Ss13 HELLO AND HAVE A SECURE DAY edition

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First for badmins

What wasn't your authority?

What features do you fags want anyways


1. What server
2. What happened

how new r u

also take off the inbuilt laws for mommi that don't allow them to interact with shit.

CTRL + C, CTRL + V Rainbow slimes from nu-TG and literally nothing else. yogstation has the xenobio code fixed and frills that I'm looking for.

Yeah, why did I even bother going to this thread.

I want mice to sometimes (say 30%) have inert virus culture in them. Let traitors have ghetto virology off the grid.

Likewise, every chemistry chem should be obtainable outside of the department if youre clever. Eg, distill a booze for ethanol, sugars from fruit, carbon from etc etc. As a traitor, I should be able to do things with mundane substances that doesnt require me to break into a department; the tradeoff is that it is slower or less effective or more tedious.

Also why the fuck do meat spikes need power? You can impale a monkey on them but you need electricity to strip them

Hey mate, if you want to shitpost about HUB servers you can do that, but don't get upset when you aren't understood.
Hahahaha no. That would essentially mean we have a free 24/7 revive with a thing that is allowed to fuck with the station as it likes.
It would be fucking awful.


O L D C O D E

our meat spikes are also outdated and don't accept humans while nu-TG does.Just strip nu-TG of features like their organs.You used to be able to replace your liver with a hivelord core and have passive regeneration

what?

I broke into viro to steal a monkey and made a spike in space. That was fine but I needed power to remove meat from it

I'm abit against just taking nu/tg/ features mostly because I want our own features tbh but I also don't want to reinvent the wheel either


wew

nu/tg/ has far better and more features than our current one. it's either you make them from scratch or nigger some from them. your choice, but all i can say is that there's absolutely no reason to bumble about making "original" ones when they've already been made

well I just don't want to go down the line gitgud did where he basically went "fuck our code we'll just be a clone of current /tg/" and while sure nu/tg/ has alot of neat shit, it also removed alot of great shit that's in our code base

I'm just sayin nu-TG updated a lot of things that are neglected in our code, like the meatspikes and the rainbow slimes. Not saying we need to copy everything they got, and some things we don't want like TGUI or are frivolous like the tesla engine.

things are only really neglected in our code because lackycoderitious disease

I'll try my hand at "porting" code, starting with rainbow slimes.

port it, test it and I'd very much so appreciate your efforts thank you very much

Do you actually have a player base yet? What's the most active time?

while on the hub we had 25 but rn we're off it for reasons which drove us down to 15 at active times which are in two or so hours from now

Might jump in, I've not played since sierra hosted… which turned out to be a dude pretending to be a chick?

what?

i find, personally, that 10pm-ish and 6am EST are the most active times. it varies, though, so don't take those as hard numbers

Eh, when we went public. I think Sierra chan was hosting at the time.
Was a while ago.
I've played all the servers up til that point, then had to take a full year off imageboards due to education.

well you missed out on some of the more drama serbs then which happened in between till now

Fuck off, no way, it's been nothing BUT drama since nels server.

are you baiting me into jinxing our current serb?

Not in the slightest, was merely speaking the truth fam.

That reminds me, what code base you runnan and what changes have you made?

we're running CP, so basically picking up from the last proper server and the changes we've made so far have been fairly small with the more "feature" thing being better mice then what /vg/ has as well as forced anonymous ckey

Sweet. Sounds good then fam.
Here's to the new serbian then.

thank you

That guy is the admin of the 8ch furry steam group.

oh yeah I forgot, we replaced the lawyer with a Nano Trasen representative as well as change afew things around what he does

Yeah? What does the representative do now? Also what happened to the reporter?

his job is to pretend that he's important and whine to centcom to get his way, isn't the librarian the reporter?, nothing was changed with him then

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New Round is Starting

Ok why the fuck is puppy the admin this is retarded

it's gitgud you goyim

>PM clearly states it's from PuppySky's ckey

Bruh

The screenshot is old, puppysky isn't an admin

no no it's honkette

Yeah that one is ancient, I was a mod at the point that one was taken. Well over a year ago.

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Friendly reminder that we forced user now, any screenshots you see with names are old as fuck and likely not even the same server.

Must be pretty frustrating, not being able to stir shit as easily or be recognized as a shitter so often. :^)
You know that frustration you're feeling right now? That's what being griefed feels like. Enjoy, faggots :DDD

I'm going to hop on after i take a shit, I'm also posting this to see how long it takes me to take a shit

Weigh yourself first!

Also please fix this

Is there a way to paint tiles?

there's afew ways to do it

new round jews

Join up fags

I'll be back after I take care of some shit

I think the best part of that image is that the tools are bloodsoaked

i've never played before but i'm joining anyways

user my ass.

That was the best round. I was the clown who was also a tator. After the trial I remember boxing another tator in the ring that wanted me dead.
>you will never play on the old Holla Forums servers when they were in their prime again

you need an account dork it just makes the ckeys user

guest != user
You still need an account with BYOND but it's not gonna be visible to any other player.

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wew


Neck yourself


g*d bless

Do you ever just look at items and ask "does this shit ever spawn"?

Now look for the Mime's mech.

It never, ever spawns since admins don't know about it, players don't know about it, and there's never a good reason to spawn it.

who would win? 20 TC traitor with all objectives complete, or some random latejoin borg?

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the borg's ckey was "superconductingassliquid" and he broke his (corporate) laws to kill a traitor who he had no reasonable way of knowing was a traitor

Also killed a MoMMI in the bridge of the escape shuttle.

update byond?

It worked fine last round.

Protip: Try not to post revealing information during a round. IC/OOC is a sacred thing.

Looking at your pic, I know exactly which character and ckey is yours this round, and someone could use it to grief you.

F U G.

So i made a music set for the host to shitpost with. It's pretty shitty.
He told me to post it. I haven't posted in days because i can't upload shit. It took me 3 hours to upload 60mb just today, i want to die.
volafile.org/get/bJ07tQvOeoXA/Doom Music v1.8.zip
800 songs now, used to be 460~ish. It's 108mb unpacked.
Link will stay up for at least 2 days as of this post. If you're here on Wensday past around 6pm, you're fucked!
(ask the serbhost or post on thread for it to be reposted or something)
Still taking requests of the soundtrack of any megawad or whatever to be added to this pack. As long as it's .midi, that is.

So what do people think about cargo being able to order low/medium quality clones?
Copypasta:


I guess that's rare enough we don't have to bother censoring it.

sounds like an easy way to facilitate metagrudging

I swear to god if I get another complaint about meta I'll rush xenobiology and make golems with stunbatons. Or just straight give intelligence potions to bears.

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Someone mail oreos to PO box 212 FENN ST
PITTSFIELD, MA 01201-9998 or I'll keep bombing the station every round, starting tomorrow.

Can I send dick pics instead

Do it anyway

I would send oreos but i literally can't buy them with my currency. Bomb the station even if you get sent boxes of them anyways, it's hilarious watching the pubbies go in a state of shock and chaos ensuing right afterwards. Remember that bombradius isn't capped.

I'd send you some if you promised to keep doing it.

Where the fuck is the shuttle entrance

Or I could just put the bombcap back :^)

south hall past medical/science

Single, Double, or Mega Stuffed?

Does anyone play barotrauma anymore?

Can someone explain me the appeal of SS13?

Unintuitive HUD, complicated mechanics, laggy, it all seems so horrible.
The only thing good about SS13 is the concept of it. The engine and gameplay itself is just awful.

I tried to give the game a fair shot, multiple times in a few years. I just can't get myself to like it. It's not addicting, and "green text simulator" is not a legitimate reason to play a game.

PULSAR and Barotrauma pull it off better, they just need more content.

You ever play DnD?
Most the appeal comes from the story you create.
DnD is a terrible system, full of clunkiness, paperwork, and dull, slow paced combat. Yet people like it. Because they don't play the shit for that reason.
Same deal for SS13.

Like so:

Yeah we had a bit of an issue on the sat.

It requires all of a handful of hotkeys and a mouse. Unless you're disabled mentally or physically it doesn't take much struggling to go from knocking yourself out with a whiskey bottle to exploding someone from the inside out. It helps if you know how to make your own fun and not have it handed to you, or at least latching onto what is already going on. If you're not into it, that's that, and you're pretty much a pleb tbh.

Neck myself?
I never even had a single complaint about my moderation.

The other people did but I never even got a complaint, I don't understand the issue.

now that begs the question
what mod were you :^)?

The one that would annoy the chaplain by making his bible talk to him.

I'm not going to lie, I don't know you. I am sorry.
but making the bible talk to the chaplain sounds great, gonna do it myself

It's cool, the best type of moderation is the one that doesn't attract attention fam.
Plus it was fun making space law talk to the lawyer too.

alright I'll get you some oreos but if you don't bomb the station I'll be annoyed tbh

best not be shitty bombs tbh

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You better let us know just how many oreos you got.

I'd take it around as sec, just to keep everyone on their toes.

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it's to ensure more bombings, I promise!

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I'd like vidya sound tracks, specially stuff on the genesis

if it's a problem with the transparency you can just take the same file and remove the alpha channel in GIMP.

Layer>Transparency>Remove Alpha Channel

I don't have oreos, but I do have porn
AND I DON'T SHARE

So please, keep bombing the station.

It makes rounds way more interesting.
I actually mean that.

the problem isn't that, of course a mech for a mime is going to be invisible it's just not like the HONK and isn't buildable yet

Hum, forgot about that screen for the CKeys. Easy fix though, I'll solve it soon enough.
Report any other instance where CKeys show up and I'll patch it too.

Welcome aboard, it's not as hard as it sounds unless it's /vg/. In which case it's harder and you may even have to rewrite some of it from scratch.
There was a list of reqs somewhere that actually has some neat ones, just don't touch /vg/makeshift.

Are ckeys a byond feature or ss13 feature? I'm guessing the former. Either way you could make a wrapper or rewrite the way theyre retrieved, and always reference them through that (then the method could see if a theoretical global var eg server.useAnonCkeys=true)

it's not much of an issue tbh

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there is a thing as going overboard

Doesn't FTL13 have something like that already?

JEW WHY?

Just figured out an infinitely better way of handing gang or revolution: Red vs Blue paintball mode for territory control a la Splatoon

it's a nice idea, I don't know about replacing those game modes with it and instead just adding a new one

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If you do this you're worse than any namefag I've met
fucking degenerate

I've been wanting to host a private serb for a few buddies and myself for a weekly game night. I have a codebase and I know how to use dream daemon to start a map up locally and give them the serb's IP. Is there anything else I need to do? I don't know databases for shit and I want to use a map that isn't box or meta.

ports forwarded and fire walls allowing? no not much else

That's it? No database mumbo jumbo involved?

not if you don't want to it doesn't need it

How about setting the default map to something besides box or meta?

then you'd have to find a map you'd want to use and add it to your map list

Ckeys are a BYOND feature and it's really not that hard. The string showed in the end gets the "key" value of a player, I just have to replace it with "anonymouskey", or whatever I named that variable.


Databases are for something like the Library Book database and other similar shenaningans. You don't need it to run the game.
If you want a new map, you can check the codebase and see if there's other maps there (tick them and untick the previous one), nig one from someone else that's compatible or make your own.

Dunno if there's a "save station" verb that lets you export the current z-level during the game, but if that's a thing, you can always use Sandbox to make your own station and save it for later.

I don't like mini station myself but it is probably better than meta or box (and definitely safer;it uses teg for main power) if there are only 5-10 of you.

Someone was working on a smaller (tiny I think it was called) station before but I don't know if it was ever completed. You may want to check into that.

forgot my image. it is for ants because the large version 404s.

Thanks for the info. Now to dick around with verbs so I can do a proper adminbus

I like it

lame

Whatever happened to Annie?

2 pure for this station

I like this one actually, but it could use some streamlining to really give it that dick feel.

I've only played a couple of times. Anyone mind if I go captain?

I'd be interested in playing again, but the possibility of badmins would negate the entirety of an 8ss13s appeal. Also is the server drama over or is this server gonna go down in a month?

Theres no current server drama, and the server admins are competent, And there are no plans of the server going down either.

Prepare to be robusted, hard.

Hopefully not before I rape this robot.

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Whoever was the RD last round fuck you and your gay ass, fuck you for coming back to this server just to shit it up with your powergaming antics.

Actually they spaced me because I wanted to rape the robot.

terrible

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Anyone know why my super heated gas mix never hit the station? I never tried sabotaging atmos before.
The distro pipes showed 11000 psi at 9k celsius but it never seemed to have an effect.

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have my bombs been satisfactory?

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they've been a joke tbh, make something which'll delete the station already rather then these "o.k" corpse bombs

only took a million rounds to figure out how I was doing it

tbh didn't really care

I thought it was welderbombs stacked up. I'm clearly not observant enough. I'm sorry.

I think I redid it awhile ago but didn't save those edit for some reason

Oh no!

don't you know? we're redchanit now!

Jej. nice.
I like that people've been messing with PDAs more.
There was one guy who kept sending messages to people pretending to be Centcom. If I recall correctly, it resulted in two morons, a CE and a Warden or maybe a HoS trying to wall off their entire departments.
Good times. I had one that said "Arrest the warden", but fortunately for me, I'm not so retarded as to believe a message from "Centcom (Centcom)" is real.

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It's because of the other side, nerd.
You have pipes filled to the brim with hot gas, but it's not coming out of the vents since rooms already have enough gas to keep their pressure. It will happen eventually but very slowly as gas is slowly traded with scrubbers.

A quick solution is to open up a floor tile or wall to depressurize the room, so the vents actually pump out what they have, but this is counter-productive as your mixture will be vented out too.

A much better solution is to grab your ID and travel the hallways, using it on those ATMOS controllers nobody ever touches to unlock them.
You have a bunch of settings in it that are really neato (and every AI should check them out!) but you're looking for the vent controls.
Here you can either toggle the pressure check so they just spew ad infinitum their contents or you can instead set the required pressure to some ridiculous value, which achieves mostly the same thing.

Be ready to be crushed if you stick around, or to be trapped in firelock doors. Carry a suit and move fast.
Better yet, instruct silicons and AI's to do this shit for you or use the RCON PC in Atmos for this stuff (dunno if that's in this server).

If you want a better performance, re-route waste into the main distro so that even if people start filtering your stuff, it just gets re-added into the main system again.

FIXES
Here's a few things that I dunno if they have been implemented yet, so I'll discuss them here:

Stun Combat
In the previous servers, we tried to change combat away from being so focused on stunning your oponent and it resulted in more interesting fights, large variety of weapons used, far more deadly and tense as well.
There was an issue with the batons that was fixed afterwards regarding the stun and cuff times.
Are those changes implemented in this server as well? I can code them if not.

Stamina Damage
Stamina is a mechanic that's barely used for anything. It could be greatly expanded for a bunch of things like running and influencing the hit chance and damage of melee combat. Unarmed damage and even blunt damage can be tweaked to allow for non-lethal combat, so here's what I propose:

Currently punch's do 5 Brute damage. Changed to 1 Brute damage and 5 Stamina Damage.
Swining a melee weapon costs stamina based on it's weight, 1 point only for punches.
Stamina regeneration speed would be down to 1 point every 5 seconds or so.
Hit chance and damage in melee is influenced by stamina damage, losing 1% per 2 points of stamina (so -50% when you're about to go down)

Morale
I think I've lost the files for this but it would't be hard to remake this.
Basically a system that rewards roleplaying, requiring less pretending and giving a purpose to many things that currently do nothing..

Morale is a value of -100 to 100 that gravitates towards 0 at all times.
Small changes (between -25 and 25) are easy to happen with many common sources.
Bigger changes(between -75 and 75, for instance) are harder and rarer to occur.
Positive values give you small boosts like slightly better speed, a boost to metabolism and at higher levels mild regeneration (but also higher need for food)
Negative values instead slow you down, decrease your combat stats and make you more susceptible to diseases. Worst cases give you random movement, gibberish when you try to talk and even diseases.
However, to reach that point, it'd take something like staring at Nar Sie for a long while, for instance.

The idea here is that small actions like drinking juice and tea will boost your mood (several drinks actually do nothing at all, not even feed you) but they will never provide an unbalanced bonus. To reach that point, you'd need to be perma-high in some strong drugs for instance.
Negative things follow the same design, where seeing trash around will make you lose morale but never enough to seriously penalize you, while blood and corpses are more tense shit (but several jobs and traitors are immune to that).

Stats
This idea comes from my attempts at coding the previous one and something related to food.
SS13 is awfully limited in how you can affect a spessmen, short of dealing\healing damage from him. Even speed is quite an hacked up code in how it works full of a long list of special cases.
Stats are something that can be used by the rest of the game as content to affect your spessmen with some uniformization in how it works.
For instance, there's a chem and a virus symptom that supposely boosts your strength, giving you the ability to run around with heavy suits. But since it's not really "strength", you still deal the same damage in melee for instance.
With a "strength" stat, anything that affects it can instead just apply a modifier and leave every mechanic related to "Strength" to how the game uses it instead.

It can also be a way to balance content, allowing the player to trade some stats for easier access to something in the game.
For instance, if a player chooses to start with less Strength but higher Inteligence, the Genetics Machine can give better results instead, facilitating research or R&D can count researched items as having more reliability.

We don't need many stats, just Strength, Perception, Endurance, Speed and Smarts (or the S.P.E.S.S. system if you will, Todd) is more than enough and a lot of content can be written around this.
Stats could go from 1-9, everyone starting at 5. The farther you go from the average, the more points cost, so from 5 to 6 it would take 1 point but from 6 to 7 it'd take 2 points so overspecializing isn't recommended.

I don't really remember much of that round, beyond that I am pretty sure you didn' du nufing. Late joiners are subhuman anyway.

Food diet
This works best if the Stats idea is done first since otherwise it has a very small way to affect the game, but it's still neat.

Currently food has Vitamins, Sugar and Nutriment. All 3 count to fill you up, but Sugar makes you hungry faster while Vitamins improve your metabolism.
I propose that instead we get 2 basic Chems and 3 advanced Chems for food.

Carbon Hydrates are the most common and decomposed out of sugar by your body or found in food already. You body consumes these first as a source of en
Lipids (or Fat) is the second source of energy, spent only when you don't have CH on your body. Accumulating this is what actually makes you fat.

Vitamins improve your mind. Although there are few ways to affect the game, it can help to fight hallucinations, disease and increases your max stamina.
Fiber improves your body. It can increase your max health by a small amount and even provide some light Brute protection.
Proteins improve your strength. It increases melee damage and carrying capacity.

The 2 primary chems are the only ones required to function normally and can be easily adquired.
All 3 secondary chems come only from cooked food. They aren't required at all to survive but the bonus they provide make it worth the hassle.
For balance purposes, you could be limited to 2 effects only or smaller effects if you have other chems as well so you'd pick your diet.

Finnally, a few new crates would be added to cargo with simple cooking ingredients, enough to cook very basic meals so everyone would be able to order a few for their department and cook something up in the Rec Area. The chef would still be a superior choice since he has more time and better ingredients for that, but otherwise you wouldn't be stuck to it anymore.

I remember nobody liking the idea initially and everyone hating it when it was briefly introduced.
It's a "feels" system and it's shit.

Holy shit did I walk into /tg/?
More importantly, The owner and I are discussing on how to improve on combat By removing the RNG of combat and instead making the limbs you choose important instead of either disarm spam and hoping for a push or harm and targetting the mouth for a higher chance of weaken

Economy
The Miner's used to have a problem that their gameplay was very helpful to another department but barely gave them anything in return for a tedious grindy job.
The ORM was introduced and this created a reward system that made players actually do their job for the sake of the items they could get afterwards.
Even though this system is considered a success, no attempts have been made at replicating it in other departments, for whatever reason.
Here's what I propose:

Points are changed into Credits or SpessBucks. Everyone already has the ability to store these points in their ID's, much like the miners.
Several jobs get Active ways to make cash, other preventive jobs get Passive ways instead.
Credits can be used to pay for Cargo orders directly so you don't impact what Cargo does, and used in random vending machines around the station as well (selling the same goods from Cargo but at 150% the price to make Cargo more desirable).
The key here is that the things you get have to be actually valuable for the players, like the Lazarus injector was for the Miners.

For instance, a vending machine that sells weapons and an Open Carry License, something you can attach to your ID making it legal to carry a weapon (Beepsky doesn't bother you anymore and anyone can Examine you to see it). It'd be very expensive but otherwise it would allow several weapons that are never seen to show up in the station like the spear gun.

Engineering could get passive money based on how full the SMES are (unless station integrity is measured already during the round, it can't be used) or selling Batteries filled with power in Cargo, effectively exporting power.

Medbay could get a passive money deposited to them but also a PC that lets them "request" patients. NPC's that show up in Arrivals with some problem, worth some money if they are returned there fixed. This can be simple fractures or seriously contagious diesases and a time limit can create some tension.

Security also gets passive money but they can also request violent prisoners to be shipped that they must hold and gain money by the time said prisoners spend in jail. Said prisoners will always attempt to break free and assault everyone nearby.

Science can export tech disks, getting a reward for the tech level exported if it's higher than what they've exported so far. They can also export anything they make, from slime cores to weapons and mechs. Bombs are not very productive though

Everyone else will instead rely on trading their services with these 4 roles, charging for drinks, food and the like, getting only a small amount in passive money.
For this, a simple machine that's placed on top of tables can be used. When claimed by someone passing their ID on it, the machine now accepts a number as input that will be charged from any card swiped on it, transferring it to the machine owner, making this a very easy process.


To top it off, a Department could also have a Budget they can spend on supplies or even from which the passive salary is drawn from.
Said Budget can only be managed and used by the Head of said department, giving a reason to pick those roles besides extra access. Embezzlement or using the money for yourself is a crime however. :^)

Hard to hate something that was never implemented or tested. It's also hardly a "feels" system since the idea is to give something more substancial than actually "feels" for most actions. In fact, currently you only drink\eat a lot of stuff or even clean trash\blood if you "feel" like it.


On the contrary, /tg/ would absolutely hate this since it gets in the way of tator murderboning and greentexting.
I only ask for the oportunity to test these things if I do end up coding them. Everyone was also very much against "no stun based combat" and "forced OOC user" and yet now that they've tried those things, they actually like them. We simply don't know how something truly affects the game until it's tested.

Cap the damage of limbs and apply effects to them based on damage. It's stupid that you can murder someone by repeatedly hitting his foot.
Cap damage on arms\legs to 15, hands\feet to 5. This gives a maximum of 80 damage to cause without being lethal if you just want to disable someone.
A cap of 30 damage in the torso and head means that they are more resistant (needs more damage to apply any negative effect) but any bleed-over damage could be applied to internal organs and stamina instead. So if you keep bashing the head of someone, you'll start dealing stamina damage making him go down while also causing brain damage. Do the same for his torso and you'll start to ruin internal organs, which might kill him depending on what's hit.

The RNG should still be there to some extent, but toned down. Currently from what I read, it's the Force of a weapon that dictates how easy it is to hit someone.
Torso hits could be 100% chance, heads 75% and limbs 50% but affected by the weight of the item, so swinging axes can miss easily but knives hit more often.

I like this one but minus the npc's and medical, just make it a passive bonus based on alive vs dead crew.

the issue with the stun based combat is actually a problem with the speed of combat over all, if we could somehow reduce the speed of combat without actually nerfing speeds you'll find that people will use stuns much less

I'll tell you this though, the best way of fixing combat is to remove RNG and add a quick toggle for offensive and defensive actions, so that you can manually block, dodge or parry attacks this would also allow more skill to be had.

it's barely used for anything because it's very overpowered and applying stamina damage to basic things could be disastrous

trying to force people who don't rp to rp with a system isn't going to solve that issue but instead just add thing power gamers will consider and figure the best way of handing it, if it it's a cool idea it's not going to achieve what you wish it will

I agree with you that spessmens are massively limited in what effects them and that stats may be the solution but if you consider everything which will need to be changed, this'll be a massive project for something which may be going over board. I personally think it'd be worth it though so long as your starting stats are based upon what job you pick with some randomized

I agree that the current system for food should be expanded I think as though your idea is basically the same but with somewhat unneeded bonuses. I get the idea behind it but translating it into spess mens will be different from what you envisioned it to be.

that's actually a very nice idea and we've been thinking of ways to make crash actually useful, an idea of mine was to make it a secondary thing which you can use on various sub companies owned by NT much like cargo ordering stuff but with your pda like a syndie uplink, you want chinks? order some and have it teleported to you after some time.

all in all I think you should code up every idea you have and test them out.

this whole fucking idea is retarded and you know it, you're basically taking away the core of ss13 and turning it into a shitty life simulator which no one wants. The reason why mining and cargo have those things is because the jobs for the most part arent very fun and ONLY help other jobs. shit like sci on the other had does not need a fucking point system since they make the output, take a look at all the jobs on the station in one of three sets, those being Input Output and utility. Shit like cargo, shaft mining, botany, those are input jobs. Jobs like cook, all of sci, and med are output jobs. And jobs that in general fix or keep order to the station are utility, each job was designed with the core game in mind (being a round based role playing game) adding an economics system to this would cause the main focus of everyone watching their backs at all times in case of an antag would be replaced with "gotta get those points goyim so i can get an open carry and fucking murder anyone who i even think is an antag" it would fundamentally change ss13 for the worst

Agreed, if that shit happens you're gonna see people breaking into chem to make ephedrine every single round and keep it in a fuckin continuous drip or break into viro to get the stimulant symptom on a virus.

this is a fact
in fact i think we should add more stuns to the game not like the ones we have more along the lines of interrupts like 0.1 second stuns (that makes combat more skill based by creating openings in defenses and opening up for combos) that cant be negated by chemicals
This is something ss13 has needed for a long ass time to make combat a lot neater that what it is right now pic related
I don't really mind the addition of stats if it doesn't ruin the core gaymeplay
we already pretty much have that in the form of drugs adding in a secondary version of it is just an easier way for people to get their hands on them
this will absolutely fuck with the game itself and you know it

Stun combat is a tricky fucking problem. If you nerf stuns, you make it more difficult for people to cuff culprits or shitters, and I can tell you for a fact that security will hate your guts. Stun combat is currently king because mobility is important in regards of combat, and stuns fuck up faggots who run, and you don't need to waste time aiming your disable shots to put him down.
I do agree, Stamina Damage is a covered gem. I want to be implemented, but in a different way. Making stamina damage a viable option in comparsion to stuns would be fucking fan-tastic.
In all honesty, Morale sounds fucking terrible. It simply isn't suited for ss13. A shitter could run up to you, cut your hand with a broken shard of glass, and then your morale will fucking drop harder than my mother dropping me out of her whorish womb. It would also make the morale system important in regards of combat, since it would reduce the stats of combat. and no one likes nerfs to the combat
Stats, like morale, aren't suited for ss13. Stats would limit the possibilities that a player can do, on regards on their stats at the beginning of the round.
I don't really mind this idea, but I don't think the bonuses that are provided should be there. I recommend nothing but negatives if you starve yourself.
I've always wanted a reason to make money actually good instead of the shit it currently is, but making money important would mean making certain things unstealable, after all, an assistant would just steal all of the items instead of earning the money himself.
I don't mind a couple of these ideas, but I recommend trying it out on your own server first. We don't want to kill our pop with potential ideas that might not work in execution. Thank you.

I don't know who the fuck you're trying to fool here Koriath but your little morale system was indeed rejected outright when you brought it up and implemented it last time.

if you code it and make sure they work correctly then maybe honestly


you mean the core where it's a atmosphere simulation game and everything else is just kinda there on the sides which somehow manged to take over of what this game was originally build as?


quite honestly inorder to fix all of the basic issues of the game, you'll have to change practically everything. this would be ideal but we'd need every coder in the game for it to be achieved in a reasonable amount of time


actually stats may just end up being way too limiting tbh

i meant the core interactions between players in the game, theres always a faint sense of distrust between everyone until the antags gone, and yeah i dont really think stats are that good of an idea either i just want to see everyone working out for the first half hour of a round until they turn hulk

well the core interactions are just all over the place, you're supposed to be role playing a guy who's whole life is this space station but because of how alot of players are treating the game with utter disregards for role play we end up with that kinda thing you've said

I considered that before, but it's not a very good idea. When your credit income goes from 1000$ to 54$, you'd know that something is afoot in the station, leading to some meta potential.
It could also be a nightmare to gather that information and test it (but I guess it's worth a try, maybe it's actually not that hard).


I disagree. The speed of combat is a problem indeed, but stun-based combat is a parallel problem to it. No matter how the combat changes, stuns will always mean free hits making it the optimal strategy. And considering how cuffing someone works, they become double mandatory in SS13 since cuffing = perma stun for combat purposes.
People would still use them even with a slower speed, perhaps even more. The few oportunities they get to attack are better spent on a target that can't defend himself, or better yet spent making sure he stays disabled permanently with cuffs.

That's an idea, but unless you're counting on an external effect like stamina damage or someone else, there's hardly a reason to be defensive.
Active block\dodge\parry is neat to but I'm not seeing the control scheme for that.

Alternatively we could go full DnD\GURPS and make combat round-based. You bump into someone with Harm Intent, you begin attacking him at a certain speed depending on various factors like your weapon weight. He can try to make away, giving you a free attack but otherwise he will parry\block\dodge based on what gives him the best odds and the equipment he has automically for every attack you try to land, while he does the same to you.
If that part of combat is automated like so, you're free to talk or use verbs and actions to affect combat since you no longer need to spam-click him.

Everything you discussed will get powergamed or lose players.
Diets will have cheat sheets like RnD, the economy will just revolve around finding a way to get a shit ton of cash quickly, like stacks from the gateway or stealing it from a useless department, or even mugging people for their ID cards to withdraw their accounts.

The only real changes you can make to combat are reducing stun time to make stuns less OP and forcing Sec to use stamina draining weapons, which are already implemented and given to them round start.

The morale system is going to either be unobtrusive and forgettable or be intrusive and a) scare off newcomers b) cause powergaming or c) piss everyone off, or all of the above.
Stats would just be metagamed to give people the best combat stats 100% of the time and just serve to further divide new players from veterans.


If you want SS13 to become Lifeweb, just go play Lifeweb. That's literally what you want to do, judging by the specific changes you want, and everything I've mentioned has happened on that codebase.

You cannot implement autistic, sprawling systems to the game as it will drive people away. Sure, the true autists will stay, but eventually they'll drop off with no one else to play. A high skill ceiling is already in the game, but if you make it much higher, you're going to end up in the same boat as AFPS games, in which new players are turned off by the difficulty and steep learning curve and the veterans stop playing as there's the same 5 people online and it's stale.

Badly coded more like it. TG even had that bug that Stamina couldn't go above 100 making disablers useless for them, a bug that was actually a fix they implemented to prevent Stamina from killing people.
We can certainly do better with it.

Basic things here is punchs and damage above the limb cap. For reference, in Morrowind and Oblivion, unarmed combat drains the stamina of your target as well as damaging him, meaning that after a few punches he will go down from lack of stamina before dying for lack of HP.
That's the idea here, to make it so that unarmed combat stops being lethal and a viable option to defend yourself instead of attempted murder. You can also brawl a lot more with less consequences too.

The idea of melee swings consuming stamina is strictly to balance weapons and being offensive. Axes cause a lot more damage than knives but if they consume more stamina, them you better hit your swings or you're gonna be tired really fast and vulnerable to the knife wielding guy.
Also, someone running away actually has a chance if his attacker gets tired from swinging weapons around and loses speed.

It's not trying to force anything, the whole system is built to be optional and barely influence people in most situations.
I also coded in an option in my prototype that removed that from a player (both the good and the bad) in his character options so he wouldn't have to worry about it, as well as an adaptation mechanic that would see you slowly getting used and less affected by everything the more extreme your morale changed.

I'd say you get to pick some for your character and then get a bonus of 1 or 2 for a few stats relevant for your job so there's still customization.
The food idea doesn't particularly make much sense without this however since there's very little to affect otherwise. A +1 to strength from eating Proteins would sound a lot better.

Lifeweb is better

So what if systems were simplified to streamline and speed them up, internally?

Go suck Randy's Russian whiskey dick, then.


I didn't talk about that at all, but it's a good idea.
I know Paradise implemented code to reduce total load time between rounds by 20 seconds and made the start screen menu (Join, Setup, Observe etc) work instantly. You'd have to see what they did and try to copy it for /tg/. It was implemented maybe 18 months ago, so should be more or less good with the current codebase.

What does stamina damage currently do and look like?

How about this?

Won't work unless you implement a dodge/miss change, which will just make everyone use the 100% 12 damage knife instead of the 50% 24 damage e-sword.
Also, you're talking about swing and missing a target, which makes it sound like you want people to click a button and it attacks anything 1 tile ahead, which is shit.

And if you make the morale system optional, you now have people that are OP from powering through the morale system for positive effects and everyone not confident with the system disabling it, thus there's no negatives, only positives for players.


Stamina is currently:

One change at a time, at the very least. Seriously, man, I can't be assed enough to read all this, and it'll never happen anyway.

Hold my beer.
I actually had the morale system mostly finished, including gaining morale from assaulting the clown, I was finishing up some details when the server went tits up.
Most of this stuff ain't even particularly hard to code and just to spite you, I'll probably actually do it. :^)


We solved this previously actually. The stun batons had a stun time about twice as long as it took to cuff someone while tasers got a short timer instead.
Cuffs also had their time changed so zipties were fastest, cuffs normal and cable cuffs the slowest. Security could shoot a taser to disarm and stop someone long enough to shoot 2-3 disabler shots (in terms of battery, one taser consumes as much as 5 disabler shots) or just move in and use the baton before cuffing.
Took some time to get used to since Officers couldn't just rely on the taser but they started using their full arsenal in response.

This is actually the biggest reason I want to code and implement it, because until it happens everyone will just exagerate it to ridiculous amounts.
In the -100 to 100 scale, blood would never drop your morale lower than -25, which sees almost no penalties and is easily countered by very basic bonus anyway as well as taking some time to take effect. At -1 point per tick, the most it can vary, that's still about 30 seconds before you get any penalty happening to you.
And the shitter would get the same penalties anyway.

The idea isn't to gate content but to give you the option to accept limitations in return for better performance in something else. If you don't mind being a bit weaker, you can do research faster. If you don't mind being slower, you can be a bit tougher. If you don't mind being dumber, you can be a bit stronger, etc.


Only thing LifeWeb has is people still discovering shit, which keeps them busy while everyone already knows every aspect of SS13. Different phylosophies, since in SS13 you're supposed to be creative with what tools the game gives you, not trying to figure out how to do basic shit and understand the GUI like in LifeWeb.

It also has stats giving it more oportunities for roleplay as well, actually. Merchant being very weak means he depends on the Docker to carry crates around.
LifeWeb goes overboard with the whole concept and overdoes it a lot in some regards, but it is indeed one of the few things it does alright.
Then again, it's just Arx Fatalis in top down view, it's not even that creative…

You have a variable form 0 to 100 that increases from very, very few sources. Disablers from Security are the most common but there's also Hallucionations.
At 60, you slow down, at 90 you slow down even more and at 100 you faint.
You recover stamina gradually with time and faster if you sleep.
That's fucking it. Even Skyrim did Stamina better, that's how bad this shit is.

You can already miss a few swings when you attack actually, at least with punches.

Statistically, it's the same thing. But if they take the same amount of stamina to use for each swing, the e-sword wins since it takes less swings.

Not at all, dunno where you got that idea. I'm saying you click to attack someone, you swing and yet miss the target for whatever factor, like natural miss chance with cumbersome weapons or low stamina.

Are you koriath?
I seem to remember a number of these suggested by him a while back.

Yeah I'm getting that vibe too. Him and his autistic "brother" were always trying to implement shit no one wanted, in this exact manner.

Nice dodging every flaw I pointed out.
Go ahead, but you'll fall over yourself adding needlessly complex systems and people will spite you in turn.

Also, you've now backtracked and said everything will be optional, which will, again, lead to powergamers using it to get buffs and everyone else disabling it, so the negatives of the system are rarely at play.

Doesn't matter how you justify it, you're still forcing players who are used to things being told they can't do something.

There are 3 Discord servers, to my knowledge, with at least 200 members each that collect data, organise it into little charts and give people checklists to abuse every single system.

That is exactly what will happen if you force complex systems onto players.


RNG misses from punches already annoy people. Expanding it to every weapon will really just annoy people.
Except you said they wouldn't take the same amount of stamina. Your system would make low-miss low-damage weapons the best choice and then all high damage weapons will be ignored.


Likely. Koriath said he had a morale system fully coded.
But I guess people don't care, seeing as Spider is back and allowed to be admin.
Get ready for drama and shitposting by attentionwhores.

well alright yeah so these problems need to be solved in parallel then

well you'd hit the toggle and your intents would change to "block" "dodge" "parry" "trip" and you'd inter change throughout a fight

if we had the coders to do so

so the same issue with stuns then, getting free hits

it's a feature which isn't inherently fun tbh, I agree with it but actually it'd not really make the game better

so the people who don't use it or who use will be at an advantage, not a good idea then

I take it back stats would just be limiting and then pointless


currently there's three different non-lethal options, stun, weaken and stamina damage. every nonlethal weapon uses a mixture of stun and weaken plus knock down but stamina damage only happens with certain chemicals

Who's spider? We have a new admin?

That's what made me guess. Plus, this stuff is stuff Koriath's made mention of before. Namely, stuns, economy, diet, and the stamina damage bit.
We actually had the stun bit implemented for a while. Absolute shit.
Tasers were literally a pushup, and stunbat was only barely long enough to put on cuffs. And when I say only barely, I mean, if you were running with a slow connection or suffering from space lag, the guy'd get up and run away. Effectively, there was no reason to ever try to arrest someone as a sec officer.

If we had shotguns in place of tasers, it'd be okay. Alternate stun and beanbag shells, and you've got a fair go of it, since if I recall correctly, beanbags do about half of what is required to keep someone down for a while. Though, that requires starting with sawn offs, an autolathe in sec, and probably a way to stack shells. To be fair, we ought to have that capacity anyway. It's stupid as fuck that we have to waste inventory space on literally a single shotgun shell.

Total bullshit. I mostly played as sec officer/warden during that time and combat was way sweeter, you were supposed to set the tasers to WEAKEN instead of relying on stuns, duh

ok you dont need a dodge intent its called fucking moving same with block, parry is alright if you use it as someone attacks you kind of like a reflexive disarm, i was thinking more along the lines of a grab rework so you have a combat grab that allows you to instantly throw someone against something for a ministun

He doesn't even bother trying and openly admits it, but no one seemed to care.

Agreed, there was a spout of shitcurity where they'd just beat you to death with stunbatons cause they couldn't cuff anyone.

Wouldn't that mean you'd forgo attacking at all in exchange for defense, since you lose any "agressive" intent?
And wouldn't this mean you'd have to click on someone to trigger that effect? Some of these like Parry are reactive, you'd have to be attacked shortly after clicking someone to actually parry which doesn't sound very reliable.

I have no idea if the Middle Mouse Button is used for anything currently, but those 4 "defensive" intents could exist in pararely to the other ones and pressing MMB would use that intent so you'd LClick to attack and MMBclick to defend, if you want a more action focused combat.
Alternatively, whenever you attack the odds of defending become 0 but they rise 20% every tick?

I still think it'd be better to make this pseudo-turnbased and those options would be verbs you could trigger during combat.
By turn-based I mean you'd automatically attack someone standing near you every 5 ticks give or take a few ticks based on weapon. You'd click on them with Harm to trigger this first but afterwards it's off your hands. Bumping into them with Harm intent does the same thing and the last target is remembered so you only have to move next to him if he runs. Moving away from someone targetting you means free extra attack for him with low chance of defending against.
You could have ebin bantz during combat if you didn't had to click :^)

Agree to at least try my code and you'll get a coder. I just want the oportunity to try out stuff in real enviornments instead of relying in conjecture for discussion.

The difference being you don't go down with a single punch while stuns are often OHK due to cuffs.
At 5 Stamina damage per punch, that's still 20 punches, not counting on your natural regeneration to inflate it further. Compare that to stun spears\gloves or batons and tasers.
Also I can't stress out enough this point: you could have bar brawls without worrying so much about killing the other guy.

The people that don't use it don't see any downside. The people that use it get very slitght advantages that barely matter unless they do something quite out of the ordinary. Capping things like drinking juices and eating chocolate or similar easy stuff to 25 Morale means you only get a very, very small bonus out of that. The idea isn't to make you more optimal for battle, just give a small reward for doing some roleplaying.

Now I know for sure anything you dream up is an autistic, needlessly complex system that serves only to reward powergaming.

No, mate, you're full of it. I played pretty much exclusively sec during that time, and even had a decent fucking connection.
It was literally a fucking pushup when it was implemented.
Don't know why you feel the need to defend Koriath like that, but it is what it fucking is.

And?
Does this change jack shit of what I've said?
No. Stuns no longer did anything at all. You were forced to use the disabler near every single time you wanted to capture someone, and the disabler was complete rubbish most the time since most arresting situations involve a perp running away, and you can't exactly get accurate shots off, so you run out of charge well before getting the guy down and have no other means to stop him.
Net result was that I personally took to carrying a box of flashbangs and setting them off in my hand. Worked reasonably well.

Huh, how about that. Never knew.

or we could just change the intent system to where when you go into combat you keep Harm and Grab and get a better disarm and no help

He's talking shit, obviously. Batons were indeed bad in the first few days, an oversight in the code. But they were changed alonside cuffs as well. He either didn't played past that or he is only saying what he heard the shitters and drama fags complain in the thread.

Also friendly reminder that the taser can fire 4 stun shots or 20 disabler rounds and you only take 3 to heavily slow someone, 4 to make him go down.


And this, traps and gentlemen, is why we have Forced user OOC.
Remenber to take this gentleman posts VERY SERIOUSLY. He wants nothing but the best for the station. :^)

Post the rat that got smashed in the thread

Sorry but that sounds a bit pointless. Disarm is already best intent and getting no Help Intent doesn't particularly change combat except to avoid awkward hugs in the middle of it.

Disabler shots travelled really fast, and getting one out slowed the guy decently already
get good :^)
Dude you have like 20 disabler shots per taser, wew. You only need 3-4 to capture someone

Nothing unexpected, honestly.
Nice try at dodging every single one of the flaws I've pointed out in your retarded systems, though.

That I'll have to correct. One shot of disabler doesn't cause enough Stamina Damage to trigger the slowdow effect. You need a second one for that.
After you hit the seconds, you get a few seconds before it lowers enough that he returns to default speed, so a third shot makes it last longer and it's easier to hit since he's already slow. At the 4th or 5th shot, depending on how long you started firing, he'd actually go down.

Also there was an issue with stamina at first where, everytime it went above 100 it would go down to 100 immidiatly and recover a point in the same tick.
This meant you could never down anyone for longer than a single tick, which seemed like a bug but turns out it's how TG prevents hallucinations from killing someone since Stamina damage is counted for a few other things in the code as well…

And only 4 taser shots. If he misses all 20 disabler rounds, it's not the taser that will help him, it will just make him draw his baton to a tator in disarm intent.
He sounds like an unrobust fag that can't fight for shit if he can't stun someone for 3 consecutive rounds.

Actually, to what you refer was before what I am complaining about. When you first implemented your code, as typical, you didn't fucking test it, so we literally couldn't at all' put on cuffs, and even zip ties were difficult.
Post your patch is what I was referring to. After that, cuffs were still trash, which is why everyone switched to zip ties. Because cuffs were nearly useless, and the only way to ensure you're quick enough was to use zip ties.

Oh, and this still leaves off the complete trash taser.

Disabler shots traveled as fast as laser shots and took several to start slowing someone down.

It is not possible to get accurate shots off while chasing someone down the corridor to the point required for the disabler.

Are you sure it's four? I swear it was more than that. Maybe it's due to the lot regenerating, or something, but I'd swear it always takes at least five or six, even when right next to the guy firing fairly quickly.
In your post here you stated
You only get 4 taser shots, evidently, according to Koriath here , so you only end up with 15 remaining, assuming you actually used only one taser shot while chasing the guy down the halls. Not very likely, given that chasing someone down the halls is a pain in the ass and it is very difficult to fire anything near accurate.

Though, to be fair, that's more of an issue with the taser being absolute trash as was.

You just confirmed the point that was made about this system three threads ago in that the biggest of shitters are the biggest proponents of it. Good job.

Every value related to stuns and cuffs was tweakable. Despite Koriath repetadly saying so in the thread, asking for what values people felt were better, all he ever got was "DELET DIS".

The code for Hatestation is still up somewhere, I can go get the values and make a fool of you if you wish, because the stun baton was basically reverted to pre-nerf and the cuff time was reduced to a single second. You had several seconds to move in a cuff someone, zip-ties were buffed to half a second.
Unless you're talking about shitty stun sources like stun spears and shitty cuffs like wire cuffs, there really was nothing to complain about once the values got tweaked properly.

Each shot of the Disabler causes 30 Stamina damage, 4 give out 20. If you take too long, he'll have regenerated a bit and you'll get less time, so another shot means 150 Stamina damage, 50 ticks unconscious minus those spent in combat.
If you chose to use the taser instead, you could tase and rush with baton out. It was too short to cuff but long enough to baton and the baton was long enough to cuff.
Basically you only had to combine things, disabler+taser, taser+baton, disabler+baton, just not use only your taser.

well it's more of a rock paper scissors approach, you dodge what you can't block, you parry what you can't doge and you block what you can't parry. although it's literally just idea fagging tbh


yes
you're right needs more head banging

need to keep button pressing as little as possible

never ever forever tbh

the server wont try any code which isn't tested, although we say that and we still get fucking problems so I don't know tbh. let me think about it there's alot of issues here which needs considering.

yeah that's true

if two equals in skill had exactly the same in all gear, weapons, chems/virus you name it basically. then the little things are what's important and this could add up to being a very large advantage

What I know is that what we have now works reasonably well and then someone's come along out of the blue with a laundry list of things he wants implemented and a shitty attitude. The saying 'If it's not broke, don't fix it' comes into play here. You are trying to completely change the pace and way the game is played, and """fix""" things you personally dislike, not to mention a ton of unneeded completely unnecessary bloat shit. How about we go back to joking around and making shitty greentext stories, yeah?

ok you dont need a dodge or block since you can just fucking actually move out of the way and you should be able to counter most non two handed melee attacks with parry you just have to swing as they do or right after

Just went and tested the taser, it 's five you get.

Why are you referring to yourself in third person?

No, all he "ever got" was people saying that pushup stuns were fucking shit, and that bat didn't do enough to cuff.
People demanded it either got changed back or fixed. But all we got was a shitty low-quality defense of 'WORKING AS INTENDED GOYS JUST GIT GUD'.

When, exactly? The original values or the after- fix values? Wasn't there also a later buff as well?
Either way, it was an incredibly short time to cuff, and if you were suffering the effects of space lag, you'd often be up shit creek. I don't see how the values would change this, but feel free to pull them up.

Likely to've been regenerated typically, then. That'd explain it.
Taser was literally a pushup for quite a while. I don't recall it ever getting a buff.

you're talking about your ideal combat and not how it is in game. you click on a dude to do an action

the stun revolver has ten shots, while the egun has 8

Talking about yourself in the third-person is never a good sign.
Too late to pretend you're not him after everyone worked it out, nigger.

Your stun system was trash. It was harder for people to stun/disable so people instead just resorted to physical damage to stop someone.

inb4 its his brother down the hall on the same IP again

That's reasonable and standard procedure of course.
What I mean was that, after testing the code on my own and seeing it suffers no problem, I still require a live example to see how it really affects the game, the players and the rounds. I can hypothesize that it will be the second coming of Christ just as much as anyone can hypothesize that it's the absolute worst idea ever, until we actually try it we will never know 100% sure and if we have the opportunity to try it, it's foolish not to, considering you only have to undo a Merge on github to revert any un-wanted code.

There's always random factors in a fight, even when two equal players are against each other. From the decisions and tactics they use to connection speed or even the player psychology, there's a lot of variables involved to the point that minor stuff can be disregarded.
And in any case, there's stuff like "better metabolism" or "talking gibberish" that doesn't affect combat, which shouldn't even be the focus here.

I can't stress enough how Stats or even something else would help here since it'd be much easier to tweak this in a way that doesn't screw combat at all but that's another tool that's missing. All we can do to affect a spessmen is change how well he can fight, in a game that should be about roleplaying instead of combat.

Things I want to try and code. I'm not asking anyone to do them for me, I'll code them myself. I don't even want them implemented, I wanted them tested to prove that they can improve or ruin the game and removed if the later happens.

Point out where the "shitty attitude" is, please. Because I can easily call the same on most posts oposing me as well with an even shittier attitude.

It's broken, dude. It's broken beyond ridiculousness.

There are several drinks and food that does absolutely nothing. Some juices have no effect whatsoever, not even nutriment.
Blood splatters and trash? Purely cosmetic, doesn't do jack shit either. Corpses on the hallways? As bad as tables in terms of health.
There's a shit ton of content that is simply not used for anything whatsoever, and I'll chalk several Jobs in there as well since several people will pick Assistant and play Officer anyway, meaning it's stupid to pick certain roles if you can get access to their workplace regardless.

Stamina is also broken if the fix hasn't been included yet. Disablers should only down someone for a single tick and a piece of content that's barely used by anything is shit.

The damn ORM stands as proof that a reward system actually gets people doing their job IC because they care about the rewards they get if they are cool rewards. It should have been reworked into every other job in it's own way so people actually tried to do their job instead of skipping straight to "I'm a Medic, that means I have access to this area and start with this gear" and nothing else.

The game is broken, from a roleplaying perspective. It requires far too much pretending on your end with way too many mechanics being used strictly and only for combat, the worst aspect of SS13. It needs fixing and maybe my solutions are not the fix it needs but we will never know for sure until we try them.
It worked for the stun nerf, it worked for the forced OOC user and I'm sure it will work for these things to, but we will see.


If I recall,. the stun revolver had a short stun time as well since the Detective wasn't supposed to arrest anyone, as did the EGun, that lacked the Disabler mode.

E-gun's stun was literally "make the nemy drop their shit", basically.

as it stands we don't want our server to be your personal field test for your ideas and for you to only do that do that on the grounds that maybe it'd turn out good or maybe it wont. I don't think our player base is willing to put up with that kinda thing, however if you were to just code and not ideafag the admin team would be fine for you to code for the server

Jesus christ this guys gonna need more than some oreos living in that shithole. i guess its better than lowell

T. Guy who escaped the communist shithole known as lowell, ma

looks it tbh

Most MA cities are liberal cesspools full of meximonkeys, veitnamese and cambodian gooks, and niggers

...

That was the point. The stun was short duration since the idea was a ranged disarm that forced someone to stand still for a bit if they wanted to keep their weapon, giving you an oportunity to shoot more easily, or they could leg it instead, leaving the weapon behind.

The e-gun wasn't meant to make arrests, it has a lethal mode and that should be self explanatory.
The Hybrid taser however had the Disabler and that's actually to help arrest people.
Meanwhile, most other forms of stuns like the stun spear were no longer able to be used in conjuction with cuffs since they lasted so little. They were always defended as being "self-defense weapons" and that's exactly what they became. Not enough time to cuff someone but plenty of time to run away.


Maybe I'm not passing this idea and I get that I do look like an egotistical asshole.
But I do care about SS13 and I wish to see it grow and improve. I don't just want to code away some nice things and then they never are used anywhere or by anyone, that doesn't help the game at all, why would I even bother? I actually want to make the game better and I frankly believe that these changes can do so.

It's frustrating that change is always met with such inertia, even when it's pretty obvious the advantages you'd get.
The stun-change is baffling since you have countless other games that have Stun being the shortest duration CC you can gave due to how good it actually is compared to every other form of CC and this should clue in why I fell the need to change it.

If you're willing to try some of the stuff I make then I'll shut up now and go write some of it, see if I still have your sprites around somewhere.

I was the CE that round. It wasn't the AI that caused me to wall the department off.
I had one of the job specific mini objectives to make engineering into a fortress and the centcom thing was a ruse so sec didn't rape me.
I just wrote something about niggers coming to steal the pa on a piece of paper and signed it.

Thanks,

Nanotrasen.

checked.

Man, if you get a server running, you should just get the changes on and listen to the people actually playing it.
It's like the stun change, I've literally never heard anyone complain about it after it was fixed in-game, only in the thread. While on the other hand, really bad changes like the "pests" system koriath made were blasted and thus rightfully reverted not soon afterwards.
Those stuns actually spoiled me and I can't really have fun playing as sec in other servers anymore, it just made everything so much more fun and fair, and it made using lethal force for extraordinary threats actually justificable

...

don't pick cherries while traveling then silly

I won't suck dick for money and its work that provides me an entertaining scope of Quebecois, and small town folks trying to get by.
Spessmen will have to wait until I return home.

wew

im 2 fucking billion percent mad about his kind of autism where you just shoot first and ask questions later

take a moment and calm down, don't take spess mens this seriously

i have its just when people go captain and they dont fucking know what the hell they're doing and murder people for no fucking reason it irks me so bad

o.k

Happened to me last night. Contact an admin, they'll sort it. I got to be a revenant!

Why not whitelist the captain, or require X hours/games played on the serber?

I'd rather not punish all our regs tbh

I've been saying that this whole time fam trust me

I regret not giving my actual city

The "pests" system was fixed by him a bit late though. He basically didn't made a few checks to population and got way over more pests than there was supposed to be, as well as pests spreading really lethal diseases when they shouldn't.
People called it NurgleStation.

AFAIK, it's mostly because he sent the code to be tested on the server but had to go to sleep afterwards, so he woke to several autistic screeching about how bad that shit was but he ended up tweaking it down so it wasn't that bad. Don't think it was completely removed, actually.

it made using lethal force for extraordinary threats actually justificable
That was one of the reasons for the change as well, people get too cocky when they know a stun is all Officers can use against them

That fucking round.

You know I legitimately think that combat in SS13 would be better if it somehow wrapped up people differently.
Like instead of the whatever combat we have right now we would have people switching into RPG fully turn based combat or whatever SOMETHING.

Now you might be asking
Well the solution is simple fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck

slowing it down without actually slowing it down, removing RNG, adding more abilities, lessening stuns without nerfing it outright

No no fuck your system
Yakkety sax and shit is fun but this is barely a proper combat system its just a afterthought. A afterthought that can't be fixed.

blame goon for taking it when it was a simulation and turning it into what it is

...

What happened

New round get in dorks

Are latejoiners truly subhuman?
Why worry about griefing arrivals, then?

The eternal pleb.

What a dump, are they niggers? Don't you even into gardening?

You're implying you need to stay there

Gotta be creative, fam

When there's a blob, the first thing you do is get emitters.
This is stage one of blob control. All else doesn't fucking matter. Blob rounds are one of the easiest types, because all you have to fucking do is defend the emitter as it cuts a hole straight to blob core.
If the crew isn't fucking retarded, these are the easiest types of rounds.

We had three guys with all acc, and two engineers. There was no excuse not to have them.

I told you niggers that the syndicate would destroy us all.
Listen to the HoS next time.

If the blob is robust it'll move the core by the time its in any actual danger. The only 100% surefire way to kill a blob is with x-ray lasers.

True enough. Xray lasers kill anything, though. Emitters are the best means to quickly deal heavy damage to the thing and require it to move away, though.

The blob was karmatic punishment for bullying your head of staff.

HoP always deserves bullying, especially when he's a dirty anti-corper probable-syndi scumbag.

Hey, you should never trust any private software. Open source for me only.

HoPs start loyalty implanted on this codebase and loyalty-implanted crewmen can't be antags by default.

I'll instill islamic gommunism one day.

What if I played HoP as an HR person, didn't get all access, and generally did health and safety checks?

you know you can do it anyway.
This isn't like other servers where you have to be antag to do anything fun.
So long as you don't shit up several rounds in a row, you can totally pull shit like shariah law on board the station.

That's the way I like to do it. Don't forget to force everyone to sign and fill out forms, and promote people to useless positions like "Chief Executive Engineering Assistant".

If you kill your enemies, they win.

As a HoP you can do whatever you want as long as everything is fine and nothing bad is happening. As long as there is Captain and security only thing you have to do is to give out access, as it is your job.

However, if there is no captain, you have to secure nuke disk and captain's spare id. You should set up solars or any engine if there are no engineers. If there is no sec, it is your job to enforce order and stop antags.
Gimmicks are good to spend time when nothing bad is happening, but if shit hits the fan it is your job to save crew.
and use your all access to full potential.

This is only sort of true.
Lacking a captain, you are the acting captain. So you should fill his roles. You also have the most access, and so should fit needs of the crew if you must.

However, you don't have to do anything. You should do this stuff, definitely, but your job is only to give out access, by large.
This, ultimately, should be how you deal with major problems of the station. You should delegate. Give Joe McMiner access to airlocks so he can set up solars, for instance. Or give Johnny Chaplin access to medbay so he can take care of cloning. Change Honkman's job from clown to security officer, if you lack security.
Ultimately, no one person should be expected to solve all the station's woes just because, say, we lack an engineer. But you are expected to find a way to solve it. NT give you too much medical staff? Tell one they're on engineering duty for the time being. Tell another you need him to take care of food. So long as you don't take their access to medbay and such away, people typically don't mind.

That generally hinges on people listening to you and if the crew doesn't want to, you'll have to threaten someone, and then you're just getting spaced.

That's when you use your all acc to get the very best gear and ambush the faggots, bind them up, take them down to surgery and change their gender, dress them up in the best pretty clothing, take their card and demote them to "dickslut".

Please don't enforce your fetishes on the poor crew. They dindu nuffin.

You don't account for the fact that most of the crew don't want to or don't know how to fill empty roles. If you force people to work they will do piss poor job. And you can't force people to be sec at all. Changing clown's job to security will get you only clown in sec uniform, not a proper officer. You always have to count on worst case scenario - when the crew is too small and/or incompetent and/or uncooperative. So you can mostly delegate setting up engine or cryo, but you mostly can't delegate sec job. From my experience it is easier do a lot of things yourself because delegating takes time and requires willing personnel for satisfactory result.

That's the point

Anyway; usually you're best served to simply ask "Anyone know how to set up power". Majority of the crew do, in fact, know how to do the basic shit like wire solars. We're fortunate in that the majority of our regulars are veteran SS13 players, and so actually know the basics of most all jobs. Even medical, people know enough to throw medkits at folk and stuff dead guys in the cloner.

Doing it yourself works, but is less fun, and much less interesting.

It's like you don't know how to handle security.

This is how you best play any secrole. I've only ever survived as sec by requiring anyone who wants my presence anywhere to fill out a large pile of paperwork. By this means, even if they do actually fill it all out, the crook is usually already gone.
Bonus points for having proper paperwork actually detailing what's gone down and what's happened.

Incidentally, use fucking comments, you faggots. Sec officers can add comments to any perp by examining them. Write down suspect activity. When you see the chap walking around with insu gloves and a toolbelt, write that jazz down.

I wish people used the criminal\medical records more often.
It happens very often that someone is released by the Warden or Captain because he was arrested by an Officer that never communicated anything at all or bothered to fill out why the guy was arrested.

Also, I'm done with the Spirit Board changes, the stun-changes are coded and awaiting the previous ones to be merged first.
I'm doing Economy now as that seems to be the more liked idea.

Looking at the Ore Redemption Machine, I'm not sure it should stick around if this goes through. Personally I loved the mini-factory on the asteroid Miners had to use before the ORM and if money becomes a thing, Miners sell it to Science or an external source, not just let it stand there to be taken for free like we're communists. (Coincidently, ore would be available for anyone with money, not just Science and Engineers)

The idea is that they sell it to Science for the best profit as other options exist (so they don't have to rely on Science to buy their ore) but they don't pay as much for your ore.
If the Furnace could be upgraded like the ORM can, would anyone mind this change in the economy?

This actually happened once before, resulting in a massive coup against the security staff. It was fun. But, yeah, if people'd pay attention, stop leaving criminals set to arrest after they leave prison, and actually write shit down, it wouldn't be an issue.

Please do not add Koriathcode to the server, thank you.

I have made a merge request for a fix to endround CKeys, to fix that oversight. They shouldn't show up anymore for anyone, neither traitors, borgs, ais,etc.

I've also made a merge request for the Ouija board, now renamed properly.
It works in 50% brightness or less, instead of just 20%.
The requirement is still 2 people (if you think about it the real thing, it makes sense) but the time for ghosts to pick a letter has been lowered and the more people you have around the board, the faster they can pick letters.

(30 ticks between each letter, +10 for the same ghost picking a letter again, -5 per person around it)
(Begins at 20 ticks between each letter for 2 people, with 6 people there's no interval but it needs more ghosts, with 8 people, a single ghost can talk with no cooldown)

The board should be somewhere in the station, either Chapel or Library. Hopefully we can see some spooky shit and ghosts will get creative with it.

Just hope it isn't used for meta knowledge, you'll probably just get called a faggot by ghosts.

pissed off someguy who just wanted to do his job


it's a PO box so I'd think he just picks it up there

gooncode when

How'd you do that?

Also, please refrain from adding Koriathcode.

the bee be cute tbh even if goons make me livid


I was trying to meme something to happen but the guy dc'd so I just kinda forced it since everything was set up and that kinda pissed him off even if he managed to solo a slaughter deamon

do people even want the Ouija board?

Eh, I was the one who suggested it, but honestly, no.
I only suggested it because people were whining that the chap doesn't do anything and can't hear the dead.

I only checked on it because someone mentioned it on the thread. I even assumed there was one already on the station but guess not. A mapper is gonna have to put one.

the chap does do shit but he's very niche and rather ARRpe, he does need a once over [muffled mini cult]


that's what I figured happened, don't worry about it for now

...

my bad

I'm starting to miss being on the hub, low pop sucks so much

Why not go pub on the weekend say friday or saturday, then we have a week to curate away the shitters before opening again for the next weekend?

That way we get some residual traffic and exposure but we arent overwhelmed. We can also whitelist user ckeys or make admin notes on where people came from

that's not a bad idea actually

Nah. Admins would remember a fair few of the Ckeys, and there was/is anons who swap accounts after a couple accounts.

Also, daily reminder that forced anonymous is only wanted by faggots like WolfSpider and Koriath so we can't bully them as easily.

It's also wanted by me :^)

Behold, the Appetiziods.

Are those pizza monsters

SUCH WONDERS

I thought since the station is pizza themed, it should have more pizza related things

I think you're on the right tracks and whatever it is that you're doing, keep on doing it and don't stop bby

Thanks

could you do a fat version of your pizza speghetti dudes please?

haha what would that smell like i mean haha do you think he sounds really wet and squishy haha

no I mean there's sprites for fat humans in game already but alot of shit isn't sprited for them so when you're fat and wearing shit you wont look fat but if you take your clothes off you'll look like this

Goddammit no, I'm sick of entitled coders thinking that because they worked really hard on something that it deserves to be merged instead of being discarded when it turns out people didn't want it.

I love it when I'm right.

...

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Only because you said please

thank you very much

Unironically neck yourself. Kill yourself and take your bullshit with you. No one wants your changes. No one. Everything you have said is completely fucking retarded. I shouldn't even say 'take a hint' because multiple people have told you straight up to fuck off, but I'll say it anyways: take a hint and fuck off. Your moronic changes in the past that failed drastically are more than a warning when you try to do the exact same bullshit again. I will repeat myself again - I simply can't put it any other way - fuck off.

There used to be a spirit board on the station in the chapel in other code versions, which was what I was counting on.
Of course, since this was re-based from /tg/ where abusing ghosts for metagaming is standard behaviour, this was removed.

I could indeed just open the map and plop one back into the chapel and commit that instead, but that fucks up several files and creates conflicts if anyone else is editing the map. There was a tool created specifically for these things to merge maps together in a more easy way, but I really don't see the point of doing either of these things just for the sake of adding an ouija board when anyone with access to the github could open the map, put it in and save it, saving everyone else a bunch of problems.

Guess it's yet another thing in the game that will never be used by the players because who the fuck cares, right?
Nothing to worry about, we already have a long list of things in such a similar state like spear guns and the Mime Mech.

can anyone tell me why the pool was removed please? I heard that it was broken but I never really saw it

Maxcap bombs with only a small beaker

Also >Koriath

wot

I never got the full thing of it, but somehow the way pool tiles worked was that they were a fluid container, but also constantly refreshed themselves with so many units of water. It was something like dropping potassium beakers in it to nuke shit

holy shit

It was a problem with smoke reactions actually, not the pool itself.
Smoke reactions placed the chemical element in them inside the mob every tick and pools counted as entities that smoke affected, unlike beakers.

So if you made a smoke reaction inside the pool with any other chem (especially something that could explode), it would generate a cloud of smoke with all the required chems, place them inside the pool, explode and repeat ad nauseum.

This isn't the fault of pools however. Try to make a smoke grenade with sugar and you'll see 1000 units inside of your mob in a few ticks (prepare to never wake up again) all pools did was reveal that there's was that problem.

BTW, it was fixed afterwards. Pools got coded so smoke no longer interacted with them and that problem no longer occurred.
Dunno why you don't have them now, did you rebase directly from /tg/ or something?

our code is brenched from sierra's code

Well there's no cood for the pools anymore, it seems. But the sprites are still there.
Can't find a commit where he removed them, but I ain't in a rush to find them. I do recall he removed a bunch of stuff he personnaly did not liked at all, pools were probably on the chopping block.

If you want them back, just gotta map them somewhere (fitness room works best) and ask someone to code them too since the sprites are already there.

You might want to get someone looking at smoke reactions first. If that code hasn't been changed, it's still a clusterfuck.

I'll put it on the list. I think the person who coded the pool is around someplace, just like all the other old regs

It was Koriath that coded the pool and fixed the smoke actually.
Doubt he wants to help and I'm not sure if he still has the old code around.

So if I made a smoke grenade with like 45u of Plasma, and 1u smoke, it would basically be lethal if they were in it for a tick?

dead server

your dead

my dead?

all of the dead

Okay so I learned something interesting today


That's pretty memey, but the interesting part was:

Vomit, smoke, and toxin damage can be used to duplicate chemicals

I believe this is all intentional unless wait a minute can you replicate OTHER chemicals using vomit?

Well look at this hypothetical


Its VERY situation since most chems are readily available but its an interesting idea

The amount of chemicals placed on the mob are not 1:1 to what was in there, you can easily end up with far more ridiculous amounts of it inside of you than what was even inside the mixture indeed.

However there's another trick here as well. The thing that puts chemicals in you is the little clouds you see around, so if you do the reaction in a small enclosed space and make a shitton of those clouds, you'll have a bunch of them stacking on top of you, all putting chems inside your body.
Sugar clouds can easily take someone out for the whole round if done right.

This is something that came upstream from /tg/ and I guess nobody ever bothered to fix it for whatever reason.

Also, you don't have to use vomit to scoop up chems. The IV drip in Medbay allows you to take chems out of your blood (assuming that wasn't reverted by Sierra)

...

Are you guys sure that the stun-nerf isn't coded already, or kept from Sierra?

I was looking through the code, seeing the current values and translating them to seconds, assuming tickrate of 0.6
Stunbaton has stunforce = 7, which means it downs someone for 4.2 seconds.
Taser shots have stunforce = 5, which means it downs someone for 3 seconds.
Meanwhile cuffs have a piece of code that makes Officers (and related) to cuff people in just 1.5 seconds while everyone else takes 2.5
This looks a lot like the values that were used before, so I guess there's no need to change them?

Although, there are a few inconsistencies here.
Cablecuffs are supposed to take 3 seconds to cuff someone and zipties are 2 seconds instead.
However they both inherit directly from regular handcuffs so I'm not sure if they use the proper values. Someone should test this IC.

Also, I'm assuming that we can't craft stungloves anymore, only stunprods, since those stun someone for 1.8 seconds instead of the gloves that do so for 9 whole seconds for whatever reason (someone mis-read the stunbaton code for the CLUMSY part it seems)

So I guess the stun nerf was always there after all?

I'm looking at the "punch people" sections of the code now.

Apparently there are martial arts already in the game, but only Boxing (used automatically with the boxing gloves), Wrestling (used automatically with Champions Belt, you can kill someone with a Suplex) and Plasma Fist, exclusive to Wizards.
This is a bit disapointing considering /tg/ has Krav Magá for Security, Ninjitsu, Karate and Judo among others, especially considering there's a verb to Teach martial arts, meaning a player could pass them on or learn them from a book.

Melee combat related to punchs is funky, you can actually "miss" a punch.
Everytime you take a swing at someone, it does 0-9 damage with a miss for 0 damage and a Weaken for 9, so 10% chance of critical hit, 10% chance of missing.
What if instead we switched unarmed combat to be mostly non-lethal and stamina dependant?

Every punch would do 1 Brute and 5 Stamina damage, meaning that at 20 Brute and 80 Stamina Damage (he'll have recovered about 20 by the time you land 20 punches) someone goes down unconscious instead of dying, with only 20 Brute damage to heal.
The damage you cause can also be changed by how much stamina you have left, penalties starting only at 50 Stamina damage and reducing the StamDam by 1 point for every extra 10 you've suffered past that.
The odds of being knocked out, instead of a flat out 10% could follow something similar to the Boxing Martial Style. Above 50 StamDamage, you get a chance to be knocked out the more damaged you are.

This way you could have bar brawls or attempt to incapacitate someone using only your hands without worrying so much about killing another player and it doesn't look like murder anymore as long as you're only using your punches. Grabbing any weapon would still work normally if you wanted to kill someone so the option is still there.

Optionally I'd suggest every punch and melee swing also costing some stamina so a player could defend and wait for the other player to get tired for an easier time knocking him out.

there's a notable difference between ties and cuffs, ties are indeed faster, cuffs done via a officer isn't much different and I think upstream changed eguns because they fire stun shots rather then disable shots and a stun round from that lasts longer then a normal tazer. stun prod does indeed have the shortest down time and batons are around the same as eguns


the martial arts in game already are abit iffy, the champions belt sort of works but the wrestling belt doesn't seem to. I'd like more martial arts but only if they're not just actually spells and don't take more slots on the top bar tbh

Even easier: Sleepers allow for dialysis.


Stop it, faggot.
It's easy combat, and it's just as easy to get revived into the round.

well tbh it's only easy to get back into the round if the person who killed you takes some mercy

Ignore that bit about the cuffs, I've talked with someone else and they do work as intended. I though that since cablecuffs and zipties inherit from handcuffs, they'd keep the same value but apparently not. All's well there.

Eguns fire electrodes if set to stun, the exact same "bullet" that tasers fire and the HoS as well. Batons are still marginnaly better than that actually.
Detective's Revolver also has an eletrode but costs half the charge (and plays a different sound)
Someone should check how long the electrode stuns someone as I expect it to be a fairly short amount with the current code.

There's only one belt for wrestling though? The Champion Belt is the only wrestling belt in the game even if the Gang menu refers to it by "wrestling belt", it's still what it orders.
They aren't supposed to work like spells either but rather provide a set of movements that you can do to trigger an effect. Wrestling for instance has you performing a Suplex by grabbing someone, Harming him to secure a grip and then Disarming to Suplex.
Plasma Fist has 3 combos that follow the same logic, using a combination of 3 intents on a target to trigger an effect.
It's a fairly simple system actually, it could be expanded provided we found ways for players to learn Martial Arts.


And you have access to Medbay or some other location that still has Medkits. Or that someone started Cryo or Cloning has power.
And that he hasn't AHelped you for trying to murder him as a non-antag.

There's just so many things that can go wrong with it that crit'ing someone with your fists only happens if you're looking for trouble or you want him dead. But at that point, you'll likely grab a crowbar or something else that kills better.
I for once would like a non-lethal option to remove hungry hobos from my kitchen without having to kill them.

Holy shit, the Plasma Fist style for Wizards has a combo done simply with Harm, Disarm, Disarm, Disarm, Harm on the same target that fucking obliterates their brain and gibs the guy!
I'm trying a Fist Wizard next time I get the chance.

they used to fire disable shots on our code I have no idea why that's changed. the stun revolver fires ten stun shots so it's actually pretty good but the revolver is still better over all tb. I just did alittle test, not very in-depth mind you but it seems like it's not as long as it feels like it is when getting cased by someone.

there's two belts and yeah I think you're right one doesn't do dick and the other does, we do have some issues with the moves though or maybe, I haven't tested that bug report out yet tbh.

one of the things me and the admin talked about fixing combat was indeed something like this where instead of RNG you'll stack disarm and on the third it'd knock down, I didn't entirely like that idea without some kinda counter stacking but regardless if it could be expanded upon I'd like to see various cloths or items getting move sets, for example sec could get some contemporary fighting arts.

instead of changing fists why not just add more job based weaken+knock down weapons. like a frying pan for the chief or a ruler for the librarian.


need more players tbh, I'm sorry my mere presence drives alot of people off but I'm trying to make things work

I'll try to test all of these things this night, see how stuns actually feel and work, but those seem to be alright judging from the code.

I'm only aware of two locations for the wrestling belt, a locker in the rec area and the vault. There's the gang-ordering one but I don't think I'll get a chance to test it.

You could try the Plasma Fist one since it's a scroll you can spawn and give to a player if you want to badmin.

Stop that and don't give up. You should never succumb to the identityfags. This is a chan and this is a chan server. The only thing that matters is what we do and what we say, not who we are. You've been doing an amazing job so far, little to no complaints about it and as long as you keep it up, things will be alright.

There's no names anymore in the game, every new player you get from now on will know the server by the fun he can have there, not by the drama and metafaggotry that goes in these threads.

Because you're still dependant on an item to get the job done and because brawls are done with your fists afterall.

The idea of unarmed combat is that it should be available to anyone at any time as an option so they don't have to murder someone.
Security itself could stow the weapons and just punch a criminal down to catch him without needing a cloner in the Brig (they'd likely have a bit of an advantage with armor)
If it's dependant on an item, not only do you have to make one for each job, you're also mandating the player to keep it on his person at all times for defense.

(BTW, the prod that several Heads get could be changed to mostly Stamina Damage since it's supposed to be a self-defense weapon as well)

I still think stuns should should only effect the limb they hit but it's whatever tbh

you can also make the one which doesn't give moves with gold

people do keep weapons on them selves at all times if they're not full rp modo tbh

Well, that was something.

Please make eggs automatically hatch. It's gay as fuck that they don't. Used to do so, if I recall correctly.,

Thats actually really cool and could make a disarmed person still robust

Mice chewing wires, when

that's planned but the coder who did mice is MIA and has been for awhile now

I mention it 'cause I believe we had it before. Or it might've been suggested before. Either way with controllable mice, you could fuck a station right quick.
Would also make janitor far more vital. Not that he isn't, honestly, anyways.

When the station looks like shit people act like shit. This's been the standard for a while.

you'll also notice the lack of cockroaches as well, I think it's another upstream bullshit. my long term plan with mice is to have some kinda hidden world with faction warfare between every pest on the station but I need to talk with the coder on that

Wasn't that one of the changes, along with broken Koriath Code™ that led to nurglestation?

Saying it again, some mice (30%) should have inert viruses in them so you can start making ghetto virology things as a traitor without having to robust your way into viro, and make a virologist onhand actually useful

Give mice a bite attack that does 1 brute or something incredibly minor, what has the chance to infect with whatever disease you carry

no, that's meta gayme bait tbh

Literally how.
Mice have a shitty disease in them that may or may not be good, mice can be player controlled, and mice can attack with tiny damage.
What's meta about any of that?

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Consider:

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To what end
I mean, it makes sense, and is fine I guess, but why bother?

You can grind metal sheets to get iron (eg bartender) so i thought a similar mechanic for the "other" material makes sense

I'd like to be able to put glass shards into a grinder to get glass dust which causes bleeding if entered in a body

you can als use a welder on a glass shard to turn into sheets

Yes. But nothing with broken lights

I think the crusher turns them into glass sheets

I don't even know where that is. Okay but that's good, there's a use for it.

Is that post-cargo near the garbage vent?

yes

Yeah they used to when someone came near.
Dunno why they don't anymore.

Mice used to chew wires and be fired, making a rat burger on the spot.
Roaches and mice spawned from trash with the "pest update" that stopped being so horrible once population control was coded in and the diseases they could pass was reduced as well.
And yeah, they did pass diseases at that time.
There was also bats for blood because you almost never see bats anyway.

The idea of Pest Warfare between these critters sounds fun. They should be able to reproduce if well fed and they should be able to eat the bodies of other species


What about just throwing them and breaking them? Sounds better than needing a grinder.


The crusher is in Trash Disposal, behind cargo. Every Cargo Tech\Quartermaster\AI should always turn it on so you recycle all the trash in the station properly.

I mean broken lights literally have no function. They're garbage

it's frustrating having changes to the code base that aren't anything we've done


it does sounds fun I'd also like them to be able to build shit from trash as well. the coder for mice is MIA though so nothing is going to change for mice till he either is confirmed dead or comes back


I think that the replacer can convert broken lightbulbs with enough of them inserted into it but I forget if we have that

What does the network traffic look like?

Specifically, what actually gets sent to/from the server in a packet? It can't be the whole game state, since that's a fucking ton of information, and the largest lag spike occurs when you're first loading/connecting to the server. Is it just update instructions? Does the client ever later get a full gamestate from the server?

once admin gets on he should know

Doesn't matter

tbh

page 13 hype

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stealing your meme tbh

How the fuck does that work? Do they have to kidnap themselves?

he had free objectives all objectives so I changed them abit

Try to convince the crew that another AI would be necessary and then have it carded and in another traitor's inventory.
fuck if I know

Did you even check what you were doing?

terrible

it was a meme tbh

FRESH TBH

Gay as shit

sorry, he was fine with it tbh

Of course he was fine with it. It didn't do anything.
Doesn't mean it isn't reddit-tier trash, though.

This is a rather mild thing, but it'd be nice if mice could understand what people were saying. Obviously not speak, but my internal curiosity desires to know what the larges are saying whenever I'm scampering nearby.
A mice 'hivemind' type lot would also be nice, but given that it isn't like to be "lore friendly" it might not matter.

Also, give mice a proper hide like the ayy spawn have, instead of the gay as fuck invisible shit.

Mice should also be able to eat things to replenish their nutriment, rather than just slowly boost it over time. Namely trash, and of course actual food.

WHERE IS NEW BRREAD?

posted two hours ago mate

HOLY SHIT THIS GUY'S A FAGGOT