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Topic: SCP Beta 5/6 Issue Reporting
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6745bc8816393voodoo47

Re: SCP Beta 5 Issue Reporting
6745bc8816409
with all those pools around, who needs one?

6745bc881652aNameless Voice

Re: SCP Beta 5 Issue Reporting
6745bc8816591
Or just walk a few metres to the elevator and another deck.
Re: SCP Beta 5 Issue Reporting
6745bc881669f
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.

6745bc88167f6tiphares4

Re: SCP Beta 5 Issue Reporting
6745bc8816843
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

6745bc8816aefsarge945

Re: SCP Beta 5 Issue Reporting
6745bc8816b46
I'm okay with a bathroom being there.

Maybe some of the random floor items in the level could be moved there.
Re: SCP Beta 5 Issue Reporting
6745bc8816cc2
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.

6745bc8816e24ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc8816e78
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.

6745bc8816f74tiphares4

Re: SCP Beta 5 Issue Reporting
6745bc8816fc3
: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..
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6745bc881707fsarge945

Re: SCP Beta 5 Issue Reporting
6745bc88170cb
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.

6745bc88171a2ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc88171f0
Emissive material lighting in Dark? Sure, why not.

Acknowledged by 2 members: Chandlermaki, sarge945

6745bc8817279voodoo47

Re: SCP Beta 5 Issue Reporting
6745bc88172c5
why not indeed.

6745bc8817362Nameless Voice

Re: SCP Beta 5 Issue Reporting
6745bc88173ae
Does the colour change if you shoot the screen?

6745bc8817437ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc8817482
Memo to self: Make screen invulnerable.
Acknowledged by: Nameless Voice

6745bc8817544ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc88175f1
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.

6745bc8817695voodoo47

Re: SCP Beta 5 Issue Reporting
6745bc88176e1
considering how long it takes to research the organ, I'd say this is intentional. nothing needed but takes forever.

6745bc8817979sarge945

Re: SCP Beta 5 Issue Reporting
6745bc88179da
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.

6745bc8817aa9ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc8817b04
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?

6745bc8817be0ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc8817c2f
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

6745bc8817ce9Nameless Voice

Re: SCP Beta 5 Issue Reporting
6745bc8817d37
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.

6745bc8817e0fZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc8817e66
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.

6745bc88180acsarge945

Re: SCP Beta 5 Issue Reporting
6745bc8818100
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.

6745bc88187a3ZylonBane

Re: SCP Beta 5 Issue Reporting
6745bc88187f9
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....

6745bc88188aatiphares4

Re: SCP Beta 5 Issue Reporting
6745bc8818900
choice no. 2 would be so cool.. more immersion    :3

6745bc881899csarge945

Re: SCP Beta 5 Issue Reporting
6745bc88189e8
This all sounds like an elaborate conspiracy to force me to update my No Keypad Cheese mod.

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