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Re: Remove the Gulag

Posted: Fri Jun 13, 2014 2:37 pm
by TheTerbs

Bottom post of the previous page:

Lovecraft wrote:Yes
I even remove pens and papers from perma as well as soap
Why should a player be allowed to have fun as an antagonist when I'm Security
Because its video games

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 2:42 pm
by Lo6a4evskiy
Steelpoint wrote:The biggest problem with the Perma Wing as it stands if that it ends someone's round for what may well be several hours.
It's not a problem, it's what it's designed for.

Prison is not a happy place with stuff to do. If you greytide - we end your round. No doing fun stuff for you. Prison shouldn't be desirable, prison should be punishing.

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 2:50 pm
by TheTerbs
Prison is very much so a happy place with fun things to do

If you dont have shit to do in prison people go insane and eat their own shit

In prison we had games to play, cards, tv, books, exercise, and most of all the guards didn't give a shit, they were almost like lifeguards they just sat on their block tower and did nothing

You can end someone's round and give them something mundane to do, isn't putting someone in a room where they get bored and kill themselves a rule 1 violation? I mean this place is much less tolerant to dicks unlike before so Perma should change to suit that

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 2:54 pm
by Steelpoint
Prison is essentially going brain dead, as that is what happens 90% of the time in my experience.

Think of a new Gulag as life after death, your basically dead to the round but you have something to do. Its an improvement.

What I hope to do is essentially create a mini-sandbox for prisoners where they can't escape (Unless they used the Uplink Implant) so it achieves the same effect of execution or permaing.

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 2:58 pm
by Lovecraft
TheTerbs wrote:isn't putting someone in a room where they get bored and kill themselves a rule 1 violation?
Exactly how much thought went into this

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 3:01 pm
by TheTerbs
Steelpoint wrote:Prison is essentially going brain dead, as that is what happens 90% of the time in my experience.

Think of a new Gulag as life after death, your basically dead to the round but you have something to do. Its an improvement.

What I hope to do is essentially create a mini-sandbox for prisoners where they can't escape (Unless they used the Uplink Implant) so it achieves the same effect of execution or permaing.
Exactly, I mean imagine its a 3 hour ling traitor round and you get random checked ten minutes in, under usual circumstances this is buttmad rage because you got caught by sec officer dicknose completely randomly, now with new Perma, you go to the gulag and work in a mine/refinery, legends of a wish granter eminate from the halls, it's littered with blood and corpses an suicide notes, you clear out the bodies and put up some walls, make some new beds and spend that round making yourself at home, when others get sent there you share the legend of the wish granter, the next hour is spent digging the tunnels, returning to smoke and eat, after digging for what feels like eternity you strike it, a bright light blinds you and you have the choice of starting a colony and becoming the gulag czar with ceremonial dress and crown and essentially a geck, or leaving your brothers to escape to a decrepit space station for a hope to make it back, you only get one. Or you dont find anything at all, which you probably won't

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 3:07 pm
by Lo6a4evskiy
Steelpoint wrote:Prison is essentially going brain dead, as that is what happens 90% of the time in my experience.

Think of a new Gulag as life after death, your basically dead to the round but you have something to do. Its an improvement.

What I hope to do is essentially create a mini-sandbox for prisoners where they can't escape (Unless they used the Uplink Implant) so it achieves the same effect of execution or permaing.
Instead of creating something to do for victims of parapen+c4 you want to create something to do for the criminals?

Well that sure as hell makes a lot of sense. Not.
TheTerbs wrote:you get random checked ten minutes in, under usual circumstances this is buttmad rage because you got caught by sec officer dicknose completely randomly
That's absolutely separate problem. It has nothing to do with the prisons. By default, people in prison deserve it. The fact that you may get there because shit happened doesn't mean that we should change it.

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 3:09 pm
by TheTerbs
The problem is that parapen c4 exist

But I mean hey we could just have everyone respawn in the gulag.

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 3:33 pm
by Malkevin
Dude, perma is meant to be game over, its meant to suck.
Stop trying to babby it.

I'd rather we get stuff for ghosts to do, like respawning as a MoMMI

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 3:48 pm
by TheTerbs
Malkevin wrote:Dude, perma is meant to be game over, its meant to suck.
Stop trying to babby it.

I'd rather we get stuff for ghosts to do, like respawning as a MoMMI
Everything else is pretty fucking babbied already, whats so babby about hard labor

Re: Remove the Gulag

Posted: Fri Jun 13, 2014 9:15 pm
by ShizCalev
Why not place new gulag where the old t-com sat is (Z-3)? Not like it's really being used for anything anyway.

Could also purpose the old teleporter there too, that way there's a different method of transporting prisoners rather instead a shuttle. Would also provide a chance of something going horribly wrong, buwhahaha.

Re: Remove the Gulag

Posted: Sat Jun 14, 2014 12:06 am
by ShizCalev
Oh god.

So I had this horrible idea for the most oppressive hellhole of a gulag ever.

https://dl.dropboxusercontent.com/s/7nu ... /gulag.png

A warden/officer would sit on the chair to open the airlocks for a prisoner who's placed on that first conveyor behind a windoor. They would talk to the prisoner, making sure they understand their sentencing, and ask if they had any last requests. If the prisoner gets rowdy, you activate the flashers and send him through via the conveyors. Still fleshing it out more, but I should have a rough version of the whole thing done relatively quickly.


Updating as I progress

Re: Remove the Gulag

Posted: Sat Jun 14, 2014 12:14 am
by Lovecraft
Keep going, Shiz.

Re: Remove the Gulag

Posted: Sat Jun 14, 2014 12:22 am
by Rolan7
Permabrig/gulag is supposed to be punishment for the character, there's no reason it can't be fun for the player.
Well... it shouldn't be *too* fun, or it'll remove the tension of being an antagonist. The current mining camp situation sounds about right.

Re: Remove the Gulag

Posted: Sat Jun 14, 2014 12:41 am
by paprika
Police batons are OP.

Re: Remove the Gulag

Posted: Sat Jun 14, 2014 1:22 am
by ShizCalev
Drat, was hoping nobody would notice, hahaha.

Updated my previous post's WIP. I'm debating over whether to go back to a shuttle based transport or not, mostly because I've been having shit luck when it comes to radiation sickness when using a teleporter.


Edit: Moving my prison sat over to this thread: http://tgstation13.org/phpBB/viewtopic.php?f=11&t=694

Re: Remove the Gulag

Posted: Sun Jun 15, 2014 2:48 pm
by Steelpoint
There is a "Wish Granter" in the map editor and code, however it seems to just give you a whole bunch of Genetic powers, turns you into a "Avatar of the Wish Granter" and gives you the objective to hijack the emergency escape shuttle.

Re: Remove the Gulag

Posted: Sun Jun 15, 2014 6:47 pm
by Malkevin
Can hulks still tk punch people to death through walls via xray, whilst standing in space

Re: Remove the Gulag

Posted: Sun Jun 15, 2014 11:09 pm
by Cipher3
Rolan7 wrote:Permabrig/gulag is supposed to be punishment for the character, there's no reason it can't be fun for the player..
This is what some people here can't seem to get.

"Oh you're an antag, you got antag. I'm a sec, I can't get antag. I'm now going to leave you dead in a room bucklecuffed with nothing to do for the rest of the round."

Really, bucklecuffing? What do you think I'm going to do to escape without help anyways?

Really with execution you seem to be acknowledging them far more than bucklecuffing someone in perma and ignoring them forever. I mean, I really really tried the first few times I got in perma to actually do something minorly interesting. Being a ghost is far more entertaining, especially with bucklecuffs.
Lovecraft wrote:Yes
I even remove pens and papers from perma as well as soap
Removing paper is actually not even powergamey, it's just stupid.
Lovecraft wrote:Why should a player be allowed to have fun as an antagonist when I'm Security
"Oh you're an antag, you got antag. I'm a sec, I can't get antag. I'm now going to leave you dead in a room bucklecuffed with nothing to do for the rest of the round."

"I chose a role that couldn't get fun stuff so I'm going to punish you for getting the chance to do fun stuff and actually trying it out."

People wonder why antags do boring or easy things.


Just to reiterate again, what you literally just said is you're going to intentionally remove as much chance of fun from my round because you chose Security officer.
TheTerbs wrote:shitcurity
Da Rulez - Rule 1 wrote:We’re all here to have a good time. If you’re intentionally trying to ruin everyone else’s good time, you won’t have a place here.
Back on topic:

Is perma supposed to be super fun? No, Rolan has a point, you can't have a paradise in there. But a renovated gulag is something to do, someplace to be nasty, someplace for yet another small opportunity to roleplay.

Re: Remove the Gulag

Posted: Sun Jun 15, 2014 11:29 pm
by Malkevin
Cipher3 wrote:
Rolan7 wrote:Permabrig/gulag is supposed to be punishment for the character, there's no reason it can't be fun for the player..
This is what some people here can't seem to get.

"Oh you're an antag, you got antag. I'm a sec, I can't get antag. I'm now going to leave you dead in a room bucklecuffed with nothing to do for the rest of the round."

Really, bucklecuffing? What do you think I'm going to do to escape without help anyways?

Really with execution you seem to be acknowledging them far more than bucklecuffing someone in perma and ignoring them forever. I mean, I really really tried the first few times I got in perma to actually do something minorly interesting. Being a ghost is far more entertaining, especially with bucklecuffs.
You would have a good point if there wasn't a suicide>succumb and ghost commands.

And sec doesn't execute people because its not worth the hassle of dealing with the admins... or worse - the AI.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 12:10 am
by TheTerbs
my favorite thing on earth is when i would get a perma buddy and he would kill himself as soon as he got there

yeah fun

so fun

also: license plate maker

11 character limit spaces allowed

relic of the old age

so they can print out like 50 plates and put "fuk u sec" everywhere

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 2:19 am
by Cipher3
Malkevin wrote:
Cipher3 wrote:
Rolan7 wrote:Permabrig/gulag is supposed to be punishment for the character, there's no reason it can't be fun for the player..
This is what some people here can't seem to get.

"Oh you're an antag, you got antag. I'm a sec, I can't get antag. I'm now going to leave you dead in a room bucklecuffed with nothing to do for the rest of the round."

Really, bucklecuffing? What do you think I'm going to do to escape without help anyways?

Really with execution you seem to be acknowledging them far more than bucklecuffing someone in perma and ignoring them forever. I mean, I really really tried the first few times I got in perma to actually do something minorly interesting. Being a ghost is far more entertaining, especially with bucklecuffs.
You would have a good point if there wasn't a suicide>succumb and ghost commands.

And sec doesn't execute people because its not worth the hassle of dealing with the admins... or worse - the AI.
I'm certainly not denying the suicide and ghost commands. But perma right now is effectively the same as execution without any of the red tape for Security - you're still removing them from the round and any chance of them doing anything at all without extenuating circumstances. So they have an easy way to get around the restrictions because nobody's going to sit around for half an hour to an hour and hope.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 6:26 am
by Lo6a4evskiy
People don't seem to have much trouble getting others out of the round as antags, but when security does it, it's suddenly not okay?

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 7:40 am
by Steelpoint
I would like some feedback on the progress I've made on the "new!" gulag thus far. Do note that I've mainly only done the primary layout and bare essentials, the aesthetic design comes later. Progress has been slow due to real life.

Security Gulag: I'm pretty happy with this so far, not much left to add aside from the usual powernet/atmo and other.
Spoiler:
Image
Security to Base Hallway: The connection hallway between the Security Gulag and the Gulag itself, happy with it so far. Its as long as the screenshot shows.
Spoiler:
Image
Gulag Cargo Bay: Intend to expand, should show more signs of being abandoned. Need to flesh things out heavily.
Spoiler:
Image
Gulag Personnel Quarters: Very iffy on this one.
Spoiler:
Image
I intend to hide little things around the place such as food, cigarettes and other little things, food is not easy to come by. More valuable items are hiding in the vast mining system to the east.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 8:01 am
by leibniz
Steelpoint wrote:...
Not sure if you planned to, but it'd be nice to see newscasters and (receive only?) intercoms, maybe a holopad. Maybe paper. Not sure. I've been awake for more than a day.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 9:18 am
by Malkevin
Add the food and stuff as spawners so that people aren't going to know what's there before they even get there

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 9:45 am
by Steelpoint
@ leibniz
Seems like a neat idea, I do intend to add a special intercom to the Gulag that lets the prisoners (attempt to) communicate with the Gulag Sec Officer/Warden's Office.

@ Malkevin
I intended to have food scattered around the place and hidden with no dispensers, having it as a spawner seems even better! I'll look into that.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 11:31 am
by Steelpoint
I've started expanding into the shaft's, my idea is to seperate the asteroid into two areas.

- The West field will be mostly entirely mapped out via a layer of pre-made tunnels, it will be mostly lit up, low yield items such as food, ciggerates or one or two tools may be found in here with low end minerals.

- The East field will be somewhat mapped out, more dark, however it will be infested with a colony of Hivebots and other dangerous creatures, those who can brave the East field may find more lucrative items such as better food, clothing and other items. Higher end minerals spawn here.

(I chose Hivebots since they, while deadly, die easily to a pick axe or a few punches. However the good stuff will be in or near large concentrations of Hivebots)

I redid the upper right Quarters room away from a fitness room to a mini-medical bay. Very limited items with only 2 working sleepers, a broken Cryo Tube, useless surgical table and one Bruise/Ointment pack.

Re: Remove the Gulag

Posted: Mon Jun 16, 2014 6:36 pm
by TheTerbs
aw yeee

its good

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 5:29 am
by Steelpoint
Moved my Gulag map thing to a new thread.

http://tgstation13.org/phpBB/viewtopic.php?f=11&t=712

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 2:58 pm
by Braindude
Make a plaque in the entrance

"Built by Terbus Pugley the Third, CEO of Terbal Tech and creator of the famous critically acclaimed Terbus Drink Dispenser"

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 5:25 pm
by Steelpoint
Overt player references tend to be disliked on /tg/ code which is where I intend to deploy this initially. What I can do is a plaque with the following text...

"TerbMineral Co. Mining Outpost #23-B. Operational on 2549" (Current year is 2554 lore wise)

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 5:29 pm
by TheTerbs
Steelpoint wrote:Overt player references tend to be disliked on /tg/ code which is where I intend to deploy this initially. What I can do is a plaque with the following text...

"TerbMineral Co. Mining Outpost #23-B. Operational on 2549" (Current year is 2554 lore wise)
Can it be terbal tech mining outpost c:

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 5:32 pm
by Steelpoint
Either way works, really though the references should be as subtle as possible.

Re: Remove the Gulag

Posted: Tue Jun 17, 2014 5:33 pm
by TheTerbs
Steelpoint wrote:Either way works, really though the references should be as subtle as possible.
Thank you based steelpoint