How do we make ss13 more immersive?

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How do we make ss13 more immersive?

Postby paprika » Thu Oct 02, 2014 6:44 am #32872

I know you faggots love roleplaying. You love immersing yourself in the cold metal box of ss13. You love filling out paperwork to get paint buckets to make all the floor tiles in the chapel pink and holding ceremonies to summon Purple Giants.

How do we make the game (or at least the /tg/ station servers) more immersive or encourage roleplay? How do we encourage the kinds of scenarios that yielded the HUGE greentext stories we used to have (and still do to a minor extent on /vg/)?

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Re: How do we make ss13 more immersive?

Postby Mat13295 » Thu Oct 02, 2014 7:33 am #32881

Add features that encourage RP like permanent record keeping like med records, employment records, sec records etc instead of just being something you can fuck with for people to go "Hurr hurr 150 yr old with faggititus"

E: Bay actually just added some neat little character setup options like Citizenship, religion, Solar system that would also work.
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Re: How do we make ss13 more immersive?

Postby kosmos » Thu Oct 02, 2014 7:55 am #32885

The game could be much more immersive through higher quality visual and audio ambience.

Different lightning color ambience in different departments. For example different color temperatures, Medbay having high color temp (blueish and very bright) and maint tunnels having very low (reddish and dark), Singularity glowing purple light and Gravity Generator glowing green light etc.

And higher quality ambient sounds, distinctive to different departments as well.

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Re: How do we make ss13 more immersive?

Postby Reimoo » Fri Oct 03, 2014 8:37 am #33171

kosmos wrote:The game could be much more immersive through higher quality visual and audio ambience.

Different lightning color ambience in different departments. For example different color temperatures, Medbay having high color temp (blueish and very bright) and maint tunnels having very low (reddish and dark), Singularity glowing purple light and Gravity Generator glowing green light etc.

And higher quality ambient sounds, distinctive to different departments as well.


Pretty much this.

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Re: How do we make ss13 more immersive?

Postby rosello » Sun Oct 05, 2014 6:53 pm #33872

Adding flavour text on examining characters would go a long way. Permanent medical/security records would be cool too.
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Re: How do we make ss13 more immersive?

Postby Lovecraft » Sun Oct 05, 2014 7:09 pm #33878

Has Medical been worked with so it's in depth or can everyone just waltz in and patch themselves up still?
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Re: How do we make ss13 more immersive?

Postby Hellafied » Tue Oct 07, 2014 4:12 pm #34494

rosello wrote:Adding flavour text on examining characters would go a long way. Permanent medical/security records would be cool too.

Yes
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Re: How do we make ss13 more immersive?

Postby Spacemanspark » Tue Oct 07, 2014 5:04 pm #34508

Hellafied wrote:
rosello wrote:Adding flavour text on examining characters would go a long way. Permanent medical/security records would be cool too.

Yes
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Re: How do we make ss13 more immersive?

Postby vonharden » Tue Oct 07, 2014 11:49 pm #34610

i did not read your post but i think it would be great if there was more restricted vision, i.e. not being able to see anything behind you and maybe your direct sides.
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Re: How do we make ss13 more immersive?

Postby Stickymayhem » Wed Oct 08, 2014 12:01 am #34614

Oculus Rift.
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Re: How do we make ss13 more immersive?

Postby paprika » Wed Oct 08, 2014 12:12 am #34617

vonharden wrote:i did not read your post but i think it would be great if there was more restricted vision, i.e. not being able to see anything behind you and maybe your direct sides.

I'd like to try this out for a little while and see what it does for the gameplay.
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Re: How do we make ss13 more immersive?

Postby Antonkr » Wed Oct 22, 2014 5:21 pm #38096

Better ambient sounds for fires as well as station damage.
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Re: How do we make ss13 more immersive?

Postby Ezel » Wed Oct 22, 2014 9:30 pm #38141

Violaceus wrote:
paprika wrote:
vonharden wrote:i did not read your post but i think it would be great if there was more restricted vision, i.e. not being able to see anything behind you and maybe your direct sides.

I'd like to try this out for a little while and see what it does for the gameplay.

me also


Also: glass should block hearing
while wearing gasmask your voice should be something like "Hhhgrello blgfwherhe is hrflcapgrain?"


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Re: How do we make ss13 more immersive?

Postby peoplearestrange » Thu Oct 23, 2014 2:36 pm #38260

Antonkr wrote:Better ambient sounds for fires as well as station damage.


I'd actually really like to hear this happen.
Whatever
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Re: How do we make ss13 more immersive?

Postby MMMiracles » Thu Oct 23, 2014 7:41 pm #38326

Bay has this real nice yellow lighting that comes off plasma fires, really bright. Makes stuff like hall fires or burn chambers look a lot cooler and makes sense, seeing how plasma can burn hot enough in a chamber to might as well be compressed sun-in-a-can.
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Re: How do we make ss13 more immersive?

Postby Maccus » Sat Oct 25, 2014 3:44 am #38585

Vaccinate everyone as a child so they can get the autism required to be fully immersed in SS13.
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Re: How do we make ss13 more immersive?

Postby Septavius » Sat Oct 25, 2014 3:46 am #38586

ambient lighting, yo

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Re: How do we make ss13 more immersive?

Postby Kot » Mon Nov 10, 2014 6:33 pm #42438

ERP verbs.
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Re: How do we make ss13 more immersive?

Postby Kuraudo » Mon Nov 10, 2014 10:19 pm #42508

Implement a money and salary system. So you can corrupt people, and do shit to earn €€€/$$$

Salary gets transfered on your account every hour or so. Your Credit Card is your ID.
The amount of your salary is set by default and linked to your job. Lowest wage is assistant, highest is the Captain.
The HoP and the Captain can change the crew's salaries.

You'll have to pay for the items in the vending machines, except if the machine is hacked, or code red is in effect (Easier to fight the blobs)
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Re: How do we make ss13 more immersive?

Postby dezzmont » Mon Nov 10, 2014 11:30 pm #42546

Three words: Oculus rift support.

No but seriously add more interdepartmental interaction. Too much content is contained entirely within a department and that is really unhealthy for the station and causes people to sit on their ass playing with subsystems or going out looking for trouble.

A needs system like in The Ship would work with a station re-design. Make sure all of the needs can be met in an automated way and that you don't have to travel too far to meet them but do need to go to a hub of some sort to do so.

Neither of these features will happen because players despise them, despite the fact that they result in outcomes that players enjoy.

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Re: How do we make ss13 more immersive?

Postby CSPAN » Mon Nov 10, 2014 11:44 pm #42549

Kuraudo wrote:Implement a money and salary system. So you can corrupt people, and do shit to earn €€€/$$$

Salary gets transfered on your account every hour or so. Your Credit Card is your ID.
The amount of your salary is set by default and linked to your job. Lowest wage is assistant, highest is the Captain.
The HoP and the Captain can change the crew's salaries.

You'll have to pay for the items in the vending machines, except if the machine is hacked, or code red is in effect (Easier to fight the blobs)


I would really enjoy a system like this, especially if it was fairly complex and lead to many hijinks.
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Re: How do we make ss13 more immersive?

Postby Ikarrus » Tue Nov 11, 2014 2:08 am #42579

VOIP
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Re: How do we make ss13 more immersive?

Postby Scones » Thu Nov 13, 2014 4:50 pm #43187

A removal of tense/serious moments being ruined by some ear-rape 16-bit midi track that someone thinks is "suiting".

On a more serious note, there should be some incentive for Security actually prosecuting and holding trial, rather than searching someone's bag and mumbling "Mmm yeah perma". I think properly done trials can be really fun, especially as roles relevant to them, such as the Detective or Lawyer (The latter of which has a good chance of being shafted all round because most HoS' don't want to waste time - They have quotas to meet.)
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Re: How do we make ss13 more immersive?

Postby fleure » Thu Nov 13, 2014 4:53 pm #43189

Cecily wrote:A removal of tense/serious moments being ruined by some ear-rape 16-bit midi track that someone thinks is "suiting".


You can turn admin MIDIs off, unless you do at least like more atmospheric choices of music.
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Re: How do we make ss13 more immersive?

Postby Steelpoint » Thu Nov 13, 2014 4:57 pm #43191

Cecily wrote:A removal of tense/serious moments being ruined by some ear-rape 16-bit midi track that someone thinks is "suiting".

On a more serious note, there should be some incentive for Security actually prosecuting and holding trial, rather than searching someone's bag and mumbling "Mmm yeah perma". I think properly done trials can be really fun, especially as roles relevant to them, such as the Detective or Lawyer (The latter of which has a good chance of being shafted all round because most HoS' don't want to waste time - They have quotas to meet.)


The problem is the absolute vast majority of criminal cases have no room for interpretation. There's no ambiguity or doubt on who committed the crime nor is Security held to a Government/Corporation standard to hold criminal or civil trials. One can make the assumption that a trial is held for the suspect once they reach central command. When someone is arrested they are either thrown in jail or released.

In addition, the amount of time effort it takes to hold a trial means a standard trial for one person can take up to half an hour or so. Maybe if there was a set trial procedure in place to streamline it then trials might be more attractive, since right now its all made up on the spot, usually by the Captain. Not to mention that for every Security Officer or the Head of Security that is preoccupied with the trial, that's less boots on the ground keeping things secure. In almost every trial I've ever been a apart of a antagonist has done something very bad while most of Security was preoccupied with the trial.
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Re: How do we make ss13 more immersive?

Postby Scones » Thu Nov 13, 2014 5:02 pm #43194

Steelpoint wrote:The problem is the absolute vast majority of criminal cases have no room for interpretation. There's no ambiguity or doubt on who committed the crime nor is Security held to a Government/Corporation standard to hold criminal or civil trials. One can make the assumption that a trial is held for the suspect once they reach central command. When someone is arrested they are either thrown in jail or released.

In addition, the amount of time effort it takes to hold a trial means a standard trial for one person can take up to half an hour or so. Maybe if there was a set trial procedure in place to streamline it then trials might be more attractive, since right now its all made up on the spot, usually by the Captain. Not to mention that for every Security Officer or the Head of Security that is preoccupied with the trial, that's less boots on the ground keeping things secure. In almost every trial I've ever been a apart of a antagonist has done something very bad while most of Security was preoccupied with the trial.


Very valid points. I think if someone actually took time to write court procedures and a set of scenarios wherein it is appropriate to hold trial, something could come of it. But yes, it is true that the only processing a prisoner can realistically get is a sentencing from the Warden/HoS/Officer bringing them in due to the presence of multiple threats to the station operating at once.
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Re: How do we make ss13 more immersive?

Postby Gun Hog » Mon Nov 17, 2014 10:22 pm #44085

Ikarrus wrote:VOIP

This would be great, give it to heads for announcements (and a robotic voice filter for the AI player). *DING DONG* Attention, everyone, this is your Captain speaking. The word "Comdom" is now a punishable offense. That is all. *DING DONG*.

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Re: How do we make ss13 more immersive?

Postby Ezel » Tue Nov 18, 2014 6:57 pm #44291

Gun Hog wrote:
Ikarrus wrote:VOIP

This would be great, give it to heads for announcements (and a robotic voice filter for the AI player). *DING DONG* Attention, everyone, this is your Captain speaking. The word "Comdom" is now a punishable offense. That is all. *DING DONG*.


Or
DING DONG* aaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassa
aaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassaaaaaaaaaaaaaaaaaassa DING DONG*
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Re: How do we make ss13 more immersive?

Postby Scones » Wed Nov 19, 2014 12:49 am #44398

Violaceus wrote:That would be funny to hear voices of players.

Or non-english players, like me.


It would be pretty funny but I think everyone would grow a little hoarse from screaming 'GET THE FUCK OUT OF MY WORKPLACE' to every chucklefuck who breaks a window or two so he can hump the protolathe/particle accelerator/permabrig doors/cryo units/cargo console
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Re: How do we make ss13 more immersive?

Postby Preamble » Wed Dec 03, 2014 4:09 pm #47926

If you die ingame you have to commit suicide in real life too.

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Re: How do we make ss13 more immersive?

Postby Ricotez » Thu Dec 04, 2014 1:42 am #48032

Cecily wrote:
Steelpoint wrote:The problem is the absolute vast majority of criminal cases have no room for interpretation. There's no ambiguity or doubt on who committed the crime nor is Security held to a Government/Corporation standard to hold criminal or civil trials. One can make the assumption that a trial is held for the suspect once they reach central command. When someone is arrested they are either thrown in jail or released.

In addition, the amount of time effort it takes to hold a trial means a standard trial for one person can take up to half an hour or so. Maybe if there was a set trial procedure in place to streamline it then trials might be more attractive, since right now its all made up on the spot, usually by the Captain. Not to mention that for every Security Officer or the Head of Security that is preoccupied with the trial, that's less boots on the ground keeping things secure. In almost every trial I've ever been a apart of a antagonist has done something very bad while most of Security was preoccupied with the trial.


Very valid points. I think if someone actually took time to write court procedures and a set of scenarios wherein it is appropriate to hold trial, something could come of it. But yes, it is true that the only processing a prisoner can realistically get is a sentencing from the Warden/HoS/Officer bringing them in due to the presence of multiple threats to the station operating at once.
I can't help but feel bad for the people who play Lawyer, considering they can't do their job the vast majority of the time.


You are actually supposed to hold a trial before you can carry out a capital punishment, and that includes permabrigging.

To be honest I think we would significantly increase the number of trials held if lawyers and HoSes had the ability to loudly exclaim OBJECTION!
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Re: How do we make ss13 more immersive?

Postby Hornygranny » Thu Dec 04, 2014 2:03 am #48036

Ricotez wrote:You are actually supposed to hold a trial before you can carry out a capital punishment, and that includes permabrigging.

not in the rules

topic: more sounds, more user feedback from doing stuff
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Re: How do we make ss13 more immersive?

Postby Ikarrus » Thu Dec 04, 2014 3:02 am #48050

Hornygranny wrote:more sounds

This is very important actually.

They say that sound is half the experience in films. And I'm sure many of you can think of some examples of other films and games where it was essentially carrying the rest of the media, or alternatively, shitty sound design ruining an otherwise excellent experience.

Having higher quality sounds, and more of them, will definitely further the goal of making the game more immersive.

And it doesn't require any coding experience whatsoever.
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