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Pregame Lobby

Posted: Mon Oct 16, 2017 11:13 pm
by kevinz000
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.

Re: Pregame Lobby

Posted: Mon Oct 16, 2017 11:48 pm
by ShadowDimentio
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.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 12:01 am
by Armhulen
i like this a lot

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 12:29 am
by DrPillzRedux
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?

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 12:31 am
by Saegrimr
Or just centcom, but people would be trying to break into the ERT areas constantly.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 12:35 am
by cedarbridge
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?

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 3:00 am
by Armhulen
Centcom break room

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 3:17 am
by PKPenguin321
Just throw em in the thunderdome

This would sadly pretty much kill title screen memes

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 4:00 am
by Qbopper
wasn't this how it used to be long long ago since there was that snowflake code about attacking people in the lobby

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:21 am
by Okand37
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.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:41 am
by RandomMarine
Stuff everybody in the arrivals shuttle.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 7:12 am
by Grazyn
It's a step in the right direction, other competitive games like PUBG already have it

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 8:37 am
by DemonFiren
Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
>ss13
>competitive

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 8:53 am
by megatiger78
Runtimestation would be the perfect map for this, clearly

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 3:44 pm
by cedarbridge
Grazyn wrote:It's a step in the right direction, other competitive games like PUBG already have it
SS13 is nothing like PUBG.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 4:56 pm
by captain sawrge
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.
TAHts where your wrong

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 5:08 pm
by BeeSting12
anyone want to join my competitve ss13 squad? still acceptig aplications

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 5:39 pm
by calzilla1
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

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 5:50 pm
by cedarbridge
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.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 5:56 pm
by ShadowDimentio
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

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:05 pm
by Grazyn
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

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:26 pm
by cedarbridge
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.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:32 pm
by RandomMarine
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.

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:35 pm
by captain sawrge
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
your*

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 6:42 pm
by Grazyn
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)

Re: Pregame Lobby

Posted: Tue Oct 17, 2017 9:27 pm
by Qbopper
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

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 5:10 pm
by kevinz000
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.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 6:13 pm
by Grazyn
>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
>"sorry we're looking into something"

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 6:17 pm
by kevinz000
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?

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 6:25 pm
by Grazyn
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.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 6:39 pm
by kevinz000
You don't need an administrative rule to solve an issue clearly solvable with code.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 6:43 pm
by MrStonedOne
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.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 7:21 pm
by AnonymousNow
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.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 8:27 pm
by Saegrimr
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.

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 9:01 pm
by Qbmax32
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.


Fund this

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 9:28 pm
by Grazyn
kevinz000 wrote:You don't need an administrative rule to solve an issue clearly solvable with code.
So do we get godmode?

Re: Pregame Lobby

Posted: Thu Oct 19, 2017 10:34 pm
by Dr_bee
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 9:16 am
by Scott
What if the game mode involves special antags that spawn off station, wouldn't the crew notice missing players?

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 9:26 am
by Steelpoint
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 2:55 pm
by D&B
Cue people beating the shit out of others to play the most popular roles..

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 3:17 pm
by Steelpoint
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 4:37 pm
by BeeSting12
make it a gigantic PUBG style lobby with various guns to test out except players can take damage, anyone who dies doesnt get antag

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 4:40 pm
by Not-Dorsidarf
"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

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 4:45 pm
by BeeSting12
He might've decided to latejoin/observe. It's not a 100% chance hard tell.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 6:37 pm
by ShadowDimentio
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

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 6:40 pm
by Grazyn
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 10:00 pm
by Scott
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 10:26 pm
by Grazyn
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.

Re: Pregame Lobby

Posted: Fri Oct 20, 2017 11:10 pm
by Scott
Wasn't that hidden already?

Re: Pregame Lobby

Posted: Sat Oct 21, 2017 8:10 am
by Grazyn
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.