Bottom post of the previous page:
it really is, i keep writing extremely large replies then giving up when there's 14 new postsPlanetary Station """""design""""" document
- Armhulen
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Re: Planetary Station """""design""""" document
Frankly i think traitors not instantly sabotaging the engine every round would be fucking great. Balacing murderboners against escape is a good thing. Doesn't mean we won't get murderbone traitors but it will affect the narrative of the round greatly if a good portion of engineering is dead and they can't get enough power to the cloners.
Planet Station Best Station
Vote Planetstation and Kor Phaeron 2017
Vote Planetstation and Kor Phaeron 2017
- Luke Cox
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Re: Planetary Station """""design""""" document
We've already achieved this. Singulooses are fairly rare now, and we're in the middle of reworking power so that it becomes more intensive and engineering has to prioritize departments.Bombadil wrote:Frankly i think traitors not instantly sabotaging the engine every round would be fucking great. Balacing murderboners against escape is a good thing. Doesn't mean we won't get murderbone traitors but it will affect the narrative of the round greatly if a good portion of engineering is dead and they can't get enough power to the cloners.
I'll do one long write-up of why this is a terrible idea that shouldn't be pursued later, as I don't have nearly as much time today as I did yesterday. I slept on it, and I still think this is a misguided attempt to solve non-problems. Nobody wants to go through 6 pages of arguing and shitposts, so I'll edit my first post on this thread with my summary for the convenience/sanity of readers.
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Re: Planetary Station """""design""""" document
I'm going to make a subforum for this since I think there are to many different topics contained in the OP to make for a readable thread.
- Luke Cox
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Re: Planetary Station """""design""""" document
You're still operating under the massive assumption that the maintainers and MSO are even going to go for this. I'm telling you Kor, make a fork. You can do literally anything you want then. It's better for you too.
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Re: Planetary Station """""design""""" document
https://github.com/tgstation/tgstation/ ... -286552903
So far I've only gotten yes, or "yes but I'd like to tweak this" in IRC from maintainers and the host, and the list of people who want to actively help is larger than any direct collaboration #coderbus has seen before, and still growing.
So far I've only gotten yes, or "yes but I'd like to tweak this" in IRC from maintainers and the host, and the list of people who want to actively help is larger than any direct collaboration #coderbus has seen before, and still growing.
- Luke Cox
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Re: Planetary Station """""design""""" document
Please assuage my fears at least a little bit by answering this: do you at least understand why some people are opposed to this? Do you intend to address the flaws that people have pointed out?
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Re: Planetary Station """""design""""" document
I am fully aware that there are design issues to be ironed out and that some number of people will complain and possibly even quit over this.
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Re: Planetary Station """""design""""" document
I'd like to clarify that I am actually really excited for this and really love the idea, I'm just worried it will come off as forced and overwrite too much of what we have. I hope the execution goes as smoothly as you see it in your head, Kor.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Luke Cox
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Re: Planetary Station """""design""""" document
I'm not against the idea of a station on a planet, but the biggest mistake by far is attempting to change the base dynamic of the game. Giving the entire crew a single objective they must complete to end the round is a terrible, terrible idea. PvE mobs around the station is fine and could even make for interesting dynamics, but making them attack the station in waves will turn them into the major antag every round. If you scale back some of the more radical ideas there's no reason this can't co-exist with the other maps.
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Re: Planetary Station """""design""""" document
Luke Cox wrote:tl;dr
Kor hit me up with a list of onmob sprites n shit.Haevacht wrote:Petition to ban luke "literally cannot stop sucking" cox from this thread, sign here: x______
1% of a coder, 2% of a spriter, 97% >:3c
Random name on Bagel, usually assistant.
Random name on Bagel, usually assistant.
- kevinz000
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Re: Planetary Station """""design""""" document
Yeah we get it shitcurity players are illiterate
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Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- Durkel
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Re: Planetary Station """""design""""" document
I like the idea of a station/crashed landing map but I'm not keen on a corruption/lavaland tendril motif idea. I feel like it's always going to limit what the players can do because if they don't actually try they're going to lose. Which is fine itself, but there's going to be a disconnect between players who like to autism fort out and those who power game to fuck. Just making a station based a on crashed landing/abandoned outpost sounds rad enough and getting that going should be your starting point. Later you can have the idea of how they can escape, if even at all.
This is a big project and suggestion so we may like to have a absolute 100% concrete idea on the direction of everything.
This is a big project and suggestion so we may like to have a absolute 100% concrete idea on the direction of everything.
- Luke Cox
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Re: Planetary Station """""design""""" document
If this has to happen, this is the most sane way to do it. Start off with a new map set on a planet first. Personally I still think there are going to be issues, but if Kor is willing to ditch the gateway endgame and mob waves, I'll have way fewer gripes about this. If Kor insists on removing the shuttle, he can mess with that in another PR. If it defies all reason and manages to work, we can adapt it to Box/Meta/DeltaDurkel wrote:I like the idea of a station/crashed landing map but I'm not keen on a corruption/lavaland tendril motif idea. I feel like it's always going to limit what the players can do because if they don't actually try they're going to lose. Which is fine itself, but there's going to be a disconnect between players who like to autism fort out and those who power game to fuck. Just making a station based a on crashed landing/abandoned outpost sounds rad enough and getting that going should be your starting point. Later you can have the idea of how they can escape, if even at all.
This is a big project and suggestion so we may like to have a absolute 100% concrete idea on the direction of everything.
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Re: Planetary Station """""design""""" document
kor was talking about the mobs/corruption being subject to a lot of tweaking, so it could range from normal random event threat levels, to levels that actually require crew cooperation and active participation
hashing out the sweet spot will be part of the whole design and implementation process, it's not really a design fault
hashing out the sweet spot will be part of the whole design and implementation process, it's not really a design fault
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Re: Planetary Station """""design""""" document
If PvE mobs exist, they absolutely cannot actively attack the station. Their role should be that of a hazard comparable to space outside of the station. Maybe the planet could have a BZ atmosphere too. That would be fun.
I maintain everything I've said about the gateway though. There just isn't any scenario in which it works.
I maintain everything I've said about the gateway though. There just isn't any scenario in which it works.
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Re: Planetary Station """""design""""" document
different game modes would have different expansion, which would allow for meta but you have to walk right up to the mist for it so i dunnoimblyings wrote:kor was talking about the mobs/corruption being subject to a lot of tweaking, so it could range from normal random event threat levels, to levels that actually require crew cooperation and active participation
hashing out the sweet spot will be part of the whole design and implementation process, it's not really a design fault
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Re: Planetary Station """""design""""" document
Denial
AngerLuke Cox wrote:If this is meant to be a total overhaul, the playerbase will never accept it.
BargainingLuke Cox wrote: I'm going to be blunt: I am seriously starting to doubt Kor's motivations behind this. It sounds like he doesn't like doing his job dealing with player conflict, so he just wants to rip it out. Plus I think lavaland being successful has completely gone to his head.
Soon comes grief and finally acceptance.Luke Cox wrote:I'm not against the idea of a station on a planet, but ... If you scale back some of the more radical ideas there's no reason this can't co-exist with the other maps.
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Re: Planetary Station """""design""""" document
For a serious answer, Ausops explained it well already.
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Re: Planetary Station """""design""""" document
You keep saying this opinion without backing it up with any justification, which is which is why it's oh so easy to ignore you.Luke Cox wrote:I maintain everything I've said about the gateway though. There just isn't any scenario in which it works.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
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Re: Planetary Station """""design""""" document
I've said it a billion times, but here we go again:MisterPerson wrote:You keep saying this opinion without backing it up with any justification, which is which is why it's oh so easy to ignore you.Luke Cox wrote:I maintain everything I've said about the gateway though. There just isn't any scenario in which it works.
The reason why the gateway won't work is because it changes the fundamental progression of the round. Currently, SS13 acts as a sandbox game, with each player free to pursue what they find interesting. People are allowed to their own thing, and make their own fun. By introducing a mandatory goal that the crew must complete to end the round, everyone's focus is shifted to the single task of activating the gateway. The sandbox elements are thrown out in favor of a linear progression. There is also the issue of punishing antags for being antags, since they can't leave and win unless the gateway is activated. As someone else pointed out, it'll either be all out chaos straight away or 40 minutes of nothing followed by a grief fest at the gateway. Traitors greentexting asap and doing nothing for the rest of the round is already a problem, and this isn't going help it. There's also the issue of the gateway itself being rendered unreachable. The shuttle is the target of frequent attacks, but pods are a backup. No such case with the gateway.
Station on a planet with the typical progression is fine. Changing the core progression of the game is a terrible idea.
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Re: Planetary Station """""design""""" document
We do need a specialized place to discuss more effectively, mostly because you can't really expect people to keep up with the discussion on half a dozen different media.
I only know space will be used for *something* because of 1 short post on the issue tracker.
I only know space will be used for *something* because of 1 short post on the issue tracker.
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Re: Planetary Station """""design""""" document
A high stakes finale is a feature, not a defect. If long-term area denial becomes OP, it can be nerfed. But how much long term area denial really exists anyway? Hot gas from a plasma fire? That's really about it. If bombs wind up being unfun, they can be nerfed too. But you can bomb the escape shuttle right now and achieve basically the same result, so I don't see how "antags can antagonize everyone" is a legitimate argument.
You're claiming progression is bad without really explaining why it's so badwrong. The current design is completely open-ended, but it's also extremely boring and creates issues designing interesting rounds because there's quite literally no structure or purpose to them at all. There's quite literally nothing for the crew to do besides hunt antags. Every job (besides mining) is completely meaningless besides fighting antags directly or being a prelude to getting better tools to fight antags.
Kor's design of the escape gateway is a placeholder anyway, so there's little to comment on to begin with. There's some designs I'd be for and many I'd be against, but it's impossible to know without seeing a more complete proposal. Antags being boring is a potential issue too, but again, it's something that could be mitigated in the design.
You're claiming progression is bad without really explaining why it's so badwrong. The current design is completely open-ended, but it's also extremely boring and creates issues designing interesting rounds because there's quite literally no structure or purpose to them at all. There's quite literally nothing for the crew to do besides hunt antags. Every job (besides mining) is completely meaningless besides fighting antags directly or being a prelude to getting better tools to fight antags.
Kor's design of the escape gateway is a placeholder anyway, so there's little to comment on to begin with. There's some designs I'd be for and many I'd be against, but it's impossible to know without seeing a more complete proposal. Antags being boring is a potential issue too, but again, it's something that could be mitigated in the design.
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Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
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Re: Planetary Station """""design""""" document
At the end of it all this just more of a proof of concept.
Until we start to see a far more indepth and concrete design document, and in game implementations, then all we're doing is making suggestions and then rebuffing those suggestions, suggestions which may never even be included in a final produce of 'Planet Station 13'.
Until we start to see a far more indepth and concrete design document, and in game implementations, then all we're doing is making suggestions and then rebuffing those suggestions, suggestions which may never even be included in a final produce of 'Planet Station 13'.
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Re: Planetary Station """""design""""" document
No they're notLuke Cox wrote:The sandbox elements are thrown out
No it doesn't. You have access to a handful of rooms on the map and a pretty limited number of actions you can do without admins banning you, security arresting you, or admins banning you when you don't let security arrest you.Currently, SS13 acts as a sandbox game, with each player free to pursue what they find interesting
Or the shuttle has been called in 20 minutes, or the antag has forcibly recruited you (again, with the threat of a ban to back up your compliance), or security has forcibly recruited you, or security has taken all your stuff to fight the antags and so on and so forth.
It has some open ended elements to it but it is far from a sandbox game.
It will help it though. If antags are being dull as hell I can go exploring or join a team to go burn down corruption nests or go build a hut in the woods or rig a disposal system to shoot glass at monsters trying to cross the bridge or build a line of turrets or raise an army of sentient carp to go to war against the monsters and so on and so forth.Traitors greentexting asap and doing nothing for the rest of the round is already a problem, and this isn't going help it
If anything the game will become more sandbox because there will be some practical goals you can use all your creativity and toys on without getting banned for it.
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Re: Planetary Station """""design""""" document
Luke your problem here is that you are taking a HEAVILY idealized version of SS13 that does not really exist and comparing it to this horrible narrow opinion you have of Kor's idea that you for whatever fucking reason seem to think everyone should take as the gospel truth even though it is just some shitty conjecture on your part and then using this comparison as undeniable evidence that this thing you don't like will not work
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- Durkel
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Re: Planetary Station """""design""""" document
Instead of arguing/trolling Luke for another six pages, why don't we get some some ideas down instead?
What type of planet will it be? Jungle,arctic,desert,wasteland,or just a shitload of alien ruins?
How will mining be handled? Will they stay on the z-level or perhaps go underground via a lift?
A large part of survival is securing a food and water supply, any chance we can see a rework of those systems and perhaps include something like a need to purify water?
You said that the gateway would be the only way off, but have you thought of doing something like building a comms array, having the rescue shuttle get blown the fuck out by whatever made the crew crash, the crew disabling it, and calling again? Kind of like subnautica. You could have the second crash site be used as a trigger to really start spreading your corruption, allowing the crew to just fuck about until then.
What type of planet will it be? Jungle,arctic,desert,wasteland,or just a shitload of alien ruins?
How will mining be handled? Will they stay on the z-level or perhaps go underground via a lift?
A large part of survival is securing a food and water supply, any chance we can see a rework of those systems and perhaps include something like a need to purify water?
You said that the gateway would be the only way off, but have you thought of doing something like building a comms array, having the rescue shuttle get blown the fuck out by whatever made the crew crash, the crew disabling it, and calling again? Kind of like subnautica. You could have the second crash site be used as a trigger to really start spreading your corruption, allowing the crew to just fuck about until then.
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Re: Planetary Station """""design""""" document
I think it was mentioned some place that lavaland would remain largely as it is but as a subterranean level rather than a nearby planet
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- kevinz000
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Re: Planetary Station """""design""""" document
Luke is just worried he can't get his delicious valids feel as good when they aren't players don't worry.
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
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Re: Planetary Station """""design""""" document
I've already answered most of these questions but I guess it's understandable they got missed because this thread is a mess.Durkel wrote:Instead of arguing/trolling Luke for another six pages, why don't we get some some ideas down instead?
What type of planet will it be? Jungle,arctic,desert,wasteland,or just a shitload of alien ruins?
How will mining be handled? Will they stay on the z-level or perhaps go underground via a lift?
A large part of survival is securing a food and water supply, any chance we can see a rework of those systems and perhaps include something like a need to purify water?
You said that the gateway would be the only way off, but have you thought of doing something like building a comms array, having the rescue shuttle get blown the fuck out by whatever made the crew crash, the crew disabling it, and calling again? Kind of like subnautica. You could have the second crash site be used as a trigger to really start spreading your corruption, allowing the crew to just fuck about until then.
1) Ausops started spriting a jungle, so I guess it's a jungle
2) Mining will be on lavaland, which will be underneath the station/jungle. Was thinking of using a shuttle (without transit) as an elevator as well for miners, and then maybe ladders elsewhere to get into "maint" below the station.
3) It wasn't on my to do list, but maybe one day.
4) I actually listed building a comms array from salvaging wreckage as an example of an alternate way off. Ideally there'd be several eventually, but I don't want to promise too much work at once.
- kevinz000
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Re: Planetary Station """""design""""" document
Kor just gonna ask this in public instead of coderbus, what will change as to atmospherics? Right now if you have a breach you die of cold and pressure loss, what about the new planetary map?
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- imblyings
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Re: Planetary Station """""design""""" document
water tile isn't final they're also about to kill me hel
The patched, dusty, trimmed, feathered mantle of evil +13.
- Durkel
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Re: Planetary Station """""design""""" document
imblyings wrote:water tile isn't final they're also about to kill me hel
Looks good lad,Though I'm disappointed I'm not going to get watch spacemen fall through thin ice and freeze to death.
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Re: Planetary Station """""design""""" document
this is exactly what I was picturing in my head when I was thinking of ideas holy shitimblyings wrote:water tile isn't final they're also about to kill me hel
except the player was a human and not a lizard
Limey wrote:its too late.
- imblyings
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Re: Planetary Station """""design""""" document
WHY would you send precious humans out into the jungle when you can send in a sacrificial ligger first instead???
The patched, dusty, trimmed, feathered mantle of evil +13.
- Jazaen
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Re: Planetary Station """""design""""" document
Because of the famous "Finds cache of lost technology, defeats it's masters" cliche.
I play:
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI): Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI): Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
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Re: Planetary Station """""design""""" document
You'll die of oxyloss and maybe being poisoned but probably not pressurekevinz000 wrote:Kor just gonna ask this in public instead of coderbus, what will change as to atmospherics? Right now if you have a breach you die of cold and pressure loss, what about the new planetary map?
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Re: Planetary Station """""design""""" document
Nah they just send in a fresh batch of emu mutants with tracking implantsimblyings wrote:WHY would you send precious humans out into the jungle when you can send in a sacrificial ligger first instead???
- Jazaen
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Re: Planetary Station """""design""""" document
I mean, if the multi-level ruins get implemented, you could make a point for them being hermetically sealed locations with way higher pressure, to limit time groundmens (great, now I have to switch from spessmens) can spend inside, and actually making robotics useful for exploration, left by yet another ancient civilization. That, and there is always some potential for this being a slow and painful execution method.Kor wrote:You'll die of oxyloss and maybe being poisoned but probably not pressurekevinz000 wrote:Kor just gonna ask this in public instead of coderbus, what will change as to atmospherics? Right now if you have a breach you die of cold and pressure loss, what about the new planetary map?
I play:
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI): Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI): Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
- Qbopper
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Re: Planetary Station """""design""""" document
I forgot to mention that I'd be down to contribute mapping as well, but there's like 300 mappers already on board so if you don't need anymore then I guess you don't need anymore
Limey wrote:its too late.
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Re: Planetary Station """""design""""" document
We will likely need many mappers
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Re: Planetary Station """""design""""" document
As I told luke, I don't agree with this but they already look like they are actually doing it. GG, that's it.
- Qbopper
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Re: Planetary Station """""design""""" document
Then yeah, sign me upKor wrote:We will likely need many mappers
One guy starting to make content does not mean it's the end of the worldNikNakFlak wrote:As I told luke, I don't agree with this but they already look like they are actually doing it. GG, that's it.
The idea could end up not working out after tests in game, the design is nowhere near final or comprehensive, etc.
Limey wrote:its too late.
- ThanatosRa
- Rarely plays
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Re: Planetary Station """""design""""" document
It's an interesting idea, and while I'd grown attached to the "Classic" idea of SS13, I'd like to see where this goes. I'm afraid of change as well, but also Hopeful.
Also, if it fails, there's no reason that we couldn't go back to the old way. At all.
Provided the coders back up the codebase before the changes are implemented of course.
Also, if it fails, there's no reason that we couldn't go back to the old way. At all.
Provided the coders back up the codebase before the changes are implemented of course.
my forum gimmick is that no one knows who i am
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u a bish
y u heff 2 b med
gender is irrelevant NO UR IRRELEVANT
u a bish
y u heff 2 b med
- MisterPerson
- Board Moderator
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Re: Planetary Station """""design""""" document
The way git works, every single commit is a backup.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
- TribeOfBeavers
- In-Game Game Master
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- Location: Canada
Re: Planetary Station """""design""""" document
I don't really know if I like these changes or not, but I had some questions about them.
How does latejoining work with this? Do people just kinda spontaneously appear?
Are there still silicons?
How will this work with low populations? Will the difficulty scale down?
Is the exit portal like the escape shuttle where everyone has to be there at a specific moment to escape? Or is it open for a period of time?
Is there an equivalent to the "hijack" traitor objective?
Some items are only obtainable/restockable through cargo, will those become obtainable in some other way?
Also, I know a lot of people won't care, but how does this setting work with our (admittedly low) RP standards? Stuff like:
How long is the crew supposedly on the planet before the round starts?
How do admin Centcomm messages work?
What do we call the rounds IC? "Shift" doesn't really work.
How do we justify the ship crashing into the same planet every round?
Do we "remember" what happened in the last round?
Etc.
How does latejoining work with this? Do people just kinda spontaneously appear?
Are there still silicons?
How will this work with low populations? Will the difficulty scale down?
Is the exit portal like the escape shuttle where everyone has to be there at a specific moment to escape? Or is it open for a period of time?
Is there an equivalent to the "hijack" traitor objective?
Some items are only obtainable/restockable through cargo, will those become obtainable in some other way?
Also, I know a lot of people won't care, but how does this setting work with our (admittedly low) RP standards? Stuff like:
How long is the crew supposedly on the planet before the round starts?
How do admin Centcomm messages work?
What do we call the rounds IC? "Shift" doesn't really work.
How do we justify the ship crashing into the same planet every round?
Do we "remember" what happened in the last round?
Etc.
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Planetary Station """""design""""" document
Waking up from a cryo pod.TribeOfBeavers wrote:
How does latejoining work with this? Do people just kinda spontaneously appear?
YesAre there still silicons?
YesHow will this work with low populations? Will the difficulty scale down?
Period of timeIs the exit portal like the escape shuttle where everyone has to be there at a specific moment to escape? Or is it open for a period of time?
I guess "make sure only badguys escape" would be codeable but very hard to complete so I'm not sure.Is there an equivalent to the "hijack" traitor objective?
Depends which items. Would probably be better to just make more things constructable.Some items are only obtainable/restockable through cargo, will those become obtainable in some other way?
Hopefully notHow do admin Centcomm messages work?
Good questionWhat do we call the rounds IC? "Shift" doesn't really work.
Ignore it the same way we ignore being nuked or eaten by Nar-sie every round. I'm rethinking the crash being the reason for no shuttle/comms for the sake of vague continuity though.How do we justify the ship crashing into the same planet every round?
I was thinking a few weeks. Long enough to settle in and set up. If we change away from having it be a crash though it could just be ambiguous like we have now.How long is the crew supposedly on the planet before the round starts?
That has always sort of been up to players and been dubiously canon at bestDo we "remember" what happened in the last round?
- captain sawrge
- Joined: Thu Apr 17, 2014 6:13 pm
- Byond Username: Sawrge
Re: Planetary Station """""design""""" document
How long do you envision having rounds go on for?
On the topic of hijack, maybe have some form of sabotaging the gate's construction so it only lets antags through or something. Or just "have less than x amount of people escape"
On the topic of hijack, maybe have some form of sabotaging the gate's construction so it only lets antags through or something. Or just "have less than x amount of people escape"
- TribeOfBeavers
- In-Game Game Master
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Re: Planetary Station """""design""""" document
Thanks for answering!
If there are no centcomm message equivalents, how will admin events be run? Or will that no longer be a thing?
If there are no centcomm message equivalents, how will admin events be run? Or will that no longer be a thing?
-
- Joined: Wed Apr 23, 2014 12:23 am
- Byond Username: Kromgar
Re: Planetary Station """""design""""" document
Yeah like uh how will deathsquads be run? I mean when there's a really bad murderboner i've seen admins bring in death squad if most of the crew is dead and theres like 5 survivors and the murderboner has the disk how is the round supposed to end?
Would deathsquad be monsters that seemingly hunt those with a great bloodlust?
Would deathsquad be monsters that seemingly hunt those with a great bloodlust?
Planet Station Best Station
Vote Planetstation and Kor Phaeron 2017
Vote Planetstation and Kor Phaeron 2017
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
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- Location: Prisoner Transfer Room
Re: Planetary Station """""design""""" document
This is actually a pretty good idea. I'd be on board if we had multiple ways of ending the round, perhaps tied to each department. My number one concern about this is railroading, and that would go a long ways to alleviating it.Durkel wrote:You said that the gateway would be the only way off, but have you thought of doing something like building a comms array, having the rescue shuttle get blown the fuck out by whatever made the crew crash, the crew disabling it, and calling again? Kind of like subnautica. You could have the second crash site be used as a trigger to really start spreading your corruption, allowing the crew to just fuck about until then.
Well meme'd, but it is somewhat true. Fighting players is a challenge, fighting mobs is a chore.kevinz000 wrote:Luke is just worried he can't get his delicious valids feel as good when they aren't players don't worry.
I realize too that this is happening whether it's a good idea or not. At this point, I think the most productive thing I can do is try to make sure that people have realistic ideas and expectations.NikNakFlak wrote:As I told luke, I don't agree with this but they already look like they are actually doing it. GG, that's it.
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