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SS13 Soup, in which you journey down to the Realm of Honk to claim the Orb of Honk and I guess the pantheon is replaced by which department you pledge your loyalty to
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# ? May 17, 2019 20:02 |
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# ? May 30, 2024 22:30 |
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I know everyone is making jokes, but I always thought a 1st person implementation using the Source engine would be an easy start for attempting a 3D SS13. At its core, it could be a lot like The Ship, except in space. It would never have all the crazy poo poo that can be done in Beyond, like turning someone into a Macho Man that can bust through walls, or a Chaos Dunk that destroys the station, but you can at least assign some people as traitors with the task of murdering another player in secret, and let anything you pick up be a melee weapon or something.
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# ? May 17, 2019 20:20 |
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If you want Source madness, just play Jazztronauts. It’ll be a better time than trying Source Station 13.
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# ? May 17, 2019 20:32 |
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To drive home the point about the Doom engine: people have implemented Mario Kart, a Sonic game and Donkey Kong Country in GZDoom That's not a joke
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# ? May 17, 2019 20:35 |
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Speaking of not-but-wishes-it-was-SS13 games, Barotrauma goes on Steam early access next month.
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# ? May 17, 2019 21:22 |
SnotGrumble posted:I know everyone is making jokes, but I always thought a 1st person implementation using the Source engine would be an easy start for attempting a 3D SS13. At its core, it could be a lot like The Ship, except in space. the ship was amazing
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# ? May 17, 2019 21:32 |
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MrYenko posted:Speaking of not-but-wishes-it-was-SS13 games, Barotrauma goes on Steam early access next month. I tinkered around with Barotrauma a bit and it seemed pretty interesting, if absurdly difficult. I'm not even sure why there's a mechanic for maintaining the same ship and crew over multiple missions when half the mission types are comically lethal. I think my favourite example is the one where you're on a tight time limit for a cargo delivery, so you have to rush if you want to get paid, but the cargo is several tons of pure nitroglycerin, so rushing will cause your whole rear end ship to explode spectacularly.
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# ? May 18, 2019 00:58 |
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I have seen a bit of barotrauma and honestly it feels like it has the same atmosphere at least, and that seems more important than anything else.
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# ? May 18, 2019 01:00 |
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I just want a Space Quest like adventure game set in the SS13 universe. Or something like 7 Days a Skeptic, even.
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# ? May 18, 2019 01:12 |
Yeah barotrauma is definitely inspired by SS13 and it's quite good. There's even a clown costume.
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# ? May 18, 2019 02:46 |
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SS13 in play by email format based on the crash bandicoot 2 engine
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# ? May 18, 2019 03:18 |
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Cluwne Souls
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# ? May 18, 2019 03:58 |
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I think if any modern FPS game engine would be a good platform, it would be Arma 3's engine, not Source. Having a context menu built in is a lot more luxurious than you'd think. Built in slot-based inventory systen, better server tools and netcode, plus lots of existing modules for stuff like complex medicine, radio channels, etc. As always, the ultimate problem is simulating 256^2 tiles of interactable objects.
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# ? May 18, 2019 19:11 |
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SS13 built on the Arma engine truly is the SS13 we deserve.
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# ? May 18, 2019 20:10 |
MrYenko posted:SS13 built on the Arma engine truly is the SS13 we deserve.
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# ? May 18, 2019 20:35 |
Dont Touch ME posted:I think if any modern FPS game engine would be a good platform, it would be Arma 3's engine, not Source. Most of what you list as benefits of the Arma 3 engine work despite the underlying tech, not because of it. There's nothing particularly hard about replicating any of those systems on one of the major FPS engines compared to the other major features (zero-G, atmospheric simulation, power distribution, etc) that an SS13 mod would require anyway.
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# ? May 18, 2019 21:26 |
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Just musing after reading the secrets thread, but I still think one of the biggest changes should be fixing chem. SS13 has a few goals outside of the ship that are set and fixed and allow you to explore and think through things visually, which are great, but then you have chemistry which is also a set and fixed esoteric series of steps, except it's completely "blind" in terms of hints to what can exist without seeing other people do it first, and stupid trial and error to make it work, maybe, if you get lucky; or told by someone else. With a game that works on a round based system, I'd definitely say more subsystems should run with the concept of fresh round fresh start. Some sort of chem research progression with randomised recipes (or, in better terms, a more abstract system that isnt directly just mixing real world chems), something that lets you still experiment with stuff but in a much smaller scale, where you're helped along a little; maybe feeding it rarer resources to get progression towards hints for some harder to make chems. Jewel fucked around with this message at 12:02 on May 21, 2019 |
# ? May 21, 2019 12:00 |
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Jewel posted:Just musing after reading the secrets thread, but I still think one of the biggest changes should be fixing chem. SS13 has a few goals outside of the ship that are set and fixed and allow you to explore and think through things visually, which are great, but then you have chemistry which is also a set and fixed esoteric series of steps, except it's completely "blind" in terms of hints to what can exist without seeing other people do it first, and stupid trial and error to make it work, maybe, if you get lucky; or told by someone else. Using real-world chems as a reference is how you figure out a lot of the basic fun recipes out though.
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# ? May 21, 2019 13:55 |
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Neddy Seagoon posted:Using real-world chems as a reference is how you figure out a lot of the basic fun recipes out though. And yes, sure, I like that aspect somewhat, but is it worth it when once you know, you can make whatever stupid thing you want immediately in a round, devaluing balance? Or how you lose the fun of searching once you've found them? I mean even then, it still requires you to, say, Know thermite exists within the game. I just think the benefits of the current system don't exist when you either know nothing or everything, and it's probably worth sacrificing that nice midground (for only the few chems that feel good to figure out) for something that feels good every round, for any player. There can still definitely be some element of learning what's best, to get faster/more efficient at finding harder chems, but at least it wouldn't just force people to sit there trying nonsense for tens of hours trying to find whatever intro is now every time its swapped. Jewel fucked around with this message at 16:26 on May 21, 2019 |
# ? May 21, 2019 16:22 |
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Put a whiteboard in chemistry that shows all the recipes in the game imho
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# ? May 21, 2019 16:42 |
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Leal posted:Put a whiteboard in chemistry that shows all the recipes in the game imho word. gently caress chem nerds.
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# ? May 21, 2019 16:45 |
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Leal posted:Put a whiteboard in chemistry that shows all the recipes in the game imho
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# ? May 21, 2019 17:20 |
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Leal posted:Put a whiteboard in chemistry that shows all the recipes in the game imho Maybe put some of the basic recipes, and then let people write down more recipes mid round, and obviously writing them wrong for shenanigans Nalesh fucked around with this message at 17:38 on May 21, 2019 |
# ? May 21, 2019 17:35 |
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put two big books of chemistry, one in the chemistry lab, one in the RD's locker. make sure they look completely identical. the lab one has crucial and possibly entertaining errors for the more destructive chemicals.
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# ? May 21, 2019 17:38 |
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redneck nazgul posted:put two big books of chemistry, one in the chemistry lab, one in the RD's locker. make sure they look completely identical. Randomise which one has the errors each round.
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# ? May 22, 2019 00:48 |
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The Lone Badger posted:Randomise which one has the errors each round. Have like 5 different versions, each one with different errors and it's randomly determined which spawn. None of them are fault free.
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# ? May 22, 2019 00:54 |
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The Lone Badger posted:Randomise which one has the errors each round. With a chance of both having it. Or maybe both always has (different) errors and you need both books to work out what is and isn't right. Nalesh fucked around with this message at 00:57 on May 22, 2019 |
# ? May 22, 2019 00:54 |
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Just slightly vary the fine-structure constant each round and re-derive all of physics and chemistry accordingly.
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# ? May 22, 2019 00:58 |
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TooMuchAbstraction posted:Just slightly vary the fine-structure constant each round and re-derive all of physics and chemistry accordingly. User Name-Post Combo
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# ? May 22, 2019 01:05 |
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Replace chemistry with a bug zapper.
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# ? May 22, 2019 01:55 |
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Jewel posted:And yes, sure, I like that aspect somewhat, but is it worth it when once you know, you can make whatever stupid thing you want immediately in a round, devaluing balance? Or how you lose the fun of searching once you've found them? I mean even then, it still requires you to, say, Know thermite exists within the game. I just think the benefits of the current system don't exist when you either know nothing or everything, and it's probably worth sacrificing that nice midground (for only the few chems that feel good to figure out) for something that feels good every round, for any player. If you can't think of something fun to do with chemical compounds, that says more about your creative talents than the chemicals themselves. Also, for the umpteenth time, RNG is not balance. It is just lovely dice rolling that is going to create a far worse experience most of the time because it will never go in your favour consistently.
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# ? May 22, 2019 04:45 |
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Every round one player starts with a note embedded in their body which tells one of the ~*Super Secret Chems*~. It has to be surgically removed, the player does not know they have a note in their body and the only way the chemists can find that person is via a list of 10 crewmembers they get shown at the start of the round, one of which actually has the note. There is a 0.1% chance that instead of a note there is a special microbomb that goes off the second it gets removed. Edit: maybe a little late, but I remember playing some Barotrauma with a couple friends and I agree that it is pretty fun but holy hell, if anything goes wrong it can be almost impossible to recover from. Don't think we ever actually finished a mission because most runs we would run into something big and nasty that would end up ripping holes into the submarine while we frantically try and bring enough systems online to fight back (and fail). Really did not help that it's not really obvious how you get the reactor running when it is submerged, so for most of the run that was basically a failure state Greader fucked around with this message at 05:20 on May 22, 2019 |
# ? May 22, 2019 05:15 |
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Greader posted:Every round one player starts with a note embedded in their body which tells one of the ~*Super Secret Chems*~. It has to be surgically removed, the player does not know they have a note in their body and the only way the chemists can find that person is via a list of 10 crewmembers they get shown at the start of the round, one of which actually has the note. There used to be a Solarium Key with a mechanic like that. That key no longer exists, for reasons.
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# ? May 22, 2019 05:29 |
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Archenteron posted:There used to be a Solarium Key with a mechanic like that. What the gently caress is even Solarium, and why are so many nerds obsessed with it?
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# ? May 22, 2019 06:01 |
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Methylethylaldehyde posted:What the gently caress is even Solarium, and why are so many nerds obsessed with it? A very long event chain that ends with being able to touch the sun. It has always ended with a 'bad ending' which means people trying desperately to get the 'good ending' which probably doesn't exist.
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# ? May 22, 2019 06:05 |
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I thought watching hopeless nerds getting roasted was the good ending.
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# ? May 22, 2019 06:09 |
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Rynoto posted:A very long event chain that ends with being able to touch the sun. It has always ended with a 'bad ending' which means people trying desperately to get the 'good ending' which probably doesn't exist. I always assumed the Good Ending was everyone else watching the Solarium nerds driving themselves insane trying every possible permutation to find a Good Ending.
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# ? May 22, 2019 06:37 |
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I wish there were more adventure maps that had less sperg and more accessibility. I wanna see a series of lemming like puzzle maps where the crew uses their destructive potential for... well maybe not good, but slightly constructive purposes.
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# ? May 22, 2019 07:00 |
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I wish we had the old maze thing with the lion.
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# ? May 22, 2019 10:47 |
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# ? May 30, 2024 22:30 |
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Methylethylaldehyde posted:What the gently caress is even Solarium, and why are so many nerds obsessed with it? A wild goose chase designed to keep the turbonerds out of everyone else's hair.
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# ? May 22, 2019 10:58 |