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Baycode

Posted: Tue Sep 09, 2014 3:40 pm
by Skorvold
Rather then just saying "eh fuck it" why not startover with Baycode?

Re: Baycode

Posted: Tue Sep 09, 2014 7:14 pm
by Gun Hog
Bay's code, but we need to modify the map so that death-gas flooding is once again do-able without the need for modification! There are probably other map adjustments needed such that we can play according to our standards and not theirs.

Re: Baycode

Posted: Tue Sep 09, 2014 8:50 pm
by Cipher3
From what I understand we were gonna do this for a week?

Re: Baycode

Posted: Wed Sep 10, 2014 2:17 am
by Tokiko2
Branching NT off from baycode should have happened in the first place as /tg/ is intended for large populations like Sybil and bay works better with smaller populations like Artyom (rip)...

That said, I'd port over all my stuff and probably some more if that somehow revived the server.

Re: Baycode

Posted: Wed Sep 10, 2014 12:55 pm
by Skorvold
Tokiko2 wrote:Branching NT off from baycode should have happened in the first place as /tg/ is intended for large populations like Sybil and bay works better with smaller populations like Artyom (rip)...

That said, I'd port over all my stuff and probably some more if that somehow revived the server.
Server revival is priority here, we could keep the NTcodebase and get our population back if we were on Baycode.

Re: Baycode

Posted: Thu Sep 11, 2014 4:53 am
by lumipharon
Please port all the good things to tg regardless. Having to play without all the FUN is truly suffering.

Re: Baycode

Posted: Thu Sep 11, 2014 10:51 am
by Fragnostic
Could be fun, but I think if we use Baycode everything, including atmos, we are going to see some major griffans going on since the playerbase shifts more towards antaghunt, lelvalidkills, 420 pauergaem wub wub wub. Baycode is all about realisms, RP, and genuine immersion. Can we hold this community to those standards; are we holding the community to those standards? It should be tried at least, it could work for us. But I'm afraid the whole thing is very griffable. I mean, 4 canisters of gas open in a room filled with glass shards is major griffe, but it can be argued it's the fault of whoever opens that airlock. Or loss of limbs. Dragging injured people. Kinda says something about the new abusable features this codebase has when we can't even handle spinning chairs as ghosts.

Re: Baycode

Posted: Thu Sep 11, 2014 11:59 am
by Steelpoint
I highly doubt switching Artyom to baycode will fix the population problem.

We already have a server that is dedicated to a high level of roleplay, with a very fleshed out lore, tight administration and excepted etiquette. Baystation!

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Not to mention looking at bay's features and deciding which ones to keep and which to toss. Atmo and Medical are a nightmare to begin with as well as security weapons require about 20 hits to stun someone. How long of a round are we expecting? 20 minutes, 30 minutes? An hour?

What level of roleplay are we expecting. Baycode is built around roleplay as the central focus, hence why medical and security and atmo and everything is very realistic and punishing, because its expected the players will roleplay. Meaning they won't be running around at full speed after getting a bullet in the leg, or opening airlocks to grab something or whatever.

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I feel this is just a desperation move to revive a corpse. Artyom is dead, and I doubt switching to baycode will save it.

Re: Baycode

Posted: Thu Sep 11, 2014 2:11 pm
by Remie Richards
Steelpoint wrote:I feel this is just a desperation move to revive a corpse. Artyom is dead, and I doubt switching to baycode will save it.
^
At this point we want NTstation contributors to be ripping features out of NT like vultures and porting them over to main tgstation.

Re: Baycode

Posted: Thu Sep 11, 2014 4:03 pm
by Skorvold
I don't really care much about Artyom to be honest. I just enjoy and alternative codebase.

I'd also like to remind you that the atmospherics and medical system of Bay can be easily tweaked.