Wizards Den/Ship

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Steelpoint
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Wizards Den/Ship

Post by Steelpoint » #50876

One thing that annoyed me as a Wizard was when I selected the Scything Orb. As you know the orb grants you thermal like vision. So I could see that I was not only floating in space, but am adjacent to the CentCom Central Command and the Nuke Ops Planet. What I plan to do is properly spread things out to prevent that from occurring, but the big question I want to ask is this...

Should the Wizard's homebase be in a Den on a planet, or in a spaceship in space?
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Re: Wizards Den/Ship

Post by Zsword » #50885

I always felt like a Ship was more appropriate than a planetoid for wizards, the Nuke ops I can understand having a planetoid because it's like a checkpoint base, in theory a Wizard is already 'deployed' and just has to pick an arsenal to infiltrate with.
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Re: Wizards Den/Ship

Post by Septavius » #50886

a ship like goon has would be neat.
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Re: Wizards Den/Ship

Post by paprika » #50898

A ship would be the best idea since we wouldn't have to set up turfs outside the wizard's den for the sake of people who get the xray
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Re: Wizards Den/Ship

Post by Steelpoint » #50911

I think I'll make a ship then, while I could do a fancy thing of setting it up like the Syndi ship, I think for the time being I'll just leave it on the Centcom Z-Level.

Anyway, what style of ship do we want? Something similar to Goon's ship or what?
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Re: Wizards Den/Ship

Post by JStheguy » #50918

Alternate better/worse idea: put it ON the syndie planet but separated by a line of trees you can't see through. Like, the wiz den is just on the other side of a shitty tiny cluster of trees from the syndie outpost and no one noticed.
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Re: Wizards Den/Ship

Post by Wizardjenkins66 » #51046

Put it in the negative energy plane. Full of those monsters he keeps a pet and piles of skeletons.
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Re: Wizards Den/Ship

Post by ExplosiveCrate » #51096

Wizardjenkins66 wrote:Put it in the negative energy plane. Full of those monsters he keeps a pet and piles of skeletons.
So just surround the wizard with whatever image this server is using for derelict space?
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Re: Wizards Den/Ship

Post by Steelpoint » #51562

First iteration of the wizard ships outline.

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Re: Wizards Den/Ship

Post by paprika » #51579

Just make it one room like the current wizard's den, the doors are unecessary
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Re: Wizards Den/Ship

Post by ExplosiveCrate » #51608

The doors make it look like it's actually a ship. No harm in having doors.
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Re: Wizards Den/Ship

Post by RogerWilco » #51619

ExplosiveCrate wrote:
So just surround the wizard with whatever image this server is using for derelict space?
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holy shit
which server is this
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Re: Wizards Den/Ship

Post by ExplosiveCrate » #51621

Ariastation, server that got lost in the ether and never came back, which is a shame because it was apparently using several replicated features from goon.

That is a derelict that was accessed by using telescience to open up a flesh portal
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Re: Wizards Den/Ship

Post by Steelpoint » #51622

I would love if I could get those cloud sprites, would be a really nice addition to the Wizard ship.
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Re: Wizards Den/Ship

Post by Steelpoint » #52751

Put up a PR alongside some other minor changes over here: https://github.com/tgstation/-tg-station/pull/6519

Image of the Wizard's Ship as it stands.

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Re: Wizards Den/Ship

Post by Reimoo » #52899

I don't like the purple flooring.
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Re: Wizards Den/Ship

Post by Steelpoint » #53494

New ship design, thanks to suggestions in the PR.

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Re: Wizards Den/Ship

Post by Septavius » #53495

maybe those pulse rifles aren't the best idea
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Re: Wizards Den/Ship

Post by Steelpoint » #53496

The Wizard cannot get access to them in any possible way short of a admin deleting the walls to them.
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Re: Wizards Den/Ship

Post by Steelpoint » #53497

Also, this is the newest version.

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Re: Wizards Den/Ship

Post by Peble » #53498

its a ship?
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Re: Wizards Den/Ship

Post by mrpain » #53499

No vending machines?
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Re: Wizards Den/Ship

Post by Steelpoint » #53500

mrpain wrote:No vending machines?
Look five tiles above the Wizard.
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Re: Wizards Den/Ship

Post by mrpain » #53502

Steelpoint wrote:
mrpain wrote:No vending machines?
Look five tiles above the Wizard.
Ahhh. Sorry. I'm an idiot.
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Re: Wizards Den/Ship

Post by Balut » #53503

I am pretty fucking super-okay with looted wizardship held together with magical duct-tape.
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Re: Wizards Den/Ship

Post by Steelpoint » #53504

The idea given in my PR was that the reason the Wizard wants to hijack the station's emergency escape shuttle is because his/her ship is essentially blown up.

So I'm quite happy with the design, any additional feedback would be great (I'm going to put in the bedsheets, don't worry)
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Re: Wizards Den/Ship

Post by Steelpoint » #53539

More updated version of the Wizard's ship, with added personal quarters and engine room.
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Re: Wizards Den/Ship

Post by allura » #53543

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Re: Wizards Den/Ship

Post by Saegrimr » #53550

Wont the uranium walls fucking destroy the wizards like right after he spawns?
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Re: Wizards Den/Ship

Post by Steelpoint » #53551

Those aren't uranium walls, they are normal unstimulated walls using the uranium sprites.
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Re: Wizards Den/Ship

Post by Bluespace » #53552

Remove the pulse rifle. Smart wizards will figure out ways to get to it. It'll happen.
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Re: Wizards Den/Ship

Post by Steelpoint » #53553

There is no possible way for a Wizard to get it barring a admin deleting the walls.
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Re: Wizards Den/Ship

Post by Lo6a4evskiy » #53556

An awful whole lot of blood for a nice retired old man practicing magic.
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Re: Wizards Den/Ship

Post by Bluespace » #53557

Steelpoint wrote:There is no possible way for a Wizard to get it barring a admin deleting the walls.
Is everything in that den fireball proof then?
Staff of change + apprentice = Cyborg that can RCD through the wall.
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Re: Wizards Den/Ship

Post by Saegrimr » #53559

Bluespace wrote:Is everything in that den fireball proof then?
Staff of change + apprentice = Cyborg that can RCD through the wall.
If he's using unsimulated shuttle/centcom walls, then no that wont work either.
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Re: Wizards Den/Ship

Post by Malkevin » #53564

What stops the wizard smashing the windows?
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Re: Wizards Den/Ship

Post by ExplosiveCrate » #53575

They're likely the fake windows CentCom uses.
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Re: Wizards Den/Ship

Post by Reimoo » #53620

Perhaps you should just remove the rifle anyway considering dumb wizards will waste the entire round trying to get to it.
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Re: Wizards Den/Ship

Post by ExplosiveCrate » #53626

I cannot fathom how anyone could spend longer than five minutes trying out things to get the rifle. There's no tools and spells don't work on the z-level, only way I could see them wasting a ton of time on is by summoning an apprentice and trying to turn him into a borg, and that would likely lead to the death/infinite incapacitation of the wizard when the apprentice is turned into a syndieborg (who kills him) or a borg (who stuns, strips, and alerts the AI to the wizard).
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Re: Wizards Den/Ship

Post by MMMiracles » #53627

Turn it into a cap gun with the pulse rifle sprite so people feel stupid about wasting their wizard round trying to get to a cap gun.
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Re: Wizards Den/Ship

Post by Erbbu » #53648

ExplosiveCrate wrote:I cannot fathom how anyone could spend longer than five minutes trying out things to get the rifle. There's no tools and spells don't work on the z-level, only way I could see them wasting a ton of time on is by summoning an apprentice and trying to turn him into a borg, and that would likely lead to the death/infinite incapacitation of the wizard when the apprentice is turned into a syndieborg (who kills him) or a borg (who stuns, strips, and alerts the AI to the wizard).
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Re: Wizards Den/Ship

Post by Steelpoint » #53681

I did some more testing.

I discovered one possible method of a Wizard to be able to gain access to the bridge of his ship. He would have to summon an apprentice, then use a staff of changing(whatever) to turn that apprentice into a cyborg, which could then pick a engineering module and then use a wrench to unsecure the disabled door, thus giving access to the bridge.

I've fixed that by hiding a force wall underneath the door.
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Re: Wizards Den/Ship

Post by soulgamer » #53906

Steelpoint wrote:I did some more testing.

I discovered one possible method of a Wizard to be able to gain access to the bridge of his ship. He would have to summon an apprentice, then use a staff of changing(whatever) to turn that apprentice into a cyborg, which could then pick a engineering module and then use a wrench to unsecure the disabled door, thus giving access to the bridge.

I've fixed that by hiding a force wall underneath the door.
What about the blink spell?
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Re: Wizards Den/Ship

Post by Steelpoint » #53910

As noted, any teleportation spell simply does not work on the centcom z-level.
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Re: Wizards Den/Ship

Post by ThatSlyFox » #54072

Why would a wizard need a ship anyway? They teleport around. Is it too late to suggest he starts on a planet?
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Re: Wizards Den/Ship

Post by Bombadil » #54087

ThatSlyFox wrote:Why would a wizard need a ship anyway? They teleport around. Is it too late to suggest he starts on a planet?
Teleport only has a range of 50 miles for a 20th level wizard bro. (I'm just making this shit up but seriously Teleport couldn't teleport you to other planets and shit in D&D even at 20th level)
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