Pregame Lobby

A place to record your ideas for the game.
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kevinz000
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Pregame Lobby

Post by kevinz000 » #347722

Neat little place available from when server is done initializing for players to frolick about. Discuss.

And the difference between this and the other "pregame lobby" idea threads is this would be deleted or everyone would be forced out of it and automatically disabled at roundstart to prevent the issue of people staying in it instead of playing the game.
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Re: Pregame Lobby

Post by ShadowDimentio » #347731

I approve. Let it roll a certain antag when it's spawned too; it'd give people a brief chance to try things out and be better at it when they roll it one day.
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Re: Pregame Lobby

Post by Armhulen » #347737

i like this a lot
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Re: Pregame Lobby

Post by DrPillzRedux » #347742

Why not the centcom shuttle dock but with no items that can cause any destruction, the inability to attack, and antag not rolling until the game starts, where everyone is forced onto the station?
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Re: Pregame Lobby

Post by Saegrimr » #347743

Or just centcom, but people would be trying to break into the ERT areas constantly.
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Re: Pregame Lobby

Post by cedarbridge » #347746

Saegrimr wrote:Or just centcom, but people would be trying to break into the ERT areas constantly.
For the, what, 2 minutes before a round starts?
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Re: Pregame Lobby

Post by Armhulen » #347767

Centcom break room
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Re: Pregame Lobby

Post by PKPenguin321 » #347773

Just throw em in the thunderdome

This would sadly pretty much kill title screen memes
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Re: Pregame Lobby

Post by Qbopper » #347780

wasn't this how it used to be long long ago since there was that snowflake code about attacking people in the lobby
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Re: Pregame Lobby

Post by Okand37 » #347794

It would be pretty fun to throw them into centcom, maybe have it so some of the visitor areas are accessible then close when the round starts! Only problem to consider is the possibility of them getting off of centcom, and messing with other parts of the same z-level.
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Re: Pregame Lobby

Post by RandomMarine » #347795

Stuff everybody in the arrivals shuttle.
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Re: Pregame Lobby

Post by Grazyn » #347796

It's a step in the right direction, other competitive games like PUBG already have it
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Re: Pregame Lobby

Post by DemonFiren » #347802

Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
>ss13
>competitive
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Re: Pregame Lobby

Post by megatiger78 » #347804

Runtimestation would be the perfect map for this, clearly
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Re: Pregame Lobby

Post by cedarbridge » #347857

Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
SS13 is nothing like PUBG.
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Re: Pregame Lobby

Post by captain sawrge » #347893

cedarbridge wrote:
Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
SS13 is nothing like PUBG.
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Re: Pregame Lobby

Post by BeeSting12 » #347900

anyone want to join my competitve ss13 squad? still acceptig aplications
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Re: Pregame Lobby

Post by calzilla1 » #347903

I dont think a pregame lobby would add anything to the game. Hell, it could caise metagaming (hey you beat me in the lobby so imma finna kill you!l
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Re: Pregame Lobby

Post by cedarbridge » #347905

I think there's some intangible value in all of the players "starting" each round just standing in place. There's not really anything to be gained by giving the players 2 minutes of moving a sprite in circles before the round officially starts. It might even distract from what you do in the pre-lobby and what you do in the round in some sort of weird anti-immersion. How would this even work? Everyone spawns naked in a small room and runs around for a few minutes? You wouldn't be spawning in role-clothing since roles are certainly not assigned before round spawn placements.
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Re: Pregame Lobby

Post by ShadowDimentio » #347908

cedarbridge wrote:How would this even work?
Everyone spawns in a random location in the lobby with a random name and random job's equipment. Depending on your spawn you might be near certain antag things like a traitor or nuker PDA or a wizard spellbook or blob spawner, and you'll have a bit to play with it before the round starts proper.

Basically the pregame lobby in PUBG except you can kill people
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Re: Pregame Lobby

Post by Grazyn » #347911

cedarbridge wrote:
Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
SS13 is nothing like PUBG.
Isn't it?

>players start separated in random locations
>in a large detailed map
>with just basic gear
>you're supposed to rush and loot better weapons and gear from the map
>your end goal is surviving until the end of the round, by killing other players or hiding
>you can use vehicles and other means of transportation to reach distant areas
>the longer the round goes on, the harder is it to survive
>the last minutes of the round are spent in a tight area which forces people together and makes surviving even more difficult

really, the only thing that's different is the lack of a pre-game lobby to frolick around and test guns and gear with other players
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Re: Pregame Lobby

Post by cedarbridge » #347919

Grazyn wrote:>players start separated in random locations
Departments are random? Since when?
>in a large detailed map
Not sure how this is material to the discussion but might just be filler
>with just basic gear
Gear for a role you will fill on the server that likely involves zero combat unless you're in security
>you're supposed to rush and loot better weapons and gear from the map
No.
>your end goal is surviving until the end of the round, by killing other players or hiding
The goal may be surviving but there's no implication in the design that you have to are meant to kill anyone. None of the station roles require killing anyone and our rules actually prohibit random murder.
>you can use vehicles and other means of transportation to reach distant areas
About as reaching as the "large detailed map" thing
>the longer the round goes on, the harder is it to survive
Not an objective certainty. In many cases, its easier to survive the round after several hours where each department has been doing its thing and upgrades and fancier gear is available.
>the last minutes of the round are spent in a tight area which forces people together and makes surviving even more difficult
This sounds similar only because you've removed context from why those people are together and what makes survival more difficult in that context.
really, the only thing that's different is the lack of a pre-game lobby to frolick around and test guns and gear with other players
Or, you know, that SS13 is not a free-for-all combat sim.
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Re: Pregame Lobby

Post by RandomMarine » #347922

Cram every ready player in the arrivals shuttle with nothing but a generic jumpsuit during lobby time.
When the round begins, fade in a splash screen depicting crew members waiting in line to be assigned jobs by a centcom official at the arrivals checkpoint, then run the roundstart code that spawns and equips everyone and fade out.

Bonus points if the centcom guy is just throwing darts at a board to determine someone's job.
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Re: Pregame Lobby

Post by captain sawrge » #347923

Grazyn wrote:
cedarbridge wrote:
Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
SS13 is nothing like PUBG.
Isn't it?

>players start separated in random locations
>in a large detailed map
>with just basic gear
>you're supposed to rush and loot better weapons and gear from the map
>your end goal is surviving until the end of the round, by killing other players or hiding
>you can use vehicles and other means of transportation to reach distant areas
>the longer the round goes on, the harder is it to survive
>the last minutes of the round are spent in a tight area which forces people together and makes surviving even more difficult

really, the only thing that's different is the lack of a pre-game lobby to frolick around and test guns and gear with other players
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Re: Pregame Lobby

Post by Grazyn » #347928

My bad, actually PUBG doesn't have random starting location either, you can try to narrow it down to a particular spot when you parachute, just like in ss13 where you can ready up for a job but end up in a different role, or even spawn in different locations for the same role (e.g. scientists)
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Re: Pregame Lobby

Post by Qbopper » #347988

Grazyn wrote:My bad, actually PUBG doesn't have random starting location either, you can try to narrow it down to a particular spot when you parachute, just like in ss13 where you can ready up for a job but end up in a different role, or even spawn in different locations for the same role (e.g. scientists)
the plane does fly over at a random angle but this isn't really on topic
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Re: Pregame Lobby

Post by kevinz000 » #348587

You know guys the point was give people a chance to screw around when they're done setting up Prefs not to make this into pubg.
Cedar: they spawn in role clothing and get names based on their loaded preference slot. When game starts their mob is completely wiped and then loaded into the game as usual.
This'll actually cut down on roundstart lag because most of the mobs will be initialized earlier, so all that needs to be done is wiping their items and mind variables other than ckey.
Also I don't plan on making the pre lobby a free for all, not the entire thing anyways.
The only issue tbh is map space...

Edit: also if you're comparing ss13 to a FPS unironically for something other than actual gun/combat balance you're doing it wrong this is not how you play ss13.
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Re: Pregame Lobby

Post by Grazyn » #348608

>lobby won't be a free for all

I'm sure admins will be thrilled to get ahelps before the round hasn't even started

>roundstart has been delayed
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Re: Pregame Lobby

Post by kevinz000 » #348611

Or maybe we won't care because it's not during the round
Also didn't I just say it's likely not going to be a free for all?
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Re: Pregame Lobby

Post by Grazyn » #348613

I'm not sure I understand. You will either be allowed to kill other people during lobby or not (unless we get godmode, I don't know). If it's not allowed, it means this rule must be enforced.
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Re: Pregame Lobby

Post by kevinz000 » #348614

You don't need an administrative rule to solve an issue clearly solvable with code.
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Re: Pregame Lobby

Post by MrStonedOne » #348618

ns2 has a in game lobby, in order to join certain teams you have to walk to a labeled spot, usually some door.

We could do something similar, have a ready'ed up holding area, and other fuck around points. a observer's room, etc.
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Re: Pregame Lobby

Post by AnonymousNow » #348619

How 'bout the Ready Up button functions as normal, but there's also a Join Lobby button that puts you in a little hub that can lead you to doors that ready you up, or the beachbar, or the thunderdome, or the CTF arena, an observation console bay etc.? All the doors bar the Ready door would let you go back to the lobby and to other spaces, if need be; you're also not included in antag rolls if you're in this area.

I'm trying to think of how this would work with latejoins. Maybe the observation consoles wouldn't work as a feature. Mm.
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Re: Pregame Lobby

Post by Saegrimr » #348632

MrStonedOne wrote:ns2 has a in game lobby, in order to join certain teams you have to walk to a labeled spot, usually some door.

We could do something similar, have a ready'ed up holding area, and other fuck around points. a observer's room, etc.
NS2 is actually the first game I thought of when I hear pre-game lobby. Loads of fun, especially last christmas when you could throw snowballs at eachother in it.
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Re: Pregame Lobby

Post by Qbmax32 » #348638

RandomMarine wrote:Cram every ready player in the arrivals shuttle with nothing but a generic jumpsuit during lobby time.
When the round begins, fade in a splash screen depicting crew members waiting in line to be assigned jobs by a centcom official at the arrivals checkpoint, then run the roundstart code that spawns and equips everyone and fade out.

Bonus points if the centcom guy is just throwing darts at a board to determine someone's job.


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Re: Pregame Lobby

Post by Grazyn » #348644

kevinz000 wrote:You don't need an administrative rule to solve an issue clearly solvable with code.
So do we get godmode?
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Re: Pregame Lobby

Post by Dr_bee » #348660

Why not have this lobby be part of the centcom map? It would make logical sense in the game world, and if people dont spawn in with tools there is no risk of them getting at the goodies that might be there. Plus if you make the ready up room the arrivals shuttle it would make even more sense.
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Re: Pregame Lobby

Post by Scott » #348812

What if the game mode involves special antags that spawn off station, wouldn't the crew notice missing players?
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Re: Pregame Lobby

Post by Steelpoint » #348814

How about something like System Shock 2's intro where all the players spawn in a generic civilian jumpsuit outside a NanoTrasen recruitment office.

Inside the office are room entrances based on departments. So one door would be the 'NanoTrasen School of Engineering' which would let you join the game as any Engineering role. Outside the room would be a list of 'positions available' showing what jobs are available to pick.

You could also sit around and chat with other people in the lobby/office area.
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Re: Pregame Lobby

Post by D&B » #348870

Cue people beating the shit out of others to play the most popular roles..
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[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
[20:26:39]ADMIN: PM: [censored]->[censored admin]: Alright, no problem. I have some input. Fuck my boy pussy.
[20:27:06]ADMIN: PM: [censored admin]->[censored]: Okay then. Have fun.
[20:31:29]ADMIN: PM: [censored admin]->[censored]: Excuse me?
J_Madison wrote: that's a stupid fucking stat
you don't play, you've never played
lying little shit with your bullshit stat
fuck you
ColonicAcid wrote:and with enough practise i too could blow my own dick so well that only the gods know how it feels.
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Steelpoint
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Re: Pregame Lobby

Post by Steelpoint » #348875

Naturally some steps would be taken to prevent that akin to Natural Selection 2.

Such as disabling attacks/making the mobs in the lobby immune to damage and disabling collision on the mobs so everyone can walk through one another.
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Re: Pregame Lobby

Post by BeeSting12 » #348933

make it a gigantic PUBG style lobby with various guns to test out except players can take damage, anyone who dies doesnt get antag
Edward Sloan, THE LAW
Melanie Flowers, Catgirl
Borgasm, Cyborg
Spoiler:
OOC: Hunterh98: to be fair sloan is one of the, if not the, most robust folks on tg

DEAD: Schlomo Gaskin says, "sloan may be a faggot but he gets the job done"

DEAD: Rei Ayanami says, "YOU'RE EVERYWHERE WHERE BAD SHIT IS HAPPENING"
DEAD: Rei Ayanami says, "IT'S ALWAYS FUCKING EDWARD SLOAN"
oranges wrote:Bee sting is honestly the nicest admin, I look forward to seeing him as a headmin one day
[2020-05-21 01:21:48.923] SAY: Crippo/(Impala Chainee) "Shaggy Voice - She like... wants to get Eiffel Towered bro!!" (Brig (125, 166, 2))
hows my driving?
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Re: Pregame Lobby

Post by Not-Dorsidarf » #348938

"hmm, lets see. John Appleberry was in the pregame lobby but he isnt on the crew manifest. I now know with 100% certainty that the gamemode is not traitor, changeling, rev, or bloodcult"

no thank you
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Re: Pregame Lobby

Post by BeeSting12 » #348941

He might've decided to latejoin/observe. It's not a 100% chance hard tell.
Edward Sloan, THE LAW
Melanie Flowers, Catgirl
Borgasm, Cyborg
Spoiler:
OOC: Hunterh98: to be fair sloan is one of the, if not the, most robust folks on tg

DEAD: Schlomo Gaskin says, "sloan may be a faggot but he gets the job done"

DEAD: Rei Ayanami says, "YOU'RE EVERYWHERE WHERE BAD SHIT IS HAPPENING"
DEAD: Rei Ayanami says, "IT'S ALWAYS FUCKING EDWARD SLOAN"
oranges wrote:Bee sting is honestly the nicest admin, I look forward to seeing him as a headmin one day
[2020-05-21 01:21:48.923] SAY: Crippo/(Impala Chainee) "Shaggy Voice - She like... wants to get Eiffel Towered bro!!" (Brig (125, 166, 2))
hows my driving?
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ShadowDimentio
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Re: Pregame Lobby

Post by ShadowDimentio » #349015

Not-Dorsidarf wrote:"hmm, lets see. John Appleberry was in the pregame lobby but he isnt on the crew manifest. I now know with 100% certainty that the gamemode is not traitor, changeling, rev, or bloodcult"

no thank you
>Powergaming this hard
>He might be a randomname
>Powergaming this hard
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WHAT MADNESS IS THIS? POETIC ANARCHY!"
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Lol"
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Grazyn
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Re: Pregame Lobby

Post by Grazyn » #349017

Not-Dorsidarf wrote:"hmm, lets see. John Appleberry was in the pregame lobby but he isnt on the crew manifest. I now know with 100% certainty that the gamemode is not traitor, changeling, rev, or bloodcult"

no thank you
This can be solved by giving players in the lobby random appearance and name.
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Re: Pregame Lobby

Post by Scott » #349070

Grazyn wrote:
Not-Dorsidarf wrote:"hmm, lets see. John Appleberry was in the pregame lobby but he isnt on the crew manifest. I now know with 100% certainty that the gamemode is not traitor, changeling, rev, or bloodcult"

no thank you
This can be solved by giving players in the lobby random appearance and name.
Then you just count the players. The only way to fight against this kind of meta is to not enable it in the first place. Plenty of stuff has had to be gimped or cut or ideas abandoned because meta faggots will ruin the game for everyone.
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Re: Pregame Lobby

Post by Grazyn » #349077

How is that different from comparing the who list to the manifest, something that people already do? And before you say "well there are always observers, people who stay in the lobby etc.", it is an extremely reliable method in lowpop (but in lowpop the mode may not even trigger), and not at all in highpop. And good luck counting ~60 players who are running and frolicking around in 2 minutes with enough accuracy to pinpoint the 5-player difference at roundstart.
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Re: Pregame Lobby

Post by Scott » #349093

Wasn't that hidden already?
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Grazyn
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Re: Pregame Lobby

Post by Grazyn » #349190

Scott wrote:Wasn't that hidden already?
No? You can hit who in lobby and see the list of players, then compare it to the PDA list when round starts.
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