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Author Topic: Space Station 13: Urist McStation  (Read 2128469 times)

Insanegame27

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Re: Space Station 13: Urist McStation
« Reply #23955 on: April 06, 2016, 11:07:55 am »

But Resomi have an IC way to communicate aflap.


Anyway my point was that they are not just oxyvox.
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The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

IcyTea31

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Re: Space Station 13: Urist McStation
« Reply #23956 on: April 06, 2016, 11:20:30 am »

an IC way to communicate aflap.
Owl costume.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #23957 on: April 06, 2016, 02:24:50 pm »

Polaris cellphones when? I want to prank call the station.
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Insanegame27

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Re: Space Station 13: Urist McStation
« Reply #23958 on: April 07, 2016, 06:54:01 am »

One thing I intend to happen with my map is a redefinition of the ERT.
The ERT exists, but have no way of getting to the base in a timely manner.


Instead of a shiny 'call ERT button' there will be an SOS button that will broadcast a mayday message on all channels.
If this button gets pressed, the chances are that the station will receive visitors. What exactly those visitors are is entirely up to admin discretion (as well as the players that spawn as it). Whether they are pirates homing in on an SOS call or merchants heading to help a vessel requesting help is up to the mins and the group of players. The players will spawn in a ship with adminwalls separating a 'goodguy' loadout and a 'badguy' loadout. The mins will give access to one of these loadouts and also any other gear they may need. There is also a syndie (merc) uplink in each loadout and the players are free to ask a min for custom gear, like the knight .45 tactical and/or rename gear.


So if you call for help when it's not needed, the mins are encouraged to shit on you and give you a legitimate reason to call for help. Of course, if a tator gets his hands on a way to activate this button (captain-level ID access) and calls an SOS he can fluff it as though he was the forward scout for an agency/pirate network and a min could spawn him in gear to communicate with the response team.


Nothing concrete yet, but that's the general premise.
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Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #23959 on: April 07, 2016, 09:22:12 am »

Humans can aflap. Don't question it.
flap arms, pretend to bird
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23960 on: April 07, 2016, 03:52:02 pm »

Instead of a shiny 'call ERT button' there will be an SOS button that will broadcast a mayday message on all channels.
If this button gets pressed, the chances are that the station will receive visitors. What exactly those visitors are is entirely up to admin discretion (as well as the players that spawn as it). Whether they are pirates homing in on an SOS call or merchants heading to help a vessel requesting help is up to the mins and the group of players. The players will spawn in a ship with adminwalls separating a 'goodguy' loadout and a 'badguy' loadout. The mins will give access to one of these loadouts and also any other gear they may need. There is also a syndie (merc) uplink in each loadout and the players are free to ask a min for custom gear, like the knight .45 tactical and/or rename gear.

Not sure if there should be admin intervention for something like this as admins cant be on all the time to do this sort of thing. Perhaps instead there should be a list of possible things that can be called and chosen at random, from regular ERT, Russian mercenaries, syndies or even xenos. It would require bit of mapping and programming to do either suggestion though.
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flame99

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Re: Space Station 13: Urist McStation
« Reply #23961 on: April 07, 2016, 05:13:04 pm »

Maybe either/or? An 'admin discretion' room and a general list of stuff if none are on. Maybe have it pop up an admin-only selection box (or a request for one in chat to prevent conflicts), and if it isn't answered in, say, 30 seconds a default SOS will occur.

It could definitely work either way, though, and make "call ERT" less of a get-out-of-trouble-free card.
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Insanegame27

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Re: Space Station 13: Urist McStation
« Reply #23962 on: April 07, 2016, 05:23:52 pm »

Maybe either/or? An 'admin discretion' room and a general list of stuff if none are on. Maybe have it pop up an admin-only selection box (or a request for one in chat to prevent conflicts), and if it isn't answered in, say, 30 seconds a default SOS will occur.

It could definitely work either way, though, and make "call ERT" less of a get-out-of-trouble-free card.
If someone wants to code this, I'll happily adapt my map for this.


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Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

flame99

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Re: Space Station 13: Urist McStation
« Reply #23963 on: April 07, 2016, 07:48:12 pm »

I'd love to, but unfortunately, I'm swamped right now. Once I'm free(-er), I'll probably try to get Goonchem ported again, at which point I could try to work on this if nobody else has.
w
Relevant question, by the way--Glloyd, with the leak of Gooncode, what're your thoughts for making similar secret chems? Now that they're available in the source code anyways, I'm a little leery about their continued use, but...
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23964 on: April 07, 2016, 07:51:39 pm »

I'd love to, but unfortunately, I'm swamped right now. Once I'm free(-er), I'll probably try to get Goonchem ported again, at which point I could try to work on this if nobody else has.
w
Relevant question, by the way--Glloyd, with the leak of Gooncode, what're your thoughts for making similar secret chems? Now that they're available in the source code anyways, I'm a little leery about their continued use, but...

Gooncode was publicly released by goonstation, so go nuts.

flame99

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Re: Space Station 13: Urist McStation
« Reply #23965 on: April 07, 2016, 08:35:17 pm »

I'd love to, but unfortunately, I'm swamped right now. Once I'm free(-er), I'll probably try to get Goonchem ported again, at which point I could try to work on this if nobody else has.
w
Relevant question, by the way--Glloyd, with the leak of Gooncode, what're your thoughts for making similar secret chems? Now that they're available in the source code anyways, I'm a little leery about their continued use, but...

Gooncode was publicly released by goonstation, so go nuts.
It's not so much their legal or moral status, as much as their balance. It incentives code diving, after all, which is...unfortunate, in a roleplay-based server. It also presents an issue of newer players being locked out of part of chemistry. I'm not certain if it'd be worth those costs or not, which I'll leave to you.

EDIT: Of course, I could also try to obfuscate them in the code, at the risk of severely annoying anyone trying to add/fix/change secret chems :P
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23966 on: April 08, 2016, 05:12:15 am »

Goonstation's chemistry's design being what it is is largely intended to hide the secrets so that people have to experiment.

The simplest, if crude, way is going the way /vg/ did and making a secret repo that is not publicly visible.

The trickier way is randomizing high-end recipes, and even trickier is making that persistent for, say, a week. The former is definitely doable, there's even some abandoned BS12 code for that, the latter I think is doable using the database.
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ThtblovesDF

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Re: Space Station 13: Urist McStation
« Reply #23967 on: April 08, 2016, 05:56:13 am »

Goon asside, many servers and shity admins (i know redudant) will ban you from chemistry for blowing up chemistry with trying stuff out.
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23968 on: April 08, 2016, 06:13:09 am »

Im not a huge fan of there being more RNG added to the game as it then turns into a repetitive time sink to figure out what does what over and over again.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #23969 on: April 08, 2016, 07:16:03 am »

i am vehemently against making chemistry more """""fun""""" by adding secret recipes (it's not fun). it encourages secret cool kids club bullshit and is just a terrible way to hide the problems with chemistry in general. if the only way your mechanic can be fun is by obfuscating it, it's bad, so don't make it.

For those who suggest code-diving is immersion-breaking, this is literally meta-knowledge encouraged by the game. That isn't immersion-breaking?
« Last Edit: April 08, 2016, 07:22:39 am by miauw62 »
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