Difference between revisions of "TGMC:Frequently Asked Questions"

From /tg/station 13 Wiki
Jump to navigation Jump to search
Line 3: Line 3:
 
== Questions ==
 
== Questions ==
  
=== How does the philosophy differ between this server, /tg/ and CM? ===
+
=== What is this server about? ===
  
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.
+
To answer we'll have to explain the philosophy behind this project.
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? ===
+
'''Development:''' Like /tg/, we are very committed to producing open-source AGPL code to benefit the larger community, not only our own server, focusing in maintainability and code quality. Everyone can contribute, the game being made by the community and for the community.
  
'''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.
+
'''Administration:''' We believe that intent and context always matter, and we'd rather try to change the behavior of the players we moderate than simply punishing crimes. This makes us more "relaxed" and tolerant with those who seem willing to change, or seem to have broken rules out of ignorance instead of malice, but it does make us more harsh with those who don't show intent to follow the rules.
  
'''Xeno reworks''' - almost every single xeno caste has been reworked with unique abilities and mechanics.
+
'''Community:''' Every server has its own flavor, and the one we have chosen is to try to make a friendly and welcoming community to friendly and welcoming people. This is not an easy task, but in such sense we have decided to make bigotry and similar behavior against the rules. "Don't be a butt" sums up Rule 1, we are here to have a good time and we'd like for our playerbase to care for each other as much as possible. Idealistic? A bit, perhaps. But one can dream.
  
'''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.
+
'''Lore:''' Currently under construction, but ultimately made by the community instead of taken from another media. The first-contact rule does not apply here, the Marines have faced the Xenos before even if they do not really know their origin, purpose or the true extension of their threat.
  
'''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.
+
'''Roleplay:''' We aim for MRP: there should be a proper framework for people to play their characters and roleplay, without being forced to feign ignorance of the game mechanics in what is ultimately a competitive game mode between factions. Players are expected to stay IC and not bring OOC into it, but may if so they choose play a silent squad marine and merely pew-pew the enemies. Xenos do not need to pretend not to know what human equipment works (they are a smart greater hive-mind), and Marines should not have to repeat the same ignorance script at the start of every round.
  
'''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.
+
=== How is this different in game mechanics from CM and /tg/? ===
  
'''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.
+
In more ways a humble F.A.Q. could explain, really. Check our changelog and [https://github.com/tgstation/TerraGov-Marine-Corps repository] for specifics, or try playing and discovering by yourself!
 
 
'''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!
 
 
 
'''Others''' - can't in all fairness list every feature or change, there are many minor and major extra features, such as the way stuns work (stagger as well), the overwatch consoles, the ability to sell xeno bodies for req points and others, so you'll have to discover by playing.
 
 
 
=== 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? ===
 
=== How often is the server up? ===

Revision as of 06:19, 28 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

What is this server about?

To answer we'll have to explain the philosophy behind this project.

Development: Like /tg/, we are very committed to producing open-source AGPL code to benefit the larger community, not only our own server, focusing in maintainability and code quality. Everyone can contribute, the game being made by the community and for the community.

Administration: We believe that intent and context always matter, and we'd rather try to change the behavior of the players we moderate than simply punishing crimes. This makes us more "relaxed" and tolerant with those who seem willing to change, or seem to have broken rules out of ignorance instead of malice, but it does make us more harsh with those who don't show intent to follow the rules.

Community: Every server has its own flavor, and the one we have chosen is to try to make a friendly and welcoming community to friendly and welcoming people. This is not an easy task, but in such sense we have decided to make bigotry and similar behavior against the rules. "Don't be a butt" sums up Rule 1, we are here to have a good time and we'd like for our playerbase to care for each other as much as possible. Idealistic? A bit, perhaps. But one can dream.

Lore: Currently under construction, but ultimately made by the community instead of taken from another media. The first-contact rule does not apply here, the Marines have faced the Xenos before even if they do not really know their origin, purpose or the true extension of their threat.

Roleplay: We aim for MRP: there should be a proper framework for people to play their characters and roleplay, without being forced to feign ignorance of the game mechanics in what is ultimately a competitive game mode between factions. Players are expected to stay IC and not bring OOC into it, but may if so they choose play a silent squad marine and merely pew-pew the enemies. Xenos do not need to pretend not to know what human equipment works (they are a smart greater hive-mind), and Marines should not have to repeat the same ignorance script at the start of every round.

How is this different in game mechanics from CM and /tg/?

In more ways a humble F.A.Q. could explain, really. Check our changelog and repository for specifics, or try playing and discovering by yourself!

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.