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Neddy Seagoon posted:If you can't think of something fun to do with chemical compounds, that says more about your creative talents than the chemicals themselves. Since when is ss13 about consistency? Being able to get the ultra death chem at any time only after wasting your time for a month isn't.. game balance. Having to figure out a few chems, maybe happen to get some interesting ones in a reasonable timeframe, then plan what you want to do with them is far more "in the spirit" of how the game operates, and actually gives people a reason to come up with creative uses of chems too.
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# ? May 22, 2019 11:25 |
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# ? Apr 29, 2024 10:40 |
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Have you ever actually played anytime recently? Secret chems are not a big issue. Even for those who know how to make them, they're time-consuming to make, require hard-to-get ingredients and as far as killing people goes, aren't actually significantly more efficient than basic hellfire/poison chems applied judiciously. By contrast, people are slapping together TTV batches and station-eliminating canbombs in ten minutes or so, looting cash stashes and going on explosive shotgun rampages within the first five minutes of the round, and setting up inescapable pipe deathtraps to the loafer. Not very long ago, turbonerds figured out how to set up DWAINE programs that would let you AOE teleport entire rooms off to the ice moon via your PDA, and every round became a chess game between telenerds as they beamed away the station to get at each other. Chemistry is not a big issue.
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# ? May 22, 2019 11:35 |
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Jewel posted:Since when is ss13 about consistency? Being able to get the ultra death chem at any time only after wasting your time for a month isn't.. game balance. Having to figure out a few chems, maybe happen to get some interesting ones in a reasonable timeframe, then plan what you want to do with them is far more "in the spirit" of how the game operates, and actually gives people a reason to come up with creative uses of chems too. RNG is a crutch of lazy game design. It does not solve problems, it only serves to leave players worse off because the dice arbitrarily did not roll in their favour. And it will happen repeatedly. You're not gonna see interesting reactions in a reasonable timeframe, you're more likely to see get players complaining because they spent the last twenty rounds being hosed by random chance with no actual progress to be made. Also SS13's general random chaos is not arbitrary but the results of direct player actions. If a department blows up, it's not because the game decided that department needed to go away on a roll of the dice (outside of some very specific station-targeting events that are gonna break something anyway), it's because someone made TTV bombs and blew it to hell for fun. It's only seems arbitrary from your personal experience. Neddy Seagoon fucked around with this message at 12:01 on May 22, 2019 |
# ? May 22, 2019 11:57 |
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I know there are adventure zones, but how do I get there? And can they actually be “won”? From my understanding it takes a dedicated telescience team and pure luck and you die pretty much instantly. Would be nice to have a vr version of an adventure zone.
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# ? May 22, 2019 12:40 |
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Listen on the radio for when an adventure zone expedition is forming and ask if you can go with them, then pipe bomb everyone at the teleporter to spare the rest of the crew a telescience round
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# ? May 22, 2019 13:17 |
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go on one as a changeling. Mars and Ice Moon are particularly fun.
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# ? May 22, 2019 13:25 |
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Chemistry, Mechanics, and DWAINE all have the exact same problem--It's hard to puzzle out your own cool, unique "thing", but very easy for someone else to copy it and run it into the ground. Thinking specifically of that one really annoying power-switcher-offer mechcomp setup, where you use a Powernet component to rapidly send lights=off&enviro=off commands via DWAINE to all the APCs. The only counterplay is to beat the mechanics to death as soon as you notice APCs being tampered with (without any fingerprints on them). You can set that thing up anywhere with a data terminal. Now they're talking about raising a similar barrier to entry for refactoring the AI laws, because god forbid you just hit a button to make a thing happen. If you aren't furiously paging back and forth between BYOND and an unlisted wiki page, are you really even playing? Vengarr fucked around with this message at 19:56 on May 22, 2019 |
# ? May 22, 2019 19:52 |
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Quicksilver6 posted:I know there are adventure zones, but how do I get there? And can they actually be “won”? From my understanding it takes a dedicated telescience team and pure luck and you die pretty much instantly. most of the rewards are just like, cool gear and the fun of exploring a weird hellzone; but some of the zones have medals associated with them that give you permanent cosmetic rewards if you can clear them. the biodome lets you turn any labcoat into an alchemy robe once you complete it, for example
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# ? May 22, 2019 20:02 |
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Random idea I had: what if chemistry was less combining chems together to make poo poo, and more.... like, actual chemistry? Kinda like genetics a bit, where you have a screen where you have to set up chains of elements and poo poo to create the basic formula for your chemical, which then can be produced by putting the base ingredients into some machine? It could also allow you to scan samples to break down their molecular structure and figure out what they're made of, with some variable margin of accuracy. So like, if you know the chemical formula for sarin, you can belt that out decently easily once you've researched up the right chemical pairings and/or whatever else. Or, if you wanna try your hand at freehand chemical composition, you could just throw whatever together and possibly come up with a hellchem of your own. Or a new recipe for rainbow fart serum, who knows?
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# ? May 23, 2019 00:07 |
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Vengarr posted:Chemistry, Mechanics, and DWAINE all have the exact same problem--It's hard to puzzle out your own cool, unique "thing", but very easy for someone else to copy it and run it into the ground. Whats really non-fun is when an antag sets up a machine that auto-recalls the shuttle whenever someone calls it, I think that round lasted 3 hours and only ended because an admin came.
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# ? May 23, 2019 00:13 |
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neogeo0823 posted:Random idea I had: what if chemistry was less combining chems together to make poo poo, and more.... like, actual chemistry? Kinda like genetics a bit, where you have a screen where you have to set up chains of elements and poo poo to create the basic formula for your chemical, which then can be produced by putting the base ingredients into some machine? It could also allow you to scan samples to break down their molecular structure and figure out what they're made of, with some variable margin of accuracy. So like, if you know the chemical formula for sarin, you can belt that out decently easily once you've researched up the right chemical pairings and/or whatever else. Or, if you wanna try your hand at freehand chemical composition, you could just throw whatever together and possibly come up with a hellchem of your own. Or a new recipe for rainbow fart serum, who knows? I'm not sure if 'more like genetics' is something to strive for, given that geneticists are infamous for spending the entire round glued to their screen while ignoring all other external stimuli, to the point nuke ops can walk in and set up in genetics undisturbed because the geneticists refuse to look away. The more involved a minigame you make any single subsystem into, the more you take away from the actual 'you are a spaceman on a space station, please interact with your fellow players' game.
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# ? May 23, 2019 10:02 |
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Neddy Seagoon posted:RNG is a crutch of lazy game design. It does not solve problems, it only serves to leave players worse off because the dice arbitrarily did not roll in their favour. And it will happen repeatedly. You're not gonna see interesting reactions in a reasonable timeframe, you're more likely to see get players complaining because they spent the last twenty rounds being hosed by random chance with no actual progress to be made. I'm saying there should be no "progress to be made" over multiple rounds. You shouldn't be able to spend multiple rounds "studying" to make future rounds better. The RNG would only be "what high level chem do you happen to research within the first 20 minutes" or "what selection of medlevel chems do you get first" leading to prompting actual thought to what you can do with that combination. It's not like I'm saying you should get something or nothing, I'm just trying to prompt some system that makes people.. mix it up a bit, while also avoiding the whole "huge multi-week timesink -> finally figure out a chem -> knowledge spreads -> chem changed the next week from overuse" nonsense that happens right now.
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# ? May 23, 2019 14:39 |
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But the entire fun of chemistry is that it's not a RNG click button and wait slog like pathology, you can actually apply real-world bits of chemistry to it to try to make things. And besides, all the really nasty chems are already locked behind RNG in that they require luck with hacked cigarettes, ??? bottles, or traitor poison bottles just to get the precursors. People aren't blowing up the station with rajaijah, they're blowing it up with ClF3 and thermite, neither of which are secret to begin with.
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# ? May 23, 2019 16:00 |
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That's why there should be no secrets, imo.
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# ? May 23, 2019 18:13 |
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I fully agree. Secrets are dumb and people who think chemistry is best balanced by having (even more) secrets are dumb.
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# ? May 23, 2019 18:16 |
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I've always felt that chemistry is decently balanced as is due to the busywork and scavenger hunting required to make any of the more complicated recipes anyway, not that I've ever played as a chemist a lot. If nerds want to spend hours figuring out Secret Recipes, more power to them I guess. It's not as if a chemist can't get up to enough shenanigans just by using the stuff that's easily available on the wiki. Also: Are there any good servers worth playing on besides the goon servers? Preferably without weird amounts of furry vore.
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# ? May 23, 2019 18:28 |
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Honestly the only good thing about goon is the rules and the community. The secrets and weirdo changes like nerfed thermals, no lasers in the armory, critical condition not just knocking you the gently caress out, are kinda lame. But when it's the only server where people aren't playing as le ironic nazis or edgy racial stereotypes, beggers can't be choosers. Most other code bases would be cool if you purged the furshit from them.
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# ? May 23, 2019 20:35 |
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Dont Touch ME posted:Honestly the only good thing about goon is the rules and the community. nerfed thermals is great, gently caress thermals
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# ? May 23, 2019 21:52 |
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being able to (slowly, painfully) do poo poo while you're in crit is great too it ain't fun to barely creep over the crit threshold and then have to spend the next few minutes looking at a black screen and hoping someone stumbles over you
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# ? May 23, 2019 22:06 |
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Dont Touch ME posted:Honestly the only good thing about goon is the rules and the community. most of that stuff is to keep robust spacenerds from being ultra-robust and is a Good Thing. we also still get turbo traitors, so there's still ways to robust your fellow spacemen despite those changes. agreed on the lack of nazis though, goonstation is the only one i've played on and i couldn't imagine playing on another.
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# ? May 23, 2019 22:14 |
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Dont Touch ME posted:Most other code bases would be cool if you purged the furshit from them. who do you think makes the code
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# ? May 23, 2019 23:13 |
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Doesnt chemistry generally just explode at the beginning of the round or am I thinking something else
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# ? May 24, 2019 01:13 |
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ZeusCannon posted:Doesnt chemistry generally just explode at the beginning of the round or am I thinking something else That's Genetics.
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# ? May 24, 2019 01:28 |
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EclecticTastes posted:That's Genetics. I thought Genetics explodes because a traitor blows it up and Chemistry explodes purely by accident? At the start of each round I mean.
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# ? May 24, 2019 01:50 |
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I seriously love being able to do poo poo in crit its a change I'd love to see universally I don't get how anyone could dislike it...
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# ? May 24, 2019 02:01 |
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The Lone Badger posted:I thought Genetics explodes because a traitor blows it up and Chemistry explodes purely by accident? At the start of each round I mean. Yes, but Chemistry tends to take a few minutes longer unless there's a new guy in the lab who accidentally makes azide.
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# ? May 24, 2019 02:53 |
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EclecticTastes posted:Yes, but Chemistry tends to take a few minutes longer unless there's a new guy in the lab who accidentally makes azide. Alkylazidetriazide, mixed 50/50 in a can with ClF3, what's the worst that can happen?
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# ? May 24, 2019 03:53 |
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ZeusCannon posted:Doesnt chemistry generally just explode at the beginning of the round or am I thinking something else toxins explodes at the start of the round chemistry explodes somewhere around 15 minutes in engineering explodes around 30 minutes in genetics explodes around 35 minutes in hydroponics explodes around 45 minutes in mining is a wild card and can explode at any point
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# ? May 24, 2019 05:43 |
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cock hero flux posted:toxins explodes at the start of the round Fixed one thing otherwise seems accurate
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# ? May 24, 2019 05:45 |
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cock hero flux posted:toxins explodes at the start of the round See, maybe I'm just used to how things were a few years ago, but it *used* to be that Genetics would go about ten minutes in. Traitors always used to beeline it to Genetics to wipe out the cloner. And this was back when Cog2 was the default, so they were right next to one another, and much easier to access since the door is outside of medbay proper (one of the myriad reasons Cog2 is superior to Cog1).
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# ? May 24, 2019 05:48 |
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cock hero flux posted:toxins explodes at the start of the round Correction; Engineering ignites around 30 minutes in and proceeds to cook off towards a supernova.
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# ? May 24, 2019 05:52 |
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The Lone Badger posted:I thought Genetics explodes because a traitor blows it up and Chemistry explodes purely by accident? At the start of each round I mean. The chance that chemistry explodes is an additive 2%*[number of chemists] every 30 seconds.
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# ? May 24, 2019 05:53 |
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Wtf is a bearnana
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# ? May 24, 2019 09:06 |
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Something with a grizzly amount of potassium
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# ? May 24, 2019 11:11 |
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a miracle of nature
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# ? May 24, 2019 13:00 |
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Poland Spring posted:Wtf is a bearnana Its a genetic aberration made by infusing space bear blood into a banana seed, you plant it and it grows into a wooden groot style half space bear half banana tree with bananas for claws that flings banana peels in random directions with its flailing arms and mauls those who slip to death with its deadly banana claws. If you kill them they drop 'bearnana' claws which you can eat and they give you the strength of the bearnana but if you eat too many you get a disease that causes you to start punching people randomly with spastic arm flailing and if you take enough brute damage ultimately turns you into a bearnana yourself. The worst part about them is that I made all of this up and its not real. Motherfucker fucked around with this message at 14:08 on May 24, 2019 |
# ? May 24, 2019 14:04 |
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Motherfucker posted:Its a genetic aberration made by infusing space bear blood into a banana seed, you plant it and it grows into a wooden groot style half space bear half banana tree with bananas for claws that flings banana peels in random directions with its flailing arms and mauls those who slip to death with its deadly banana claws. If you kill them they drop 'bearnana' claws which you can eat and they give you the strength of the bearnana but if you eat too many you get a disease that causes you to start punching people randomly with spastic arm flailing and if you take enough brute damage ultimately turns you into a bearnana yourself. The worst part about them is that I made all of this up and its not real. You really had me there.
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# ? May 24, 2019 17:07 |
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that's how they make Spigot the Bear
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# ? May 24, 2019 17:16 |
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Motherfucker posted:Its a genetic aberration made by infusing space bear blood into a banana seed, you plant it and it grows into a wooden groot style half space bear half banana tree with bananas for claws that flings banana peels in random directions with its flailing arms and mauls those who slip to death with its deadly banana claws. If you kill them they drop 'bearnana' claws which you can eat and they give you the strength of the bearnana but if you eat too many you get a disease that causes you to start punching people randomly with spastic arm flailing and if you take enough brute damage ultimately turns you into a bearnana yourself. The worst part about them is that I made all of this up and its not real. I really hope the devs are paying attention to this thread because this sounds rad as gently caress.
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# ? May 24, 2019 18:43 |
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# ? Apr 29, 2024 10:40 |
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g
Gooses and Geeses fucked around with this message at 11:31 on Aug 14, 2020 |
# ? May 24, 2019 19:06 |