Moderators: MisterPerson, Code Maintainers
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
Stillplant wrote:For a permakill objective, maybe add a traitor item for making revival difficult. My idea would be a chemical, that has no effect on a living person, but in a dead person, causes their brain to disintegrate.
Anyways, so if I understand correctly, codewise, kill objectives would change to "examine" target while he or she is dead, then ensure that they are not on a shuttle or pod, with an option to fake the victims death.
That would allow for a "fake death" objective, where you have to "kill" a target for one faction, but also ensure they survive for another faction.
oranges wrote:idea
oranges wrote:Kill objectives will require some form of confirmation of kill, perhaps a DNA sample. (So a traitor geneticist could get the DNA sample and risk lying to syndicate about the user death - redtext if user makes it off station)
PKPenguin321 wrote:You mention that traitors will get up to 80 TCs (!!!)
oranges wrote:PKPenguin321 wrote:You mention that traitors will get up to 80 TCs (!!!)
No, this is the budget of TC available to coders adding antag items, they can't exceed 80TC on the core items, so they have to replace or remove existing items to fit their item in.
The idea is to keep our core items focused by restricting coders, it has nothing to do with the actual player in game.
NoxVS wrote:Would the TC limit include job specific things?
I strongly suspected the borgs were one humaned by the Captain because of their increasingly strange behavior throughout the round after the Captain had entered their upload and seemingly changed the laws. I had asked twice if I could blow the borgs to no response (because there was no admin online apparently). They were constantly complimenting the Captain and calling her pretty and essentially threatening people who called the Captain ugly - Pepper Oni.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
CDranzer wrote:Consider the following - you choose one and only one kit from a selection of predesigned kits, and the kit you choose determines what objectives the syndicate sends you. Completing objectives gives you TC which then allows you to buy specific items. The kits could be modest, and certain items could appear across multiple kits, but it also means that things could be balanced in isolation easier while still letting people actually design sort of mini subjobs.
deedubya wrote:This is a good idea in theory, but it ignores the primary purpose of even having TC and an uplink to begin with. The items you get are supposed to aid you in completing your objectives, not function as a reward for completing them. The reward for completion is the all important greentext. Admittedly, not too many players see the value in getting their greentext these days, so you're not too misguided in wanting to give traitors incentive to work their objective.
I strongly suspected the borgs were one humaned by the Captain because of their increasingly strange behavior throughout the round after the Captain had entered their upload and seemingly changed the laws. I had asked twice if I could blow the borgs to no response (because there was no admin online apparently). They were constantly complimenting the Captain and calling her pretty and essentially threatening people who called the Captain ugly - Pepper Oni.
Akrilla wrote:deedubya wrote:This is a good idea in theory, but it ignores the primary purpose of even having TC and an uplink to begin with. The items you get are supposed to aid you in completing your objectives, not function as a reward for completing them. The reward for completion is the all important greentext. Admittedly, not too many players see the value in getting their greentext these days, so you're not too misguided in wanting to give traitors incentive to work their objective.
I think the contractor system proves that people enjoy working towards something that isn't just greentext. If you give interesting challenges, provide them with enjoyable rewards, and allow them to become stronger than it's a good incentive. If the challenges then support gameplay that's fun for the majority of people, it's a complete win-win.
oranges wrote:The restriction on TC is to encourage devs to think heavily about the items in the core toolset and ensure they're balanced and rounded, and there are not too many of them, I'm essentially trying to gamify the metagame aspect of developing.
PKPenguin321 wrote:oranges wrote:The restriction on TC is to encourage devs to think heavily about the items in the core toolset and ensure they're balanced and rounded, and there are not too many of them, I'm essentially trying to gamify the metagame aspect of developing.
i don't think there's any problem with having an inoften-used item in the uplink. AI Detectors have been in the game like 10~ years and are almost never used but they serve a cool and niche purpose, there's no reason to scrap it, and capping the number of items in the uplink by an arbitrary "coder TCs budget" would invariably lead to people cutting it out of the game to make space for their Epic /k/ Wet Dream 9000 which sucks
PKPenguin321 wrote:i escaped the cuck shed once before and then another time via anal vore and ill do it again
oranges wrote:PKPenguin321 wrote:oranges wrote:The restriction on TC is to encourage devs to think heavily about the items in the core toolset and ensure they're balanced and rounded, and there are not too many of them, I'm essentially trying to gamify the metagame aspect of developing.
i don't think there's any problem with having an inoften-used item in the uplink. AI Detectors have been in the game like 10~ years and are almost never used but they serve a cool and niche purpose, there's no reason to scrap it, and capping the number of items in the uplink by an arbitrary "coder TCs budget" would invariably lead to people cutting it out of the game to make space for their Epic /k/ Wet Dream 9000 which sucks
You clearly did not read the thread at all, go back and try again.
oranges wrote:there are two stores, the second has a much higher limit for all the low impact situation items, if you read the thread like you claimed, how did you miss this
NoxVS wrote:The total TC limit feels pointless and entirely arbitrary. Whether or not an item is in the uplink should be because its fun/useful, not because adding/removing it will impact the magic number. I feel it would be better to just decide case by case.
Gogodapogostick wrote:I say again, this is a pretty major change for it to not be on the big poll
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