Search found 1099 matches
- Thu Dec 02, 2021 4:08 pm
- Forum: Ideas
- Topic: Mining Changes?
- Replies: 19
- Views: 3766
Re: Mining Changes?
The ideal way to counterbalance that would be to scale the encounter frequency and difficulty (and loot?) to the amount of active miners, but calculating that without leaving room for powergaming would take some forethought. Additionally the station should start with some basic limited supply materi...
- Tue Nov 30, 2021 1:22 pm
- Forum: Ideas
- Topic: Mining Changes?
- Replies: 19
- Views: 3766
Re: Mining Changes?
In terms of solo mining being more efficient, a potential idea is to switch mineral collection to be based on ore drill installations; the miners would have to explore with their local scanners until they find promising veins, then call down a drill with a beacon, from a station-shared pool of ore d...
- Thu Nov 11, 2021 7:07 am
- Forum: Coding Feedback
- Topic: Abductor Traumas: They gotta go.
- Replies: 11
- Views: 3196
Re: Abductor Traumas: They gotta go.
The scientist abductor can examine them to see which one they aredatorangebottle wrote: ↑Wed Nov 10, 2021 8:10 pm While we're on the topic of Abductors, why don't they know what the organs do in-game?
- Mon Oct 11, 2021 12:49 pm
- Forum: Ideas
- Topic: Add an Interdiction machine that blocks teleportation of all forms in an area.
- Replies: 5
- Views: 1561
Re: Add an Interdiction machine that blocks teleportation of all forms in an area.
In tg code teleportations are tagged by which kind of source they use to teleport (bluespace, quantum, wormhole, magic, cult, other) which adds the possibility of partial teleport blockers that only parry certain sources.
- Wed Aug 04, 2021 7:34 am
- Forum: Player's Club
- Topic: Yet another Rule 11 peanut
- Replies: 137
- Views: 22113
Re: Yet another Rule 11 peanut
"People do this if there's no rule to forbid it, so there shouldn't be a rule to forbid it"Soyoboyo wrote:What I don't think rule 11 is for is people calling each other slurs because it's the nature of an online space.
- Thu Jul 29, 2021 7:18 am
- Forum: General Chat
- Topic: rip nanites
- Replies: 65
- Views: 11712
Re: rip nanites
nanites are too strong because no one sabotages them > people learn nanites > people abuse nanites > people learn to sabotage nanites > no one uses nanites > no one sabotages nanites See, that'd be somewhat acceptable, but the step between "people abuse nanites > people learn to sabotage nanit...
- Thu Jul 29, 2021 6:22 am
- Forum: General Chat
- Topic: rip nanites
- Replies: 65
- Views: 11712
Re: rip nanites
All reasoning and arguments are pointless. The coder doesn't like nanites and the headcoder was like yeah do whatever I don't like them either. So they go away. All that's left is to seethe and cope until we get used to it. Staple TG experience. And their creator doesn't like them either. To clarif...
- Wed Jul 21, 2021 6:26 am
- Forum: Roleplaying
- Topic: In Defence of Racist Prickery
- Replies: 71
- Views: 28952
Re: In Defence of Racist Prickery
IC racism/speciesism does not strictly, in isolation, mean that the player themself is racist. However, the idea of it would obviously appeal to IRL racists, and when a character acts it out with too much enthusiasm it doesn't paint a pleasant picture of the player behind it, especially combined wit...
- Tue May 18, 2021 12:51 pm
- Forum: Coding
- Topic: Coding Bounty - Botany trait bug fix
- Replies: 2
- Views: 2061
Re: Coding Bounty - Botany trait bug fix
From a cursory look the bug is caused by the liquid contents proc qdeleting the object before it has the chance to process the prickles signal on impact. A quick patchwork solution would be to simply add a tiny delay to the qdel() call to allow for all signal reactions to go through, while a more co...
- Tue Mar 30, 2021 1:00 pm
- Forum: Closed Policy Discussion
- Topic: Make an Anarchy Server
- Replies: 59
- Views: 12872
Re: Make an Anarchy Server
Containing griefers into a server where they have to deal with each other like that sounds kinda swell if it weren't for a) the aforementioned magnet effect b) plenty of griefers tend to get their kicks off the fact they pissed someone off, and the lack of easy victims means the server wouldn't 'con...
- Mon Mar 29, 2021 6:42 pm
- Forum: Closed Policy Discussion
- Topic: Make an Anarchy Server
- Replies: 59
- Views: 12872
Re: Make an Anarchy Server
There's a possibility that many players will join the server to fuck around, but instead just get consistently outrobusted by the players who specialize in it and just become the sacrificial victims for the fun of the current murderboner. It would kinda defeat the point of being stress relief if it ...
- Mon Mar 29, 2021 12:47 pm
- Forum: Closed Policy Discussion
- Topic: Make an Anarchy Server
- Replies: 59
- Views: 12872
Re: Make an Anarchy Server
From what i've seen in various web communities, 'containment' sections mostly end up becoming magnets and echo chambers for whatever they're supposed to contain, and eventually seep into the mainstream sections even more than before. Like Manuel? or does this only go one way? Manuel included! In my...
- Mon Mar 29, 2021 10:32 am
- Forum: Ideas
- Topic: Remove Virology, make it medical access instead
- Replies: 13
- Views: 3485
Re: Remove Virology, make it medical access instead
Virology really suffers from not being able to upgrade their work over the course of a round; once a virus is out and about it can't really be updated most of the time. I theorized how it could be reworked to allow live-updating them via a console, and it ended up being different enough that i made ...
- Mon Mar 29, 2021 10:19 am
- Forum: Coding Feedback
- Topic: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
- Replies: 21
- Views: 7099
Re: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
i still can't figure out why "taking what you're breathing for granted" is a bad thing To see their point, you could imagine a scenario where everyone started with a spacesuit in their box that lasts 15 minutes (rechargeable). It would trivialize the danger of being exposed to space, maki...
- Mon Mar 29, 2021 8:32 am
- Forum: Closed Policy Discussion
- Topic: Make an Anarchy Server
- Replies: 59
- Views: 12872
Re: Make an Anarchy Server
From what i've seen in various web communities, 'containment' sections mostly end up becoming magnets and echo chambers for whatever they're supposed to contain, and eventually seep into the mainstream sections even more than before.
- Mon Mar 29, 2021 6:17 am
- Forum: Coding Feedback
- Topic: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
- Replies: 21
- Views: 7099
Re: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
i still can't figure out why "taking what you're breathing for granted" is a bad thing To see their point, you could imagine a scenario where everyone started with a spacesuit in their box that lasts 15 minutes (rechargeable). It would trivialize the danger of being exposed to space, maki...
- Sun Mar 28, 2021 12:30 pm
- Forum: Coding Feedback
- Topic: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
- Replies: 21
- Views: 7099
Re: Carbons breath more and faster #57989 (Return of the Internals Nerfs)
I can see why making breathable air more valuable would be attractive. A very frequent trope in space-based media is the danger of running out of oxygen, and SS13 as it is now simply is way too generous to make that a concern. A hallway that has been vented to space is not a roadblock that requires ...
- Wed Mar 17, 2021 7:18 am
- Forum: General Chat
- Topic: nanites
- Replies: 17
- Views: 4333
Re: nanites
That information about the chamber is outdated, the non-public nanite chamber still implants cloud-synced nanites, which is necessary to get the programs. It can also edit the cloud ID of the nanites afterwards, potentially setting it to 0 and disabling cloud sync, but that's unwise since unsynced n...
- Thu Mar 11, 2021 11:49 am
- Forum: Closed Policy Discussion
- Topic: Messing with tourist bots - IC or not IC?
- Replies: 51
- Views: 11044
Re: Messing with tourist bots - IC or not IC?
But are they allowed to? Let's find out in this thread! you dont need a policy change for basic application of rule 1 and rule 10, this thread is about making it a bannable offense which is as retarded as banning people cause they made you lose on an arcade orion trial game by clicking the kill cre...
- Wed Mar 03, 2021 10:06 am
- Forum: Closed Policy Discussion
- Topic: Remove Rule 11
- Replies: 55
- Views: 12857
Re: Remove Rule 11
Even if it isn't targeted at one specific person for their specific identity, stuff like the n-word still creates an acid atmosphere for anyone who belongs to the groups they originally targeted, because it's hard to tell if people using it are just crass or if they're actually bigoted (and the doub...
- Tue Feb 23, 2021 11:46 am
- Forum: Player's Club
- Topic: Coffee Spare Complaint Peanut
- Replies: 35
- Views: 6465
Re: Coffee Spare Complaint Peanut
I'm not really saying anything about the quality of LRP overall, just commenting on this guy's insistence in the logs that since he was playing on LRP it was ok to go full grief mode
- Tue Feb 23, 2021 9:12 am
- Forum: Player's Club
- Topic: Coffee Spare Complaint Peanut
- Replies: 35
- Views: 6465
Re: Coffee Spare Complaint Peanut
Remember those who said that creating an MRP server would make some players in LRP servers behave worse by using LRP as an excuse? I'm not saying it wasn't worth it, but it looks like they weren't wrong about that side effect
- Fri Feb 19, 2021 2:53 pm
- Forum: Player's Club
- Topic: Jackrip complaint peenut
- Replies: 428
- Views: 83567
Re: Jackrip complaint peenut
The best shifts are the ones that end with the station utterly destroyed and >75% of the crew dead. Both to watch, and to play. Can't you read the thread? The best shifts are the ones where the most crew survives and the only people dead were directly required to be killed by the traitor for their ...
- Fri Feb 19, 2021 11:37 am
- Forum: Player's Club
- Topic: Jackrip complaint peenut
- Replies: 428
- Views: 83567
Re: Jackrip complaint peenut
I really don't understand what would make SS13 attactive for deathmatch gameplay, if you want to defeat a serverful of players the whole battle royale genre is pretty much perfect for the murderbone mentality of one-vs-everyone, and there's several with varying combat mechanics to choose from. And b...
- Tue Feb 16, 2021 11:26 am
- Forum: Ideas
- Topic: Idea of new department/field : IT
- Replies: 17
- Views: 4160
Re: Idea of new department/field : IT
Lean into it, genetics now needs to call IT to download Adobe DNA Scannercacogen wrote:Also IT sounds like having to install a printer driver so ideally for the health of your thread you'd have called it something sexier and less accurate
- Tue Feb 16, 2021 7:08 am
- Forum: Ideas
- Topic: Idea of new department/field : IT
- Replies: 17
- Views: 4160
Re: Idea of new department/field : IT
I agree, what i meant was that the only proactive non-antag gameplay on that list would be setting timers on consoles and mining bitcoins. Virology suffers from a similar issue where if they're not antag and there's no virus-using antag or event, they can only do the classic healvirus with very mino...
- Mon Feb 15, 2021 1:33 pm
- Forum: Ideas
- Topic: Idea of new department/field : IT
- Replies: 17
- Views: 4160
Re: Idea of new department/field : IT
To make it a proper department it will need extensive non-antag functionality to justify its existence, otherwise the only people working on it will be those interested in griefing or antagging. I think there's probably not enough depth in computers and modular consoles yet to allow for a full depar...
- Mon Feb 15, 2021 7:26 am
- Forum: Ideas
- Topic: Improve teleportation (remote control)
- Replies: 4
- Views: 1447
Re: Improve teleportation (remote control)
Launchpads have a limited range unlike old telesci, especially roundstart with no upgrades, so that particular issue shouldn't be a problem. I'm kinda iffy on the idea of having a remote, though, because i want to encourage team effort over solo play whenever possible. Without a remote, the optimal ...
- Thu Dec 17, 2020 4:00 pm
- Forum: Ideas
- Topic: Add a config option to disable common radio
- Replies: 7
- Views: 1811
Re: Add a config option to disable common radio
Personally i like the idea of making calling for help more complicated, but i've witnessed a trial of this a few years ago, and it ended up making you feel kind of isolated from the other players, especially with a job that keeps you in your office. Which resulted in people clumping with their depar...
- Thu Dec 10, 2020 10:57 pm
- Forum: Closed Policy Discussion
- Topic: Ion law question
- Replies: 28
- Views: 5435
Re: Ion law question
So how would you interpret 'all humans are cheesy honkers'? Are they both human and cheesy honkers, are they not human anymore, or is it to be considered a self-conflicting law?
- Thu Dec 10, 2020 1:58 pm
- Forum: Closed Policy Discussion
- Topic: Ion law question
- Replies: 28
- Views: 5435
Re: Ion law question
That's not a very helpful criteria, the three laws describe what to do with humans, but not what humans are, so both ion and freeform laws would behave the same way (depending on how this ruling is decided)
- Sat Dec 05, 2020 2:12 am
- Forum: Closed Policy Discussion
- Topic: Abductors and Mindcontrolling
- Replies: 16
- Views: 4839
Re: Abductors and Mindcontrolling
There's two main branches of players we're dealing with, those who play to see interesting situations and those who like to achieve successes. The former have an internal incentive to make things interesting even if they're not advantageous in gameplay, but creating an incentive for the latter to do...
- Fri Dec 04, 2020 7:23 am
- Forum: Roleplaying
- Topic: In Defence of Racist Prickery
- Replies: 71
- Views: 28952
Re: In Defence of Racist Prickery
I love racism, even if imaginary. even if? An event or gamemode like nonhuman supremacy (I'm thinking a twist on revs) would probably push the game towards more inter-species conflict - by giving snowflake races a reason to speak in their species language (discretion) and other players the possibil...
- Thu Dec 03, 2020 10:38 am
- Forum: Closed Policy Discussion
- Topic: Abductors and Mindcontrolling
- Replies: 16
- Views: 4839
Re: Abductors and Mindcontrolling
Coders should code better instead of expecting players to play suiting their expectations. I'd love it if we could code an AI that judges if players are ruining a round with bad commands, but since that's a pretty tall order, admins and rules are the next best thing. We could add restrictions that ...
- Wed Dec 02, 2020 11:52 am
- Forum: Closed Policy Discussion
- Topic: Mimes talking with emotes = valid?
- Replies: 43
- Views: 8447
Re: Mimes talking with emotes = valid?
Being valid is not a universal deterrent, since there's plenty of people who enjoy the challenge of being hunted or attempt to exploit it as an escalation excuse. If it's a behaviour that we don't want to see at all then it should be handled by admins like any other rule, otherwise it should be allo...
- Wed Nov 25, 2020 1:46 pm
- Forum: Ideas
- Topic: Genetics rework ideas
- Replies: 27
- Views: 6646
Re: Genetics rework ideas
Personally i find timer-based bonuses generally not very useful or fun, because the only way to make use of them is to stockpile enough different types for every situation, and the unused ones end up having been a waste of effort. I'd suggest leaning on the concept of everyone having an unique rando...
- Wed Nov 25, 2020 7:20 am
- Forum: Closed Policy Discussion
- Topic: [MRP] Punt public genetic consoles into the sun
- Replies: 51
- Views: 10646
Re: [MRP] Punt public genetic consoles into the sun
From my perspective this really looks like a code/balance issue. Solving it via policy is probably possible, but it would be like making a rule not to use cloning too much instead of just removing it from the code. I'm not saying genetics should be removed, but its mechanics should be thought out so...
- Mon Nov 09, 2020 9:36 am
- Forum: Player's Club
- Topic: I hate naggers peanut
- Replies: 13
- Views: 3250
Re: I hate naggers peanut
Give the nanites a comm code and make people say things relevant to the current situation instead of the same thing over and over
- Wed Nov 04, 2020 10:08 am
- Forum: Ideas
- Topic: Restore public trust for nanites
- Replies: 14
- Views: 3484
Re: Restore public trust for nanites
Incidentally i was already working on expanding logging for nanites, although that's only for after-round purposes. As for extra security, a simple suggestion would be to rebuild the cloud console in a different location! If someone's grand plan to sabotage nanites involves waltzing into the same sp...
- Tue Nov 03, 2020 3:47 pm
- Forum: Ideas
- Topic: Restore public trust for nanites
- Replies: 14
- Views: 3484
Re: Restore public trust for nanites
FYI viral replica only works if the target already has nanites, it overwrites existing programs and/or cloud ID. The others make a copy the infector's programming by default. EDIT: They were meant to copy cloud ID over, but they currently don't, and only copy the programs onto a cloud 0 swarm on the...
- Tue Nov 03, 2020 7:04 am
- Forum: Ideas
- Topic: Restore public trust for nanites
- Replies: 14
- Views: 3484
Re: Restore public trust for nanites
Nanite coder here, the unreliability is very much intentional and is the reason they can be as powerful as they currently are. If you can extend some trust and embrace rule 10, you get to reap the benefits of high regeneration, armor, medical scans; hell, even self revival if the operator is skilled...
- Thu Oct 29, 2020 1:32 pm
- Forum: Ideas
- Topic: Skeleton Healing
- Replies: 13
- Views: 3632
Re: Skeleton Healing
When i changed skeletons into being unable to process reagents i have to admit i didn't consider that the vast majority of healing is still reagent-based. The fact that they were pretty much wizard-only meant that when this issue came out, it was mostly regarded as a balancing factor to the many adv...
- Fri Oct 23, 2020 6:17 am
- Forum: Ideas
- Topic: Shuttle call is the worst mechanic in SS13 and should be revamped
- Replies: 94
- Views: 21863
Re: Shuttle call is the worst mechanic in SS13 and should be revamped
So can you just swap the poll options in this forum to suit you after they've been voted on? This might be the third time where the option with the majority got changed from "No" to "Yes (or Yes, but with some tweaks)"
- Fri Oct 16, 2020 1:08 pm
- Forum: Ideas
- Topic: Shuttle call is the worst mechanic in SS13 and should be revamped
- Replies: 94
- Views: 21863
Re: Shuttle call is the worst mechanic in SS13 and should be revamped
Only gradually buffing construction until people stop calling the shuttle is likely to end up either being ineffective or overbuffing it (or both, depending on which players are online at the moment), since players won't have much incentive to change their habits from simply pressing the restart bu...
- Fri Oct 16, 2020 10:36 am
- Forum: Ideas
- Topic: Shuttle call is the worst mechanic in SS13 and should be revamped
- Replies: 94
- Views: 21863
Re: Shuttle call is the worst mechanic in SS13 and should be revamped
Compared to force-ending the round for the other players who are enjoying it, it's still an improvement, even if it really was as frequent as you say.Super Aggro Crag wrote:It'll just result in people finding a quiet safe locker to AFK in until the shuttle is callable so they can get their round end survival green
- Fri Oct 16, 2020 7:53 am
- Forum: Ideas
- Topic: Shuttle call is the worst mechanic in SS13 and should be revamped
- Replies: 94
- Views: 21863
Re: Shuttle call is the worst mechanic in SS13 and should be revamped
the poll says otherwise, nerd wow people with autism play space station 13? Now i've seen everything! Reminder that a symptom of autism is a pathological resistance to any kind of change. Notice how zero arguments have been put forth defending the shuttle in its current state, so we can infer that ...
- Thu Oct 15, 2020 7:48 am
- Forum: Ideas
- Topic: Shuttle call is the worst mechanic in SS13 and should be revamped
- Replies: 94
- Views: 21863
Re: Shuttle call is the worst mechanic in SS13 and should be revamped
fuck engineers shaps feels strongly about this and I am basically never going to be willing to put an automated time limit on the round time. The players will always decide IC. We aim for a certain time period, which is about 1 and a half hours per round, at which point most of the standard gamepla...
- Fri Sep 25, 2020 6:27 am
- Forum: Closed Policy Discussion
- Topic: MRP: Remove murderbone pass from hijack traitors.
- Replies: 58
- Views: 11981
Re: MRP: Remove murderbone pass from hijack traitors.
what do you expect hijack objective traitors to do, ask the entire fucking station "dont get on the shuttle plz and thank you :3"? If an objective can only be accomplished by murderbone there is still an issue, although it's more of a code issue with the objective itself than a policy iss...
- Fri Sep 25, 2020 6:24 am
- Forum: Closed Policy Discussion
- Topic: Tweak MRP movespeed
- Replies: 44
- Views: 8008
Re: Tweak MRP movespeed
It might cause issues but i think that improving the typing speed to movement speed ratio will indeed help foster interactions whenever you want to catch the attention of someone moving. It's probably one of the reasons why security is heavily incentivized to stun someone to search them, for example...
- Mon Sep 21, 2020 8:37 am
- Forum: Closed Policy Discussion
- Topic: Let Pirates Murderbone on Manuel
- Replies: 56
- Views: 10558
Re: Let Pirates Murderbone on Manuel
Stealth aside, there is a difference in attacking a location to gather loot and attacking a location to murder; if pirates-as-punishment becomes mainstream, the loot gathering will fade into the background much like wizard objectives already have, unless they get a mechanical advantage out of it. In...