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Author Topic: Space Station 13: Urist McStation  (Read 2147694 times)

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23670 on: March 09, 2016, 05:48:50 pm »

Better than I could describe it. The fun thing is that the potential delay between taking one faction's intel means that it opens up possibilities to work with other factions in exchange for something else. However, doublecrossing is easy. It's also easy enough to pretend to be on another faction, but then turn on them. There's a ton of opportunity for some fun RP and some nice backstabbing.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #23671 on: March 09, 2016, 05:58:13 pm »

Better than I could describe it. The fun thing is that the potential delay between taking one faction's intel means that it opens up possibilities to work with other factions in exchange for something else. However, doublecrossing is easy. It's also easy enough to pretend to be on another faction, but then turn on them. There's a ton of opportunity for some fun RP and some nice backstabbing.
Oh, yes, that reminds me of something I didn't mention (because that wall of text wasn't quite big enough yet!).

At first, I thought I would be lazy and use the four alrady made folder sprites for the intel, but I decided against it. The faction the intel concerns and its value is only in the Examine description... which means you can sell perfectly good intel - that happens to be worth less (or worthless) to the buyer. And that's just one way to screw the other party.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #23672 on: March 09, 2016, 06:03:02 pm »

so leaders are heavily disincentivised to ever let go of their intel, as they could never be sure that any of the people they're giving it to would not just run with it?

Also, what's to stop people from just tossing intel out an airlock (or hiding it somewhere in mainf)
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23673 on: March 09, 2016, 06:35:23 pm »

so leaders are heavily disincentivised to ever let go of their intel, as they could never be sure that any of the people they're giving it to would not just run with it?

Also, what's to stop people from just tossing intel out an airlock (or hiding it somewhere in mainf)
Keeping your intel isn't terribly safe, either. Keep it on you - once the other factions figure out you're a leader, you might get an acute poisoning, of the regular or lead variety, and lose it anyway.

Keep it on an agent - you risk treason, same if you make a base and put it somewhere, plus bases can be raided.

Putting it in maint, quite similar - but you're just abandoning it for the first agent with maint access and time to spare to find if you don't watch it, or see above if you do by any means that allow you to scare off thieves.

Tossing it out works, I suppose, but there's a decent chance of it looping back to the station, whereupon agent HONK puts on an Emergency Space Suit and steals it, and even if you don't, you're losing out a chance to trade.

You don't *have* to do it, by any means, but you risk running a low-budget, low-tech operation that way and being out-gunned (even if the guns in question are the hilariously underpowered silenced Stetchkins). It is, quite simply, a gamble - and one where you can cheat the odds by being careful and being prepared. You know. Paranoid.
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23674 on: March 09, 2016, 06:40:56 pm »

Maybe give leaders a kind of (makeshift?) pinpointers, but due to interference and intel not being nuke disk it would only work if the targeted intel has not moved since 30 minutes or so. Also signal if the intel is off-z-level. Should limit getting rid of stuff but would give the owner 30 minutes during which they can just leave it somewhere safe or something.
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23675 on: March 09, 2016, 06:53:11 pm »

i hope the exploitable information is still available in this mode.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23676 on: March 09, 2016, 06:57:24 pm »

Maybe give leaders a kind of (makeshift?) pinpointers, but due to interference and intel not being nuke disk it would only work if the targeted intel has not moved since 30 minutes or so. Also signal if the intel is off-z-level. Should limit getting rid of stuff but would give the owner 30 minutes during which they can just leave it somewhere safe or something.
It's a decent idea too, if this becomes an issue. Although it could be complicated by the fact that - and I probably should have clarified that - the intel is not unique like the nuke disk. I mean, even assuming every team gets a single roundstart piece of intel, that's three items to potentially track.

I'll probably make it spawn every once in a while, though I have yet to hammer out the details on how and where it would spawn.

i hope the exploitable information is still available in this mode.
Sure it is. It's running of the same general uplink item as the traitors, it's just the list of items that's changed.
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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.

Kot

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Re: Space Station 13: Urist McStation
« Reply #23677 on: March 09, 2016, 07:08:25 pm »

It's a decent idea too, if this becomes an issue. Although it could be complicated by the fact that - and I probably should have clarified that - the intel is not unique like the nuke disk. I mean, even assuming every team gets a single roundstart piece of intel, that's three items to potentially track.
Oh, sorry, I didin't pay a lot of attention, I just assumed it worked like it did in Sub Rosa back in the days, as in you had specific "colour" intel to recover, I just thought that every leader would get a pinpointer that is pinpointing the type of intel he has to get.

Maybe utilize something similar to the cool cameras map we have now instead, but that would proably be a bitch to code. Dunno.
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #23678 on: March 09, 2016, 07:12:38 pm »

i hope the exploitable information is still available in this mode.

I thought no one ever even set their exploitable info.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #23679 on: March 09, 2016, 07:17:48 pm »

i hope the exploitable information is still available in this mode.

I thought no one ever even set their exploitable info.

A decent amount do.
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23680 on: March 09, 2016, 07:18:30 pm »

I think I have it set but I don't have any idea what to. Proably something useless, so... :/
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #23681 on: March 09, 2016, 10:00:13 pm »

i hope the exploitable information is still available in this mode.

I thought no one ever even set their exploitable info.
I do because I'm not a dirty scrublord.

Anyway, this sounds like a load of fun. Especially when you factor in that this is going on with civilians in the mix. And Security is likely after all these gangs.
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Gale212

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Re: Space Station 13: Urist McStation
« Reply #23682 on: March 11, 2016, 12:06:23 am »

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« Last Edit: March 11, 2016, 12:09:53 am by Gale212 »
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birdy51

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Re: Space Station 13: Urist McStation
« Reply #23683 on: March 11, 2016, 01:05:00 am »

Pun-Pun sacrificed to the Blood God. Crisis averted.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23684 on: March 11, 2016, 04:41:23 am »

Going through some code stuff and I found that everytime a mob moves, it checks for /obj/effect/stop.

WHAT THE FUCK.

BYOND straight up has a proc for the intended purpose of that.

AND THIS SHIT IS EVERYWHERE.

There's so much shit about Bay I want to optimize, but I also don't want to push that sort sort of stuff to Bay anymore because it may take millenia to reach us unless we switch to their dev branch, which is even buggier than their master branch. This is the worst of all possible worlds.

I made the change anyways, fuck Bay.
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