What is next for /tg/station 13?
- Helios
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What is next for /tg/station 13?
What direction would you like to see the game development go in?
What interests you most? New game modes, new jobs, an expansion of existing antags with more tator and nuke ops items?
What interests you most? New game modes, new jobs, an expansion of existing antags with more tator and nuke ops items?
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Re: What is next for /tg/station 13?
I want them to bring back old bread sprite
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- wesoda25
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Re: What is next for /tg/station 13?
Id really like to see melee combat reworked, swings and stabs and shit that hit people in a certain path+ direction of your click
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Re: What is next for /tg/station 13?
hydrodynamics
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- elyina
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Re: What is next for /tg/station 13?
I've always wanted this, melee combat in ss13 requires more precision than using a gun which is just weird.wesoda25 wrote:Id really like to see melee combat reworked, swings and stabs and shit that hit people in a certain path+ direction of your click
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Re: What is next for /tg/station 13?
I feel like a bit more medical content than just "surgery" or "reviving people" would be neat
having people come in for more than "they're literally dead or barely alive" could be kinda cool
we already have implants and cybernetics but those rarely show up in a shift...
having people come in for more than "they're literally dead or barely alive" could be kinda cool
we already have implants and cybernetics but those rarely show up in a shift...
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Re: What is next for /tg/station 13?
i want this but only because i physically cant click very fast and so just avoid combat entirelywesoda25 wrote:Id really like to see melee combat reworked, swings and stabs and shit that hit people in a certain path+ direction of your click
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- Farquaar
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Re: What is next for /tg/station 13?
This would be phenomenalwesoda25 wrote:Id really like to see melee combat reworked, swings and stabs and shit that hit people in a certain path+ direction of your click
EwBorisvcBorison wrote:I want them to bring back old bread sprite
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- Pandarsenic
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Re: What is next for /tg/station 13?
Making melee combat not suck would be really nice, yeah.
(2:53:35 AM) scaredofshadows: how about head of robutts
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- Capsandi
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Re: What is next for /tg/station 13?
/tg/station 14Helios wrote:What is next for /tg/station 13?
Unless we want to skip to 16, that is also a possibility
Lower your tone with me if your tracked play time doesn't look like this:Timonk wrote:You have clearly never seen his dickWesoda25 wrote:Genuinely think they should be blacklisted.
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- nianjiilical
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Re: What is next for /tg/station 13?
improved side antags
more weird shit
catgirls 2
more weird shit
catgirls 2
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- legoscape
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Re: What is next for /tg/station 13?
Asteroid Mining with more bosses and hostile mobs and new rare minerals?
- sinfulbliss
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Re: What is next for /tg/station 13?
More silly things that have enough substance to be turned into gimmicks, both for antags or for just players in general. More nonmuderous options for traitors. More incentive to interact/speak with crew to do your job. A complete overhaul of experisci (building 4 toilets and chairs to scan for an experiment is pretty lame). A more noob-friendly SM. A more noob-friendly medical. Veteran coders want to keep the SM and medical hard, or make it even more complex, because they believe it's easy once you learn it. They're right. Except nothing about this game is easy for a new player, and making things harder just makes it even more inaccessible than it already is (and it's already super inaccessible).
The issue with departmental interaction is that, currently, people join departments in order to benefit themselves. You do xenobio so you can get stabilized light pinks and adamantine armor. You do toxins so you can get maxcaps and stealth armor. You do chem so you can get anti-stun drugs and passive heals. You do viro so you can get a passive heal virus. Etc. People powergame, not because they're selfish, but because the content lends itself to that. We need more stuff like: eigenstasium, silver extracts, metal h2, boomerangbatong, etc.... Stuff that's fun enough to be worth making despite not garnering any direct powerful benefit. And more importantly, stuff that isn't walled behind 45 minutes of boring activities like scanning chairs.
As far as combat goes: more combat options. There is nothing wrong with the baton. The problem is there is only the baton. There is nothing wrong with the 357 and makarov. The problem is there is only the 357 and the makarov. More variety in melee and ranged weaponry would be extremely helpful. Currently there is a fake variety, at least in sec: pepperspray, bola, baton, flash, flashbang, etc. But the baton outclasses all of these by far. Now I'm not necessarily saying pepperspray should be made at the level of the baton, or that flashes should be buffed. I'm just saying it would be good for the game if there were more weapons or combat options that are on-par with the current options. It would give depth to combat and make it more sophisticated.
One last point without making this a massive wall: less round-ending grief. It's currently too common, IMO, that the station be completely depressurized and everyone die to atmosphere. It's too common that the station gets filled with plasma and everyone becomes husked. Better alerts for medical when someone is in crit/dead. Why shouldn't suit sensors alert paramedics when the person is dying/dead in maint? A half competent murderer can remove the suit and remove you from the round. The overall point is: make it easier for players to get back into the round instead of having to watch as a ghost. Currently if you die without being able to crawl to medical, you're most likely just gonna stay dead. And even worse, all your organs will rot so there's even less hope. But that's back to the point about medical being too difficult. If the average flow of dead greatly outpaces the average flow of revived, it means there is a problem, either with medical or with the station's susceptibility to grief. (Note: I'm talking about the average. Of course some rounds a murderboner will just kill everyone and no one gets revived. That's fine. But I'm speaking of the set of all rounds, take 500 rounds for instance).
Just my 2c.
The issue with departmental interaction is that, currently, people join departments in order to benefit themselves. You do xenobio so you can get stabilized light pinks and adamantine armor. You do toxins so you can get maxcaps and stealth armor. You do chem so you can get anti-stun drugs and passive heals. You do viro so you can get a passive heal virus. Etc. People powergame, not because they're selfish, but because the content lends itself to that. We need more stuff like: eigenstasium, silver extracts, metal h2, boomerangbatong, etc.... Stuff that's fun enough to be worth making despite not garnering any direct powerful benefit. And more importantly, stuff that isn't walled behind 45 minutes of boring activities like scanning chairs.
As far as combat goes: more combat options. There is nothing wrong with the baton. The problem is there is only the baton. There is nothing wrong with the 357 and makarov. The problem is there is only the 357 and the makarov. More variety in melee and ranged weaponry would be extremely helpful. Currently there is a fake variety, at least in sec: pepperspray, bola, baton, flash, flashbang, etc. But the baton outclasses all of these by far. Now I'm not necessarily saying pepperspray should be made at the level of the baton, or that flashes should be buffed. I'm just saying it would be good for the game if there were more weapons or combat options that are on-par with the current options. It would give depth to combat and make it more sophisticated.
One last point without making this a massive wall: less round-ending grief. It's currently too common, IMO, that the station be completely depressurized and everyone die to atmosphere. It's too common that the station gets filled with plasma and everyone becomes husked. Better alerts for medical when someone is in crit/dead. Why shouldn't suit sensors alert paramedics when the person is dying/dead in maint? A half competent murderer can remove the suit and remove you from the round. The overall point is: make it easier for players to get back into the round instead of having to watch as a ghost. Currently if you die without being able to crawl to medical, you're most likely just gonna stay dead. And even worse, all your organs will rot so there's even less hope. But that's back to the point about medical being too difficult. If the average flow of dead greatly outpaces the average flow of revived, it means there is a problem, either with medical or with the station's susceptibility to grief. (Note: I'm talking about the average. Of course some rounds a murderboner will just kill everyone and no one gets revived. That's fine. But I'm speaking of the set of all rounds, take 500 rounds for instance).
Just my 2c.
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- Pandarsenic
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Re: What is next for /tg/station 13?
basednianjiilical wrote:improved side antags
more weird shit
catgirls 2
Is supermatter that noob-unfriendly? Getting it to base functionality is pretty easy. Wrench the canisters down where they already are, max all the pumps exactly as they are, turn on the filters as they are.sinfulbliss wrote: supermatter
Apparently, collectors don't need or benefit from extra plasma in the tanks anymore? So you can just slap that shit in as-is?
Configuring the air alarm is the only part that isn't immediately handled by "just turn everything on and leave it as it is"
It's just stuff like "all right everyone, we're harvesting pluoxium for hyper-efficient internals today" that gets difficult.
(Though I might have been in this too long to be viewing this properly from the perspective of someone new to engineering)
(2:53:35 AM) scaredofshadows: how about head of robutts
I once wrote a guide to fixing telecomms woohoo
I once wrote a guide to fixing telecomms woohoo
- BONERMASTER
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Re: What is next for /tg/station 13?
melee combat upgrade, erotic roleplay
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- SuperNovaa41
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Re: What is next for /tg/station 13?
Last edited by SuperNovaa41 on Sat Aug 21, 2021 11:54 pm, edited 1 time in total.
- Jonathan Gupta
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Re: What is next for /tg/station 13?
kekSuperNovaa41 wrote:A shutdown
- Pandarsenic
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Re: What is next for /tg/station 13?
It has occurred to me, looking at the wizard thread, that it could be kind of cool to have more antags that have loud vs quiet options, like the equivalent of war ops.
(2:53:35 AM) scaredofshadows: how about head of robutts
I once wrote a guide to fixing telecomms woohoo
I once wrote a guide to fixing telecomms woohoo
- Jonathan Gupta
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Re: What is next for /tg/station 13?
This post is a 20/20Pandarsenic wrote:It has occurred to me, looking at the wizard thread, that it could be kind of cool to have more antags that have loud vs quiet options, like the equivalent of war ops.
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