Difference between revisions of "TGMC:Frequently Asked Questions"

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=== How does the philosophy differ between this server, /tg/ and CM? ===
 
=== How does the philosophy differ between this server, /tg/ and CM? ===
  
We share the host, physical server, repository organisation and forums with /tg/, that's where most of the similarities end. We're open-source and we aim to create a relaxed and player-friendly experience while still being MRP. We will have our own and unique lore instead of following the AvP one. Our balance philosophy also couldn't be more different - we're aiming towards a fair and balanced 50/50 winrate. This is a community ran server for the most part, with frequent votes on our #democracy channel that influence the future of the server. Our priorities are fun > balance > realism instead of the opposite.
+
We share the host, physical server, repository organisation and forums with /tg/, as well as their open-source and support-to-downstreams philosophy, considering our server should not be isolated from the larger SS13 community.
 +
We aim to create a relaxed and player-friendly experience while providing the framework for roleplay.
 +
Our lore is more in line with traditional SS13, made by our own community, instead of following the Alien vs Predator series.
 +
This is a community-ran server for the most part, with frequent votes on our #democracy channel that influence the future of the server.
  
 
=== What are the main changes so far? ===
 
=== What are the main changes so far? ===
  
'''Hard restrictions turned into soft ones''' - if you don't have the appropriate skill you will now fumble instead of not being able to do that action at all, aim/wield delay turned into an aiming time, you can shoot while wielding but your accuracy will be worse
+
'''Hard restrictions turned into soft ones''' - if you don't have the appropriate skill you will now fumble instead of not being able to do that action at all, aim/wield delay turned into an aiming time, you can shoot while wielding but your accuracy will be worse.
  
'''Xeno reworks''' - almost every single xeno caste has been reworked with unique abilities and mechanics, no lazy stat changes
+
'''Xeno reworks''' - almost every single xeno caste has been reworked with unique abilities and mechanics.
  
'''Specialist reworks''' - every single specialist has been rework to be more in line with their specific class, B18 is a true juggernaut, sniper has a targeting laser and his tarp back, pyro now has a water cannon built into his flamer plus fire is much more deadly to everyone now, all rockets have been rebalanced, scout can now use shotguns (including a special one) as well as his battle rifle.
+
'''Specialist reworks''' - every single specialist has been reworked to be more in line with their specific class, B18 is a true self-healing juggernaut, sniper has a targeting laser and his tarp back, pyro now has a water cannon built into his flamer plus fire is much more deadly to everyone now, all rockets have been rebalanced, scout can now use shotguns (including a special one) as well as his battle rifle.
  
'''Lasguns''' - an entirely new weapon type, a long-range focused laser weaponry that is very fun to use
+
'''Lasguns''' - an entirely new weapon, high-accuracy high-AP laser for mid-to-long range with powercell ammo that can be destabilized into improvised (but unstable) grenades.
  
'''Attachments and weapons rebalance''' - every weapon and ammo type is now viable (yes, even the SMG and flechettes), you can now use more attachments with guns (QF on M41A), all of them were rebalanced to give them the niche they needed, no single attachment is useless now
+
'''Attachments and weapons rebalance''' - every weapon and ammo type should now be viable (yes, even the SMG and flechettes), you can now use more attachments with guns (QF on M41A, though not as powerful as in their "golden age"), and they all should be useful on their own niche. If something is not performing up to standards the community may step in to tweak it.
  
'''General radio channel''' - everyone now has access to the Theseus(Almayer) radio channel, but do mind that it is Z-level specific, people on the ship won't hear people on the planet
+
'''Hard delays turned into soft ones''' - your brain no longer freezes when you want to wield a weapon or fire. You merely do so at lowered accuracy, while fumbling. It's a game-design choice to make the game more responsive while keeping some penalties, to preserve QoL.
  
'''Reworked marine vendors''' - every marine can now pick between 5 unique types of armor for each situation, 2 attachments from the 3 choices in each attach point, they have a choice between a vest, a webbing and a holster, plus they can use their points on meaningful things like a tools pouch, also a first-aid pouch now contains a splint
+
'''General radio channel''' - everyone now has access to the main general radio channel, but do mind that it is Z-level specific, people on the ship won't hear people on the planet, as usual.
  
'''Heavily modified Prison, Ice and Theseus(Almayer) maps''' - Ice is no longer the ladder camp it once used to be, plus Prison's yard is finally open
+
'''Reworked marine vendors''' - every marine can now pick between 5 unique types of armor for each situation, 2 attachments from the 3 choices in each attach point, they have a choice between a vest, a webbing and a holster, plus they can use their points on meaningful things like a tools pouch, also a first-aid pouch now contains a splint. The surplus uniform vendor offers machetes and extras, should you have missclicked on your options.
  
'''An obscene amount of QoL changes''' - there is way too many to possibly list here, but a lot of the QoL changes players have been asking for over the last 2 years on CM's GitLab have been implemented here
+
'''Heavily modified maps''' - All the maps have been either tweaked or heavily modified for improvements, most notably Ice Colony and Prison Station, which were the source of the worst complaints.
 +
 
 +
'''An obscene amount of QoL changes''' - there is way too many to possibly list here, find out in-game!
  
 
=== What are the upcoming big changes? ===
 
=== What are the upcoming big changes? ===
  
An entirely new alien species to fight, the Cimex, adding HvH modes to spice it up, more maps, a squad rework.
+
There are several parallel ongoing projects, such as the Cimex (an entirely new alien species to fight), tank reworks, an APC vehicle, turning the AI unit playable, new maps and more, but you'll have to ask the individual devs.
  
 
=== How often is the server up? ===
 
=== How often is the server up? ===
  
Usually during weekend evenings. More staff and code changes are necessary for a 24/7 uptime. If you'd like to read the full roadmap, you can find it [https://tgstation13.org/phpBB/viewtopic.php?f=65&t=20471 here]
+
Usually during weekend evenings, but mainly whenever we need to test things. Join our discord in order to get informed of when a test starts.
 +
We are currently on a development phase, making major years-worth backend changes in months time, so the uptime is limited.
 +
If you'd like to follow our roadmap summary, you can find it [https://tgstation13.org/phpBB/viewtopic.php?f=65&t=20471 here]
  
 
=== Can I murder/rampage after the round has ended?  ===
 
=== Can I murder/rampage after the round has ended?  ===
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=== How can I contribute? ===
 
=== How can I contribute? ===
  
Our code is open and both our [https://github.com/tgstation/TerraGov-Marine-Corps GitHub] and [https://discord.gg/2dFpfNE Discord] are very active. Come over and give us a hand, we can use people who can code, sprite, map, mentor, admin, do wiki work, or simply help out with game balance, vote on changes or play. Your opinion is important!
+
Our code is open and both our [https://github.com/tgstation/TerraGov-Marine-Corps repository] and [https://discord.gg/2dFpfNE Discord] are very active. Come over and give us a hand, we can use people who can code, sprite, map, mentor, admin, do wiki work, or simply help out with game balance, vote on changes or play. Your opinion is important!
  
=== Where do I apply for Administrator/Mentor, Where do I appeal bans, jobbans, notes or report players? ===
+
=== Where do I apply for admin/mentor, where do I appeal bans, jobbans, notes or report players? ===
  
 
[https://tgstation13.org/phpBB/viewforum.php?f=70 In the appropriate section of our forums here.]
 
[https://tgstation13.org/phpBB/viewforum.php?f=70 In the appropriate section of our forums here.]

Revision as of 18:36, 26 January 2019

DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Questions

How does the philosophy differ between this server, /tg/ and CM?

We share the host, physical server, repository organisation and forums with /tg/, as well as their open-source and support-to-downstreams philosophy, considering our server should not be isolated from the larger SS13 community. We aim to create a relaxed and player-friendly experience while providing the framework for roleplay. Our lore is more in line with traditional SS13, made by our own community, instead of following the Alien vs Predator series. This is a community-ran server for the most part, with frequent votes on our #democracy channel that influence the future of the server.

What are the main changes so far?

Hard restrictions turned into soft ones - if you don't have the appropriate skill you will now fumble instead of not being able to do that action at all, aim/wield delay turned into an aiming time, you can shoot while wielding but your accuracy will be worse.

Xeno reworks - almost every single xeno caste has been reworked with unique abilities and mechanics.

Specialist reworks - every single specialist has been reworked to be more in line with their specific class, B18 is a true self-healing juggernaut, sniper has a targeting laser and his tarp back, pyro now has a water cannon built into his flamer plus fire is much more deadly to everyone now, all rockets have been rebalanced, scout can now use shotguns (including a special one) as well as his battle rifle.

Lasguns - an entirely new weapon, high-accuracy high-AP laser for mid-to-long range with powercell ammo that can be destabilized into improvised (but unstable) grenades.

Attachments and weapons rebalance - every weapon and ammo type should now be viable (yes, even the SMG and flechettes), you can now use more attachments with guns (QF on M41A, though not as powerful as in their "golden age"), and they all should be useful on their own niche. If something is not performing up to standards the community may step in to tweak it.

Hard delays turned into soft ones - your brain no longer freezes when you want to wield a weapon or fire. You merely do so at lowered accuracy, while fumbling. It's a game-design choice to make the game more responsive while keeping some penalties, to preserve QoL.

General radio channel - everyone now has access to the main general radio channel, but do mind that it is Z-level specific, people on the ship won't hear people on the planet, as usual.

Reworked marine vendors - every marine can now pick between 5 unique types of armor for each situation, 2 attachments from the 3 choices in each attach point, they have a choice between a vest, a webbing and a holster, plus they can use their points on meaningful things like a tools pouch, also a first-aid pouch now contains a splint. The surplus uniform vendor offers machetes and extras, should you have missclicked on your options.

Heavily modified maps - All the maps have been either tweaked or heavily modified for improvements, most notably Ice Colony and Prison Station, which were the source of the worst complaints.

An obscene amount of QoL changes - there is way too many to possibly list here, find out in-game!

What are the upcoming big changes?

There are several parallel ongoing projects, such as the Cimex (an entirely new alien species to fight), tank reworks, an APC vehicle, turning the AI unit playable, new maps and more, but you'll have to ask the individual devs.

How often is the server up?

Usually during weekend evenings, but mainly whenever we need to test things. Join our discord in order to get informed of when a test starts. We are currently on a development phase, making major years-worth backend changes in months time, so the uptime is limited. If you'd like to follow our roadmap summary, you can find it here

Can I murder/rampage after the round has ended?

Yes and no. There's an option in character preferences, End of Round Deathmatch, to be teleported to an arena for a little combat at the end of the round in where you can shoot and kill at will. Those who decide to stay behind are protected from grief as if the round was still ongoing.

How can I contribute?

Our code is open and both our repository and Discord are very active. Come over and give us a hand, we can use people who can code, sprite, map, mentor, admin, do wiki work, or simply help out with game balance, vote on changes or play. Your opinion is important!

Where do I apply for admin/mentor, where do I appeal bans, jobbans, notes or report players?

In the appropriate section of our forums here.