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Author Topic: Spacestation 13 *New Topic*  (Read 314010 times)

Anvilfolk

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Re: Spacestation 13 *New Topic*
« Reply #2055 on: August 19, 2012, 11:48:20 am »

What's this remake you speak of? I think I've seen a mention of it somewhere, but if it's gonna have it's own code, say C++ or Python, it's gonna be a real pain to add stuff to it. BYOND seems to be real nice in that.

Matz05

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Re: Spacestation 13 *New Topic*
« Reply #2056 on: August 19, 2012, 03:16:33 pm »

I think its C++ reading most content from xml files. A loader for more serious mods will be added some day too.

http://spacestation13.com/
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NRN_R_Sumo1

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Re: Spacestation 13 *New Topic*
« Reply #2057 on: August 20, 2012, 09:16:26 pm »

Hmmph. My D2station thread was closed earlier.

Damn shame, I don't even have the data from that thread anymore now.

Ah well.
http://www.indiedb.com/games/d2k5-space-observatory-beta-242
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Azated

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Re: Spacestation 13 *New Topic*
« Reply #2058 on: August 21, 2012, 10:40:21 am »

Speaking of poor play, I once got chewed out by everyone for intervening in the execution of a fellow syndicate by murdering everyone in the room. Good for the goose good for the gander I figured, but the mods disagreed. Said I didn't RP enough.

I'd have to agree with the admins on that one, at least from what your post says.


If there were two traitors on a space station and one was captured, the logical choice would be to either lay low and hope he doesn't rat you out, try to find a palce to hid until the shuttle was called, somehow get yourself a new identity, or kill the other traitor. You wouldn't run into the courtroom with a rifle and open fire, alerting everyone on the station to your presence and hostile intent. It's also pretty safe to say that Central Command would find out, and then you're pretty much screwed.


When you're RP'ing, you have to think as though your character were real. As though they have a past and intend to have a future (unless you get a traitor objective to kill yourself or something).

If you're a traitor engineer, you can't go and make some chloral hydrate, hack the AI, create a virus and flood the station with plasma.

You'll have to break into the chemistry lab with a crowbar and welder, force the chemist to make you something to knock people out, find the robotocist or one of the heads and force them to tell you how to hack the AI, try to do so and electrocute yourself, then forget where virology is because you've never been there, try to flood the station with plasma and accidentally incinerate yourself.


As for the badmins and the server itself; they're not too bad. I like the fact that you don't have an assistant running around smacking people to death with a fire extinguisher full of crapfoam and security officers in full riot gear gunning people down in the halls because they're wearing clothes. As long as you aren't completely horrible at some semblance of roleplay, the admins shouldn't have a reason to pick on you. If they do, fight it! You'll probably win.
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Neonivek

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Re: Spacestation 13 *New Topic*
« Reply #2059 on: August 21, 2012, 11:15:32 am »

I don't know...

Maybe he was roleplaying a particularly dumb Traitor who can only think with his AK47s.

I do think however that games often break down when the Traitor just turns into a gun wielding maniac. The Stealthy Traitor who can spend the entire game without being caught once is a much better one (assuming he doesn't find a way to just easily blow up the ship).
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Scelly9

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Re: Spacestation 13 *New Topic*
« Reply #2060 on: August 21, 2012, 12:51:13 pm »

I remember a meteor round we had recently where the traitor got caught stealing the captain's gun. He spent the next hour flying through the station with a jetpack and gunning down the 5-10 security officers and engineers chasing him. It was quite entertaining.

My point is, a gun maniac round can still go well if you play it right. If you don't, nothing works.
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Vherid

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Re: Spacestation 13 *New Topic*
« Reply #2061 on: August 21, 2012, 12:55:13 pm »

Speaking of poor play, I once got chewed out by everyone for intervening in the execution of a fellow syndicate by murdering everyone in the room. Good for the goose good for the gander I figured, but the mods disagreed. Said I didn't RP enough.

I'd have to agree with the admins on that one, at least from what your post says.


If there were two traitors on a space station and one was captured, the logical choice would be to either lay low and hope he doesn't rat you out, try to find a palce to hid until the shuttle was called, somehow get yourself a new identity, or kill the other traitor. You wouldn't run into the courtroom with a rifle and open fire, alerting everyone on the station to your presence and hostile intent. It's also pretty safe to say that Central Command would find out, and then you're pretty much screwed.


When you're RP'ing, you have to think as though your character were real. As though they have a past and intend to have a future (unless you get a traitor objective to kill yourself or something).

If you're a traitor engineer, you can't go and make some chloral hydrate, hack the AI, create a virus and flood the station with plasma.

You'll have to break into the chemistry lab with a crowbar and welder, force the chemist to make you something to knock people out, find the robotocist or one of the heads and force them to tell you how to hack the AI, try to do so and electrocute yourself, then forget where virology is because you've never been there, try to flood the station with plasma and accidentally incinerate yourself.


As for the badmins and the server itself; they're not too bad. I like the fact that you don't have an assistant running around smacking people to death with a fire extinguisher full of crapfoam and security officers in full riot gear gunning people down in the halls because they're wearing clothes. As long as you aren't completely horrible at some semblance of roleplay, the admins shouldn't have a reason to pick on you. If they do, fight it! You'll probably win.

Or he figured the jig was up and decided to go out with a blast and take as many people with him and his buddy as possible.

Telling people how to play "their" characters is lame. I can understand the engineer/scientist scenario, but if a mother fucker wants to go out with a bang, a mother fucker goes out with a bang.

Rakonas

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Re: Spacestation 13 *New Topic*
« Reply #2062 on: August 21, 2012, 02:04:53 pm »

Speaking of poor play, I once got chewed out by everyone for intervening in the execution of a fellow syndicate by murdering everyone in the room. Good for the goose good for the gander I figured, but the mods disagreed. Said I didn't RP enough.

I'd have to agree with the admins on that one, at least from what your post says.


If there were two traitors on a space station and one was captured, the logical choice would be to either lay low and hope he doesn't rat you out, try to find a palce to hid until the shuttle was called, somehow get yourself a new identity, or kill the other traitor. You wouldn't run into the courtroom with a rifle and open fire, alerting everyone on the station to your presence and hostile intent. It's also pretty safe to say that Central Command would find out, and then you're pretty much screwed.


When you're RP'ing, you have to think as though your character were real. As though they have a past and intend to have a future (unless you get a traitor objective to kill yourself or something).

If you're a traitor engineer, you can't go and make some chloral hydrate, hack the AI, create a virus and flood the station with plasma.

You'll have to break into the chemistry lab with a crowbar and welder, force the chemist to make you something to knock people out, find the robotocist or one of the heads and force them to tell you how to hack the AI, try to do so and electrocute yourself, then forget where virology is because you've never been there, try to flood the station with plasma and accidentally incinerate yourself.


As for the badmins and the server itself; they're not too bad. I like the fact that you don't have an assistant running around smacking people to death with a fire extinguisher full of crapfoam and security officers in full riot gear gunning people down in the halls because they're wearing clothes. As long as you aren't completely horrible at some semblance of roleplay, the admins shouldn't have a reason to pick on you. If they do, fight it! You'll probably win.

Or he figured the jig was up and decided to go out with a blast and take as many people with him and his buddy as possible.

Telling people how to play "their" characters is lame. I can understand the engineer/scientist scenario, but if a mother fucker wants to go out with a bang, a mother fucker goes out with a bang.
Yeah, I can't stand the "This is how you should play your character" mentality. Maybe the traitor was friends with his fellow traitor, maybe he just wanted to see some bastard nano trasen slaves pay. Also, the whole 'not understanding how things work' thing is pushing it imo, just because you're not an engineer doesn't mean you haven't studied engineering.
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Neonivek

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Re: Spacestation 13 *New Topic*
« Reply #2063 on: August 21, 2012, 02:17:45 pm »

I remember a meteor round we had recently where the traitor got caught stealing the captain's gun. He spent the next hour flying through the station with a jetpack and gunning down the 5-10 security officers and engineers chasing him. It was quite entertaining.

My point is, a gun maniac round can still go well if you play it right. If you don't, nothing works.

Who were you in this scenario?
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Scelly9

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Re: Spacestation 13 *New Topic*
« Reply #2064 on: August 21, 2012, 02:18:34 pm »

I remember a meteor round we had recently where the traitor got caught stealing the captain's gun. He spent the next hour flying through the station with a jetpack and gunning down the 5-10 security officers and engineers chasing him. It was quite entertaining.

My point is, a gun maniac round can still go well if you play it right. If you don't, nothing works.

Who were you in this scenario?
I was dead, arrivals got hit by a meteor the second I spawned.
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Neonivek

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Re: Spacestation 13 *New Topic*
« Reply #2065 on: August 21, 2012, 03:08:40 pm »

I remember a meteor round we had recently where the traitor got caught stealing the captain's gun. He spent the next hour flying through the station with a jetpack and gunning down the 5-10 security officers and engineers chasing him. It was quite entertaining.

My point is, a gun maniac round can still go well if you play it right. If you don't, nothing works.

Who were you in this scenario?
I was dead, arrivals got hit by a meteor the second I spawned.

There is no "Dead".

The issue with a run and gun Traitor is it sort of invalidates a lot of the cast and makes them props.
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Scelly9

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Re: Spacestation 13 *New Topic*
« Reply #2066 on: August 21, 2012, 03:09:32 pm »

I remember a meteor round we had recently where the traitor got caught stealing the captain's gun. He spent the next hour flying through the station with a jetpack and gunning down the 5-10 security officers and engineers chasing him. It was quite entertaining.

My point is, a gun maniac round can still go well if you play it right. If you don't, nothing works.

Who were you in this scenario?
I was dead, arrivals got hit by a meteor the second I spawned.

There is no "Dead".
Let me put it this way: I was gibbed and flying through space.
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Anvilfolk

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Re: Spacestation 13 *New Topic*
« Reply #2067 on: August 22, 2012, 04:45:09 am »

So I was totally crazy about this for a while, but then realised how similar most rounds end up being. Sure, you can be different professions. Sure you can interact with people differently. Sure, the gametype changes. But, ultimately, rounds are generally between 1-2h, and you're doing the same thing in most of them.

I really like the feel of persistence, and there's no such thing in SS13. What I'd really love is to start with a single room with decent athmospherics, and then people would build the space station slowly. You could totally keep the shifts mechanics, and even some traitor mechanics. It would need to be harder to make a bomb, so you couldn't entirely ruin the built space station in a round.

I think I mentioned this somewhere and people told me it would be extremely slow to build a station. It could be made easier though...

Grakelin

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Re: Spacestation 13 *New Topic*
« Reply #2068 on: August 22, 2012, 06:19:18 am »

Speaking of poor play, I once got chewed out by everyone for intervening in the execution of a fellow syndicate by murdering everyone in the room. Good for the goose good for the gander I figured, but the mods disagreed. Said I didn't RP enough.

I'd have to agree with the admins on that one, at least from what your post says.


If there were two traitors on a space station and one was captured, the logical choice would be to either lay low and hope he doesn't rat you out, try to find a palce to hid until the shuttle was called, somehow get yourself a new identity, or kill the other traitor. You wouldn't run into the courtroom with a rifle and open fire, alerting everyone on the station to your presence and hostile intent. It's also pretty safe to say that Central Command would find out, and then you're pretty much screwed.


When you're RP'ing, you have to think as though your character were real. As though they have a past and intend to have a future (unless you get a traitor objective to kill yourself or something).

If you're a traitor engineer, you can't go and make some chloral hydrate, hack the AI, create a virus and flood the station with plasma.

You'll have to break into the chemistry lab with a crowbar and welder, force the chemist to make you something to knock people out, find the robotocist or one of the heads and force them to tell you how to hack the AI, try to do so and electrocute yourself, then forget where virology is because you've never been there, try to flood the station with plasma and accidentally incinerate yourself.


As for the badmins and the server itself; they're not too bad. I like the fact that you don't have an assistant running around smacking people to death with a fire extinguisher full of crapfoam and security officers in full riot gear gunning people down in the halls because they're wearing clothes. As long as you aren't completely horrible at some semblance of roleplay, the admins shouldn't have a reason to pick on you. If they do, fight it! You'll probably win.

Or he figured the jig was up and decided to go out with a blast and take as many people with him and his buddy as possible.

Telling people how to play "their" characters is lame. I can understand the engineer/scientist scenario, but if a mother fucker wants to go out with a bang, a mother fucker goes out with a bang.
Yeah, I can't stand the "This is how you should play your character" mentality. Maybe the traitor was friends with his fellow traitor, maybe he just wanted to see some bastard nano trasen slaves pay. Also, the whole 'not understanding how things work' thing is pushing it imo, just because you're not an engineer doesn't mean you haven't studied engineering.

Gonna add to the quote pyramid to say that I think Traitor #2 was completely justified in killing everybody in the room to bust out his accomplice. We spend a lot of time trying to make our roleplay sessions narratively interesting (though that isn't really always possible). The most narratively interesting thing that could be done as security is about to squeeze the trigger and end somebody's life is a jailbreak, especially when you consider that we don't actually get into deep character development during the game. I would have thought the round was awesome if I was the security officer in this situation.

I would have also been disappointed in the roleplaying abilities of anybody playing a terrorist agent who didn't heroically save his comrade.

There's a large degree of risk involved in opening fire on multiple security officers, as well. Anybody who complains of griefing is just mad that they lost the fight. I've been in some pretty rough and tumble gun battles in this game and can tell you that they are both survivable and legitimately winnable by both sides (even a guy without a gun has a chance of defeating a guy with a laser pistol, if he knows how to throw things properly).

In my experience, the root of this sort of admin intervention is somebody complaining because they're mad OOC about dying. When I was more active, this was all too often the admin himself.

The issue with a run and gun Traitor is it sort of invalidates a lot of the cast and makes them props.

I don't mind that. I've been the victim of a run and gun Traitor before, and the round has still been entertaining to observe so long as it didn't turn into Extended as soon as the Traitor died. The sad truth is that most people aren't actually paying any attention to what other people are doing or how they are roleplaying. Usually we just make small talk at eachother, or express annoyance at one another's personal habits. It's only once in a while that something interesting happens that doesn't involve the traitor.

Similarly, if we're striving for narrative excellence, not everybody should be a primary character. Once a cast has more than twelve people, it becomes hard to keep track of them all. That means only a few people should actually be considered "main characters". For our purposes, this usually ends up being whichever group lasts the longest or is the most interesting while alive. Some people are going to get killed. The traitor will naturally do so while going about his business. It's a part of the game, and the death of a crewmate and/or the subsequent discovery of his body is a fun plot point.

Conversely, if we're going for pure simulationism, as opposed to narrative, the traitor should still be murdering people before they get a chance to fully develop (not that any of them are likely to), because it increases his own odds of success. We actually hate it when traitors are perfect, because it leads to boring games. Baystation 12 has specifically evolved over the past couple years to combat the ability for a skilled traitor to slip in and out of the station completely unnoticed.

I'll round back to my original point: People hardly ever complain about getting killed by the traitor for valid reasons. They're always just mad they died. There's something about this game that really brings out the crybaby in a lot of people for some reason. Last time I logged on, we got into a ragebattle over which medic had to carry the bed and which got to heal the scores of injured people lining the halls.
« Last Edit: August 22, 2012, 06:35:45 am by Grakelin »
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Xeron

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Re: Spacestation 13 *New Topic*
« Reply #2069 on: August 22, 2012, 06:45:14 am »

I couldn't agree more Grakelin.
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