6665c99647c32

6665c996486bf
1 Guest is here.
 

Topic: SCP Beta 5 Issue Reporting
Page: « 1 ... 4 [5] 6 ... 8 »
Read 7489 times  

6665c996491a1voodoo47

6665c99649211
with all those pools around, who needs one?

6665c99649334Nameless Voice

6665c996493b0
Or just walk a few metres to the elevator and another deck.
6665c996494d4
I'd suggest having a little Hydro2 bathroom purely as a "This is an dire emergency, I can't wait for an elevator to another deck, especially given how unreliable in-universe the VB mechanical systems are for crew" situation.

6665c99649661tiphares4

6665c996496b3
Maybe one of the best places for bathroom would be this area↴; it always made the impression of being a waiting room or so.  Some additional (maybe defunct) Value Rep™ there would be nice also to breath more life into it.    Maybe even make some breakthrough to one of the adjacent rooms (the one where the totally destroyed replicator & toxin a vials are) - it could serve as auxiliary medical station canon wise - although this would heavy alteration of level geometry i guess.      :)
Acknowledged by 2 members: Chandlermaki, RoSoDude

6665c99649a57sarge945

6665c99649aac
I'm okay with a bathroom being there.

Maybe some of the random floor items in the level could be moved there.
6665c99649c2b
Yes, and a fair more chairs - make it a sort of rest area for short breaks for people working on the deck who want few minutes to relax.

6665c99649d47ZylonBane

6665c99649d97
You guys know there's a hallway on the opposite side of that wall, right? There is no "there" to put a bathroom there.

Also SCP added benches along that wall years ago.

6665c99649f4dtiphares4

6665c99649f9e
:l        One could shift the whole room/s a bit to the east↬↴ More place then - or place a bathroom in the upper area. I think it doesn't have to be a huge bathroom, think of those ones scattered across recreation deck - like that one in the Bonne Chance Lounge..

6665c9964a0c8sarge945

6665c9964a11d
The bathroom doesn't have to be in that specific spot. I guess I was more in favor of a bathroom on that deck in general.

But uhhh....there's also plenty of pot plants, I guess.

6665c9964a1ffZylonBane

6665c9964a251
Emissive material lighting in Dark? Sure, why not.

Acknowledged by 2 members: Chandlermaki, sarge945

6665c9964a3c2Nameless Voice

6665c9964a40d
Does the colour change if you shoot the screen?

6665c9964a4b7ZylonBane

6665c9964a502
Memo to self: Make screen invulnerable.
Acknowledged by: Nameless Voice

6665c9964a5b5ZylonBane

6665c9964a60a
Anyone else find it distractingly odd that the Midwife organ requires no chemicals to research? Considering how numerous, dangerous, and complex they are, you'd think the game would make players go fetch at least one chemical to get that sweet damage bonus.

6665c9964a6c9voodoo47

6665c9964a71a
considering how long it takes to research the organ, I'd say this is intentional. nothing needed but takes forever.

6665c9964aa77sarge945

6665c9964aacf
Anyone else find it distractingly odd that the Midwife organ requires no chemicals to research? Considering how numerous, dangerous, and complex they are, you'd think the game would make players go fetch at least one chemical to get that sweet damage bonus.

I would suggest swapping the themical requirement with the useless worms. So they require nothing to research, and the midwife requires whatever they required.

6665c9964ab9eZylonBane

6665c9964abf2
There has been some internal discussion regarding adding a feature to automatically move AIs away the QBR when the player dies and respawns, to prevent situations where the player gets trapped in a spawn-camp loop.

Would this be a welcome change?

6665c9964acc8ZylonBane

6665c9964ad15
I was just thinking, it's hardly fair that card slots get to show their locked/unlocked status, but keypads don't.
https://www.youtube.com/watch?v=GM562fHV5bo
Too much?
Acknowledged by: tiphares4

6665c9964ae5dNameless Voice

6665c9964aeb5
I like it, but it kind of draws attention to the fact that the keypads generally stay unlocked forever after you enter the code once - which was never exactly realistic.

6665c9964af93ZylonBane

6665c9964afe0
Well, keycard doors do the same thing. Swipe once, unlocked forever.

A way in which they do differ is that keypad doors mostly stay open after being unlocked, unlike keycard doors, which mostly behave like normal doors after being unlocked. I have considered changing this to make keypad door behavior consistent with the other door types.

6665c9964b38dsarge945

6665c9964b423
I was just thinking, it's hardly fair that card slots get to show their locked/unlocked status, but keypads don't.
https://www.youtube.com/watch?v=GM562fHV5bo
Too much?

don't waste time patting yourself on the back.

6665c9964ba86ZylonBane

6665c9964baed
Speaking of keypads, their behavior across the game is an absolute mess from a consistency standpoint.

On the surface, you'd expect keypad doors to act just like keycard doors. That is, once unlocked they behave exactly like any other door. This behavior of keycard doors is almost (but not entirely) consistent across the entire vanilla game. But that consistency only happened because of a feature of the card slot script: After being unlocked, it will pass along any TurnOn/TurnOff messages it receives. So mission authors could easily wire up keycard doors like so:

tripwire --> card slot --> door

Thus automatically allowing the tripwire to control the door after the card slot is unlocked. But the keypad script, inexplicably, DOES NOT have this message-forwarding feature. It will pop open the door on initially entering the correct code or hacking the keypad, but any functionality beyond that is left up to the mission author.

Unsurprisingly, most authors decided it wasn't worth the effort to work around this shortcoming of the script, but some did, and none of them did it the same way. Which gave us this mess:
earth/266: no code (Navy training)
- Closes: On timer after hacking. Closes and becomes locked again after three seconds.
- Open from inside: Button
- Open from outside: Must hack again

medsci1/1681: 45100 (Cryo Recovery A)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

medsci1/222: 00000 (Cryo Retraining Storage; code never given)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

medsci1/809: 12451 (Maintenance Access Shaft)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

medsci2/1148: 98383 (Sub-armory; unhackable)
- Closes: Exit tripwire on inside
- Open from inside: Enter tripwire
- Open from outside: Frob keypad

eng1/1372: 59004 (Utility Storage 4)
- Closes: Exit tripwire spanning both sides
- Open from inside: Enter tripwire
- Open from outside: Enter tripwire or frob keypad

eng1/1500: 00000 (Utility Storage ?; door already open)
- Nonfunctional

eng1/1726: 34760 (Aux. Storage 5; unhackable)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

eng1/1181: 15061 (Engineering Control; unhackable)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

eng1/910: 94834 (Engineering Override; unhackable)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

rec1/1955: 11111 (Crew Annex)
- Closes: Never
- Open from inside: n/a (but there's a button on the inside wired up to open the door if it's closed)
- Open from outside: n/a

rec1/270: 12345 (Crew Safe; code never given)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

rec2/624: 50220 (Maintenance Access Shaft; broken; code never given)
- Closes: Timer (10 seconds)
- Open from inside: Button
- Open from outside: Frob keypad

rec2/122: 34093 (Garden maintenance tunnel)
- Closes: Never
- Open from inside: n/a
- Open from outside: n/a

ops4/333: 13433 (Weapons lockup)
- Closes: Timer (8 seconds)
- Open from inside: Button
- Open from outside: Frob keypad

command2/1609: 83273 (Security Station)
- Closes: Never
- Open from inside: n/a (but there's a tripwire across the door wired to the keypad)
- Open from outside: n/a (ditto)
So  yeah... I normally prefer to go with "majority rules" when making things consistent, but of the keypad doors where the author tried to make them behave realistically, there is no majority, even within the same map!

I'd say it comes down to a choice between two approaches:
  • Make them behave exactly like keycard doors.
    • Pro: Safest and simplest
    • Con: Would require stripping out a few existing buttons
  • Make them close behind you when walking through the door, then require explicitly frobbing either the keypad from the outside or a button from the inside to re-open the door.
    • Pro: Differentiates keypad-secured areas from keycard-secured areas, making them feel more like the extra-secure locations they're supposed to be
    • Con: Would require adding a lot of buttons

AAAAaaaggghhh....

6665c9964bba7tiphares4

6665c9964bca8
choice no. 2 would be so cool.. more immersion    :3

6665c9964bd9esarge945

6665c9964bdf6
This all sounds like an elaborate conspiracy to force me to update my No Keypad Cheese mod.

Your name:
This box must be left blank:

Who's your favourite artificial intelligence:
1 Guest is here.
Assassin: (incomprehensible gibberish)
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6665c9964f3d8