the AI is tampering with the departures airlocks and you believe it is unreasonable to do so then ahelp and it will be dealt with.
  19. Glad you finally got around to that. Jarvi is one of those IPCs that definitely deserve a command position.
  20. Trial starting on 2018-10-07
  21. Afaik a few changes for the atmos tech / engine tech are already in progress.
  22. There are a few things mixed together. Giving ERT more power and the ability to charge heads of staff with neglect of duty for being called is a very bad idea. Regarding removing the players ability to call ERT: As outlined by coalf usually ERT is called if security is dead or inoperational due to other means. Therefore removing the ability to directly call ERT would not help, as should be granted in those circumstances. The issue with "severely reducing" the equipment available to ERT is that our current antags have been buffed in a way that even ERT can have a hard time against most of our antags and that ERT has been used quite often as a reason that we need to buff certain antags. (One example are those cult EMPs that only effect non-cult members; amongst many other things) If the capabilities of the ERT would be reduced severely we would have to take a good look at the current antag abilities. Then there are also the other usages of a ERT. Sometimes a ERT isnt needed because of the firepower, but because a small group of antags is constantly poping up in multiples placed throughout the station, keeping the station at a code red, as a confirmed threat is still present. Calling a ERT is used to tell the antags to either wrap it up and leave or face the ERT and therefore providing a end to prolonged rounds. I see a few ways to change the ERT: * When swiping for a ERT a reason has to be specified. * The actual activation of the ERT is delayed by a few minutes, giving available staff time to stop a ERT if they deem it not required. * If the round went on for less than two hours or there is still a large number of security officers active, then the ERT is delayed by 15 to 20 minutes (before ghosts even get the option to sign up as ERT); Alternatively just use the number of total deaths. These changes together will force the present heads of staff to provide a actual reason why a ERT is needed and allow staff to cancel the call if they deem that the ERT is not needed. They will also allow the antags to prepare for a ERT (if the round is still relatively "new").
  23. I dont really see the need to add the "full coverage for all major religions". We have quite a few items ingame already that are not too specific and can be used however the chaplain or shaman likes.
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