
Arrow768
Head Admins / Devs-
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Everything posted by Arrow768
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The issue is not that you vote for it. The issue is to vote for it to just troll those that actually want to play and the round then fails to start. It is a waste of time for everyone involved. As I said. If you vote for a gamemode, then you should ready up for that round and commit to playing that gamemode. Voting for a gamemode (especially crossfire) and then un-readying to observe is just saying: "I wanna see the crew get screwed up, but I dont want to get screwed up myself. Enjoy the round fuckers". And that is the essence of trolling. If it happens that you voted but realized that it´s too late to play then someone might talk to you about it. If that behavior happens regularly additional actions might (and should) be taken. (Because you should be able to look at a clock and see if you are still around in clock_time+2h) (it also enabled us to pull stats and see if we have people that regularly vote for a specific round type and then not ready up for it)
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The solution to that could be as simple as a log message that just lists those that voted for a round type, but didn't ready up if that round type has been selected. Admins can then bwoink the relevant players. If you didn't vote for it, then you are (imho) not obliged to ready up for it. But if you vote for a round type, you better ready up unless you want to be stamped off as a troll. (And dealt with accordingly)
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As pointed out by Ron, issues should be posted on the github repo. Therefore closing this
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[2 Dismissal] Remove Loyalty implants [Binned: 29/04/2018]
Arrow768 replied to JMJ_99's topic in Rejected Policy
As mentioned by some of the previous posters this looks like its mostly a issue with bad rev announcements. If someone makes a stupid rev announcement. Ahelp it and it will be voided. Yes as LId person you are expected to carry out the orders from and to prioritize the company over your own personal feelings. Why else would the captain nuke the station which would lead to his certain death if he can just call the emergency shuttle instead. (Despite there being the possibility that central might get overrun by whatever caused the situation in the first place) I generally do not see the LI as a issue, but bad play from the antags that force the LI´d persons into extremely unplausible situations (Which has already been addressed via the policy suggestion of reverting bad announcements) Or is there another aspect I dont see ? -
[mention]Synnono[/mention] could we get a automated ccia notice for that ?
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I like the idea of antag tokens, but the implementation needs to be fleshed out a bit more. I had the following ideas for tweaking that suggestion: Antag tokens are awarded once per day, if the player played a round during that day. (That would be optional and would need a fallback to the no token method if there is noone with tokens available) The antag assignment algorithm is changed to prefer those with more antag tokens -> would allow players that only roll antag from time to time to get a slot. All tokens are removed if you roll antag At the round end, you get a percentage of tokens restored that equals those that voted positively for your gimmick. If less than 25% of the server voted on your gimmick, you get 50% of the tokens restored
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Imho that would be powercreep. As you said, they can be ordered from cargo.
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I´m only going to address this here: To so so I have pulled some stats from the last 100 rounds played. Out of 100 rounds, we had 11 rounds where there was no warden, no hos and no captain. Now, keep in mind that in the absence of a captain, the remaining members of command can perform captain level actions. That means if there is no captain and no HoS, you can go to any head of staff on the station and with a majority command decision they may issue warrants at their discretion. That reduces the number of rounds where there is no one available who can fill out a warrant to 4 out of 100. There is however a flaw with the way the stats are gathered as they only see if that role was present during the round. No matter if they joined initially, after 10 minutes or after 2 hours.
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I consider the Issue with the ERT Commander addressed and resolved. However using CCIA for visitor positions or station inspections has the following problems: It removes the options from the players to play in a position that is not always available and effectively restricts that position to staff members. Asking if someone is willing to play as a vip visitor in deadchat, spawning them near the admin shuttle equipping them and asking them to come up with a backstory only takes a few minutes. A few minutes that are well worth the time because it gives someone the chance to play as something thats not normally available. Not doing that is just laziness and leads to elitism amongst staffers. If you use CCIA for "station inspections", then you are effectively saying that command on the station is so incompetent, that a CCIA Agent needs to personally head there and investigate the situation. No, its not normal for CCIA to make "station inspections" because we have another role who´s job is exactly that and that can be played by any player: Internal Affairs. If you wish to perform a station inspection, then just play that role. If that role is already filled with two IA Agents, then send them a fax to carry out the investigation. As it stands, joining as a CCIA Agent to inspect the station for your own enjoyment and without any specific IC Reason just sais: "Hey Look. I am important and I need to show it"
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I did not mean to turn CCIA into a whitelist, But it very much feels like CCIA is becoming jet another role to unlock, as they take on more and more IC responsibilities. The thing that concerns me is that out of laziness a staff member is spawned in instead of just asking in dsay if someone wants to do it. Being a VIP is not a role that needs to be restricted to staff members. There is a huge difference between the duty officer at central and ccia inspecting the station. One thing carries 0 ic involvement. The other one strongly suggests that someone screwed up very hard if centcom has to send a agent to inspect the station. If you wish to inspect a department you can already do so. Just play a IA Agent. Again, if you wish to play a VIP visitor that is not a problem, but do not use your position as staff for that. What I wish to come out of that policy suggestion is a clear set of guidelines that outline what a CCIA Agent can do and what not. The same thing for the ERT commander. And I am sure that if we have a need for a ready to use vip visitor role, lore can come up with one and than we can implement that as a preset to spawn in.
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That is exactly the issue. You already view CCIA as a whitelist to unlock. They are not. They are a staff position meant to investigate IC reports filed and address IC issues that come up during rounds if you contact central command (i.e. indirectly steer the round) But they are by no means meant to directly control the outcome of a round or involve themselfs in it. It would be simmilar to devs using bluespace techs to goof around because it "might be a enjoyable experience". You will see a dev use a BST in two situations: If a bug/issue needs to be investigated On the Centcom Z-Level
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I have noticed a recent trend where CCIA tries to involve themselves more and more in the affairs of the ongoing rounds. The addition of the ERT Commander was meant to be a way for them to brief the ERT Teams. However in reality it is being used to command a ERT Team on the station and make tactical decisions regarding the ongoing situations. In round bTO-b14r a CCIA Agent was aboard the station to "inspect medical". When asked why that is needed, they responded that it was "due to the recent changes to the department". Given that this was a merc round I find that highly inappropriate as this puts yet another high value target on the station that has to be protected. CCIA becoming more and more involved in IC matters just leads to them becoming "yet another whitelist" to unlock. I am very heavily opposed to CCIA Agents being used outside of investigations. The same thing goes for the Commander. If we wanted to have a IC Role to lead the ERT Team from the Odin and make tactical decisions for the L/Tpr, then we would have added the role for everyone (or as a command whitelist option) I can see how there is a usecase during the initial briefing and possibly if there is a emergency that requires a intervention (i.e. when ERT tries to depose command for no reason)
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Combat borgs are exactly that. A middleman option. If I still think that security can deal with the threat if they get additional gear or support. ERT is a worst case scenario. I am saying that I do not have a way to handle the threat with the assets at my disposal. And ERT does not have the mobility that I need to combat these highly mobile antags. That is why the combat borgs need to stay until one of the options I previously mentioned is implemented.
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Limit auto-traitor slots based on population rather than round duration.
Arrow768 replied to Scheveningen's topic in Archive
The thing that happens is that while the number of traitors is limited by the population. As soon as someone dies, the slot opens up again and another traitor can be assigned. -
There have already been changes to the psych area in the current update.
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Unmap the nurse outfits from the medical closets.
Arrow768 replied to Scheveningen's topic in Completed Projects
Implemented with the april update https://github.com/Aurorastation/Aurora.3/pull/4520 -
Xander Raised a valid point. A bit of balance should be added to the auto-traitor assignment algorithm. Recently there has been a round where 4 out of 6 traitors were within security. I dont belive that this was due to noone else readying up, but rather a issue with our selection algorithm. However that is something for another suggestion.
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Character Complaint - Kato Zane/K0NFL1QT
Arrow768 replied to tbear13's topic in Complaints Boards Archive
I was playing one of the officers in that round. I am not sure what you mean by "the report against the warden", but if you mean the incident in the RD office, than that happened after the mech incident and long after you ran to grab the ion rifle. Regarding "I could not turst them, because I do not know them", well as a Head of Staff you generally should assume competency until proven otherwise. Even if you dont know them, you should still be able to trust them to carry out their duties. We only moved to robotics, because the AI requested for us to move there. I have not seen a single attempt from you to communicate with us or coordinate us. A Officer suggested that some of us move to maint to flank them. A Officer requested engineering over to deal with the door that was welded. We received more information from the announcements than we did from you. Now onto the notion that "The only weapon capable of handling the mech is the ion rifle". That is wrong. Cargo can produce or ship in quite a few weapons that are effective against a mech. Some of them even EMP weapons. Therefore it wouldn't matter if a officer lost "the only ion rifle" as replacements can be ordered. Its not just your communication that´s called into question here, its your whole approach to handle the incident: You decided to grab the ion rifle for yourself and chase after the mech without trying to communicate with your officers. Which ended in robotics with your removing the powercell of the mech your were chasing. All that while leaving your officers in the dark to what is going on and without attempting to order gear from cargo to deal with the threat. -
Regarding the difficult to acquire ion gear and that there is no easy counter to them: Combat Borgs are primarily used against the following Antags: Mercs Heisters Cult (sometimes) Ninja / Wizard if they choose to teleport in, attack and teleport out. Mercs get two ion rifles: Heisters get one aswell: Cultists get the EMP Runes/Papers/Talismans For the Ninja and the Wizards its a bit more difficult but there are still quite a few options: EMP Grenades, be it from the uplink or from cargo Haywire shells from cargo (especially for the traitors) And finally: Blowing them via the console in the RDs Office, the console on the bridge or by building a console using the board from secure tech storage. (Requires a ID with access or a emag) Or just build a new upload computer and add a new law, and now you have got them on your side. As explained in my last posts: Without them command doesnt have the ability to force the antags to make a move / end the round in a timely manner if it is dragging on since a while. (Otherweise we are going to be stuck on code red for a very long time if we have a ninja / wizard / heisters that are a issue, but not a issue severe enough to warrant a emergency shuttle or emergency response team) Therefore I am voting for dismissal on the suggestion to remove them. They can be changed or replaced, but then a proper replacement would need to be suggested and sprited (coding them is the smaller issue) Edit: Yes the ion rifles are bulky, but you need to pack for what you want to combat, I would be willing to code a smaller version if someone provides the sprites. Edit 2: The usage of combat borgs against threats that do not need them / can be reasonably handled by security is a administration issue and should be ahelped. It is not something that we need to enforce via code.
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The point brought up with ERT is somewhat doublesided. Yes, it brings in new characters. But usually those are the people that just got killed by the antags. So they have a very high motivation to stomp them into the ground. But thats a discussion for another topic. Yes, the borgs are meant to be a force multiplier. When shit is fucked up, but not fucked up enough for a ERT. The thing to keep in mind here, is that code red is for a confirmed threat. That also includes a ninja that is teleporting around an escaping from security and attacking personel. Or a team of heisters, keep coming back over and over again, but always jump away in the shuttle before security can get to them. These situations dont warrant a ERT or a Emergency Shuttle Call, since those are not emergencies. But you need something to escalate the situation and either force them to step up their game aswell, force a retreat or take them out. All of these options are round enders. And that is the purpose of these borgs. And yes, all the antags I just mentioned have access to EMP weapons. The heisters get a ion rifle And the ninja can steal the one from the armory or order in emp grenades via cargo. (Yes that would require them to abduct someone and take their ID).
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I completely support the nominations of [mention]Azande[/mention] and [mention]Scheveningen[/mention]
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Yes, I can confirm that our plans include the ability to allow the community to create their own game modes.