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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. A normal frag grenade has 100 Shrapnels A borg emits a random number between 50 and 100 Shrapnels A borg shrapnel causes 5 damage instead of 15 damage A borg shrapnel projectile loses a shrapnel each tile instead of every 2 tiles with a frag grenade. A borg explosion has a light damage range of 2. Stepping out of that range will cause some ear damage, deafen them and stun them for a bit, but will cause no explosion damage. I have conducted another test with a borg in the middle and the dummies two tiles away from the borg. That is the number of shrapnel embedded into each person: 0 1 0 0 1 0 0 0 2 0 0 0 x 0 0 0 1 0 0 0 0 2 0 0 2 As you can see, only 6 out of 24 persons have caught shrapnel. That is a 75% chance to escape unharmed, if you just walk two tiles away from the borg that said it wants to be blown up and even warned you that it will attempt to do so. That is the screenshot directly after the borg detonation: That is a screenshot one minute after the borg detonation: That is a frag grenade directly after the explosion: There are two different types of warning when a borg is about to blow. The first is the Warning Message that is displayed in the chat. In addition to that two different sounds are played. If a player plays in any game where sound is important, without sound, then noone but the player can be "blamed" for playing without sound. It is their decision, so they have to live with the consequences of not hearing sound. I.e. If you play any game where sound is an important part and you dont hear someone sneaking up on you from behind, you can not ask admins to revive you because you did not have sound on. In addition to that, the borg announced that it wants to be blown up about two minutes prior to the detonation. (Logs should be able to provide the exact time) Once the captain denied that it started spouting company secrets to be blown up. The borg expressed its clear intent to be blown up. And then started leading to conversation towards classified subjects. That alone should have been enough to get a reasonable cautious player away from the borg. So, there are a total of 3 warnings: * The borg announcing that it wants to be blown up * The immediate warning that the self destruct has been activated (wich was most likely played 3 times due to the captain hitting the self destruct 3 times as mentioned by Scheveningen) * And the audio being played. How should the captain know that they were playing wihtout sound ? That could be applied to any situation and could be used to turn any situation into the warning. If someone is not watching the monitor because they are currently typing, well that happens but it is no reason to warn someone else because "they did not give enough time to react". Again, lets say you are attempting to take someone hostage and they run away while you are typing some emotes or a lengthy text on your keyboard. You wont be able to ahelp that the hostage did bad because they ran away in the time you took to write "me aims a gun at whatever and makes a downward notion while saying "Get down on the floor"". This is a game, where you have to pay reasonable attention, especially if you have warning signs that something might happen in advance. Wich were given in that case. This is also the reason why certain players are more robust than others in all games. Some are just faster typers, some have faster reaction speeds, some know the mechancis better, some have a disadvantage for playing without sound. But that happens. And thats normal. Regarding the notion to have it taken to robotics and have its radio disabled. How long does it take the captain to come over to robotics and unlock the borg for the scientist to remove the radio (since there was no roboticist if I remember correctly) ? 3 minutes at least. How long does it take the borg to say "You are all sitting at a nuke in the vault that captains have the authority to blow up!" 30 seconds if they are a slow typer. So yes, time was of the essence. In addition, if the captain announced that he was going to blow up the borg, it would have given the borg enough time to spout the secrets about the nuke in the vault. While the warning would be nice, I can totally see why it has not been issued in this case. Finally: As shown above a frag grenade is in no way comparable to a borg explosion. And it does not make a verbal announcement like: "WARNING: A frag grenade explosion has been triggered. Please leave the area within 5 seconds".
  2. Alright, so I made a few tests with a borg and human testsubjects. The distance between the testsubjects and the borg was altered during the tests. I found out, that if you start walking away once you notice the warning announcement, you have a good chance of escaping unharmed or with light injuries with no shrapnel embedded. After 6 detonations with a distance of 5 tiles between the borg and the testsubjects, shrapnel only embedded twice. If you run away and manage to go around a corner, you will not be injured at all If you just run away in a straight line and get the maximum distance between you and the borg before detonation, there is also a very high chance that you are not injured at all. So, if a reasonable effort is made (start walking / running when the warning message is displayed) by players to escape a borgs detonation, then they can do so with little to no injury.
  3. I played the AI that round. The reason for not unlocking bit was quite simple, due to client crashes when changing z-levels I spent quite a lot of time reconnecting and just did not notice the order to unlock Bit. Keep in mind, that the detonation of a borg is by no means instant. The borg self destruct gives you 5 seconds with two very distinct sounds being played as well as a verbal announcement: WARNING: Self-destruct initiated. Unit [src] will self destruct in five seconds. 5 seconds is usually more than enough time to get away from a locked down cyborg and out of robotics to safety. If I would have been the captain and a cyborg would disclose company secrets I would detonate it aswell. The question "What is more dangerous: Crew members that might possibly be cought in the blast or Company Secrets being disclosed to the crew" is answered easily: "A bell can not be ungrung" where as medical can treat injures by crew members that are cought in the blast. Also take into account the LI of the captain. It ensures they uphold the interests of the company, not the crew. (Which are in that case two entirely different things)
  4. It is a very interesting idea for the AI to have a physical form that can move around. But a Malf AI that can move its core around on its own is a huge balance change.
  5. I saw them as a interim HoS twice now. Would be happy to see them as full HoS
  6. I also think that we should let former issues rest. Since they came back, I had some interactions with them and I liked it. I think that they are fit for a Head of Staff role. So its also a +1 from me
  7. Something I recently witnessed was a cyborg removing all the modifications a drone made to departures, because it "didn't have the required paperwork". On one hand side, they are lawed to "improve" the station to the best of their abilities. On the other hand side we dont give them stuff needed to actually be able to improve areas without breaking the regulations. (CE / Captain permission needed for public areas; Permission from departmental staff needed for departmental areas)
  8. I couldnt have said it better myself. Atmos is about improving stuff and changing around things. Right now that capabilities have been severely limited.
  9. I have no hard feelings either way, But if implemented, there could be a advanced hypospray with no injection delay for the cmo and a normal hypospray for the doctors with a injection delay. Only thing really missing to implement that are the sprites for the advanced hypospray
  10. Hm, if [mention]Azande[/mention] agrees we can change that suggestion to adding a qm-style head for the kitchen area. They would be in charge of the kitchen, botany and bar. Otherwise we should keep on the topic of the original suggestion
  11. Hm. We already have that with chef and cook
  12. Hm, at work people are supposed to have their ID card visible at all times. But its not enforced, so there are only very few people who actually have their ID Card visible. They need to have it on person tough, because they need that id to clock in and out and to get through the access control system.
  13. Afaik you can set your movement speed with a ingame verb. The higher the speed, the higher the slip chance ? (i.e. Speed-in-% - 50% = Slip chance)
  14. Had a quick chat with [mention]MoondancerPony[/mention] They are going to work on it and I´ll help out if there are any problems. Moving this to projects then
  15. There is a pull request that opts to change the chapel. https://github.com/Aurorastation/Aurora.3/pull/2739
  16. Chada has brought up some very interesting points. The main question being: "How do you turn this into a fun and interesting concept that will be played by players beyond the initial "this is new"-hype" Being able to pick up and carry a item while powering it, seems a bit lacking. The upgrades would be interesting, and could make this very useful. But the dependence on research for all of them is not a good idea. Maybe throw in one or two at the start or allow the borg to pick one or two after the module is selected. You also write: "You can mount... for you to..." Does that mean that the borg is unable to mount items on its own ?
  17. Pretty much every mechanic has a counter mechanic. How would you counter a merc being tackled by a passer-by unathi janitor ? The idea is hopefully not to shoot every person coming closer than 2m to prevent being tackled. Because if there is no reliable way to counter tackling, it will lead to that. Also imho tackling just by setting the intent something else than help and running feels a bit too easy. All it would take with that implementation is you standing in the hallway on harm intent and with walk mode on. If implemented it needs take into account the duration sprinted, so you have to sprint for a bit before being able to tackle someone. (Unless there is some other option to make it not that easy) While interesting, I feel that if implemented as above it will lead to more combat meta and more valid hunters. It should come hand in hand with a long range nerf for certain species, because otherwise it might change combat balance quite a bit due to it giving specific races a major advantage.
  18. Until now we do not have a single mechanic that is tied to the skills set.
  19. Cleaning up the mess after ERT has been called
  20. While Adolph can be a asset he is also a source of trouble and very close to disobeying orders more often than not. The fact that Adolph is also a roboticist and used this knowledge to build combat mechs and then used said mechs to valid antags is not really helping the case. Another issue that I have with Adolph is that he usually leaves the brig and involves himself in various situations around the station. He feels more like a officer with armory access than a warden at times. But having said that he can, sometimes, be competent and is can be a valuable member of security. I havnt really seen any of your other chars and I would be willing to bet that you have played them less than 10 rounds total (all of them together) Please show us, that you can play a character that is not your warden. Someone who is not causing as much trouble as your warden. Until then -1
  21. I am quite sure that you can not use laptops to call / recall the emergency shuttle. Correct me if wrong, because then this will be fixed as they are not intended to be able to.
  22. I dont think mercs can even dock at arrivals. Correct me if wrong.
  23. That sounds like a very nice idea
  24. Now I know what that discord PM was about. Anyway. Always open for pull requests to the WI
  25. Over the weekend I am saw quite a few very interesting merc + heist rounds. Then back on Monday we had the usual merc round: Bomb Tcoms Teleport to the bridge and steal the disk Bomb Security Red + ERT Kill everyone they run into while trying to avoid ERT So I definitely prefer the new mixed modes if there is proper oversight so that the power given is not abused but rather used to do something interesting with it.
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