Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1576 1577 [1578] 1579 1580 ... 1654

Author Topic: Space Station 13: Urist McStation  (Read 2147707 times)

Cheedows

  • Bay Watcher
  • Still a dwarf, right?
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23655 on: March 09, 2016, 12:46:30 am »

We can potentially get the update with the coveted Paranoia Beta mode too.  :D
Logged

IcyTea31

  • Bay Watcher
  • Studying functions and fiction
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23656 on: March 09, 2016, 01:31:43 am »

Paranoia Beta mode
Citizen Cheed-O-WSS, is that what I think it is?
Logged
There is a world yet only seen by physicists and magicians.

Gale212

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23657 on: March 09, 2016, 01:32:45 am »

Paranoia?
Explain like im dumb.
Logged

IcyTea31

  • Bay Watcher
  • Studying functions and fiction
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23658 on: March 09, 2016, 02:08:41 am »

Citizen Toowantoo-G-ALE, that information is above your clearance level. Knowledge that that information is above your clearance level is above your clearance level. Citizen Toowantoo-G-ALE, report to brainscrubbing immediately. The Computer is your Friend.

(It's a tabletop roleplaying game set in a zeerusty Orwellian dystopia.)
Logged
There is a world yet only seen by physicists and magicians.

werty892

  • Bay Watcher
  • Neat.
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23659 on: March 09, 2016, 08:11:47 am »

It's the end of lag as we know it... tl;dr stuff like bombs, tons of mobs, etc. will no longer lag.

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23660 on: March 09, 2016, 09:46:58 am »

Yeah, I'm going to work that into a bunch o optimizations to the processes that ru. On the scheduler because bay is shit an doesn't do anything with the scheduler I ported for them.

AH

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23661 on: March 09, 2016, 10:59:29 am »

Think Sub Rosa for SS13, in this case.
Logged

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23662 on: March 09, 2016, 11:09:41 am »

Speaking of paranoia, the beta will be starting this weekend AFAIK, along with some bug fixes, the security rework and some other things that I'm sliding in there.

AH

  • Bay Watcher
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23663 on: March 09, 2016, 11:25:12 am »

Ah yeah that reminds me Glloyd. Was testing out what the blue wardrobe for sec looks like on the latest github. The new sec rework map is missing the red/security wardrobe locker.
Logged

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23664 on: March 09, 2016, 11:28:19 am »

Ah yeah that reminds me Glloyd. Was testing out what the blue wardrobe for sec looks like on the latest github. The new sec rework map is missing the red/security wardrobe locker.

I'll make sure I toss in that locker as well as those lcothes, I've been making a ton of tweaks and adjustments to the rework, so I'll lump that in there, I think I have an idea of where to put it anyways.

werty892

  • Bay Watcher
  • Neat.
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23665 on: March 09, 2016, 11:37:53 am »

Speaking of paranoia, the beta will be starting this weekend AFAIK, along with some bug fixes, the security rework and some other things that I'm sliding in there.
You should explain Paranoia for those who don't know what it is.

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23666 on: March 09, 2016, 11:46:34 am »

Speaking of paranoia, the beta will be starting this weekend AFAIK, along with some bug fixes, the security rework and some other things that I'm sliding in there.
You should explain Paranoia for those who don't know what it is.

Scrdest should be explaining it, I just make sure the code's good :P

But from what I know, it's a team based mode kinda like old rev, but not about direct confrontation and more about subterfuge. The thing is, the agents in the different factions can be flipped without the faction knowing, because the only people identified (by their fancy little antag icons) are the leaders. Scrdest can explain it better though.

KingofstarrySkies

  • Bay Watcher
  • It's been a long time...
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23667 on: March 09, 2016, 01:03:44 pm »

I know that it's based off of a Tabletop game similar to Shadowrun from my limited knowledge.
Logged
Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...

Cheedows

  • Bay Watcher
  • Still a dwarf, right?
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23668 on: March 09, 2016, 05:13:49 pm »

The server is up and stable, in case people were still having doubts.
Logged

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: Space Station 13: Urist McStation
« Reply #23669 on: March 09, 2016, 05:33:53 pm »

I am extremely regretting the naming right about now. Confusing and makes people who want regular Paranoia-tabletop-mode sad. Though this + Malf/Traitor AI should be a pretty damn close thing, actually.

It's not purely coincidental, but the idea lifted from the Paranoia tabletop is not the most obvious association of the Friend Computer, but the part about silly conspiracies running around everywhere. Mostly literal, though - you cannot trust anyone even moreso than in regular traitor, because at least the traitor status has the decency not to change mid-round.

WHAT DIS?!

It's a three to four-team based mode that's quite similar to Rev or, especially, Gang in that the leaders spawn and recruit crewmembers. Unlike Rev, you don't have any beef with Command (unless some Head tries to eliminate you, I guess), but the factions compete against each other.

In particular, you can try recruit someone who is another faction's agent already, and if they accept, they first abandon their faction, then if they accept again (sorry, ugly, but it's been a technical code thing) they are flipped to your side - and since, as Glloyd said, the factions don't have an indicator for anyone but the leader, the original faction will be none the wiser. You may want to use gang colors to tell friendlies apart ;)

You do get an uplink, albeit a custom one - with no combat-heavy items (with the silenced pistol, canesword and dart gun being the heaviest you can get; if you want someone DEAD dead, send in the goons or poison them or do something else fittingly seekrit) and, currently, one silly new item to replace C4 (AKA Jet Fuel, which may or may not melt steel beams). Oh, and I just ported the briefcase o' cash item early.

WHAT DO?!

Eventually (the items are all done, but I didn't figure out to do regular spawns yet), the plan is that the factions will compete for Intel, inspired heavily by Sub Rosa. Intel is a black folder containing random valuable seekrit stuffs and is assigned to one of the factions.

If you're not that faction, you can upload it using a special laptop the leaders get on spawn (or you can buy a replacement, if you lose it) to get more Telecrystals for the uplink, the amount dependent on  the piece of intel (Confidential, Secret, Top Secret for 2, 4 and 6 TCs respectively, just for flavor) - if you have one on you, it's automagically added, otherwise you can hit the active laptop with something with an uplink innit to add the stored TCs to the uplink.

Uploading is done over-time, with 5% of upload progress being added per 5 seconds of immobility next to the computer, and stored, so if something happens but you keep the intel you can use the same file to resume the upload. Using a different one will abort the previous upload, though.

There is a random but decent chance that upon uploading that the intel of the faction whose intel you uploaded will no longer be accepted for a while - if that's the case, you WILL be informed - that is intended to mix things up, so all four factions have a reason to interact and be balanced somewhat - if all the other teams get a piece of intel on you, they get a power boost relative to you since they can buy more shit, but at the same time you get a breather as, if you're very lucky, your intel becomes worthless to the other factions until they manage to upload some of another conspiracy's intel and overriding that faction over you as the 'safe' faction.

It's not a 100% chance so you're still on your guard. At the same time, you could deliberately trade your faction's intel or even give it away to get a temporary 'ally'. Just remember - any deal can go wrong...

sorry for the Jack Chick bolding, but I wanted to break up the wall of text
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.
Pages: 1 ... 1576 1577 [1578] 1579 1580 ... 1654