Knowledge system:Part 1

Locked
User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Knowledge system:Part 1

Post by Sargeantmuffinman » 01 Feb 2016, 15:57

NOTE!
I can see this to being close to impossible as the amount of work needed would be immense and I can understand that,
I'm currently putting up part one as the other part is to nerf the marines knowledge regarding medic surgery,doctors using guns and marine gun handling (just maybe marine gun handling).

Summary (a quick, 2-3 sentence summary):

It has come to my attention that meta is unbearable for both fronts as well as powergaming where both sides really hate it.
I propose a knowledge system where if you see it happen you know about it for the duration of that round.
Due to SS13 code base we can't use it for the marines as it would be WAY to complex to make a memory system that works but we can have a smaller version.
But we can try and do it for the aliens for now.

Benefits (How this will benefit the server and game as a whole):

This basically removes alien meta for all human things such as landmines,the OB and possibly more that they shouldn't know.

Details (Description of how you think this would work, the benefits, etc):

This would have to be created from scratch.
Basically the aliens know NOTHING about the marines at all and what aresnal they own other than the ranged weaponry like the pulse rifles.
The aliens learn from experience as they have a hivemind of information.
How this would work would be from experiencing them first hand.
For example:
All aliens can not see where the mines or OBs are until they die from it or at least be damaged from it.
An example would be this:

A runner steps on a mine,
The runner dies,
The hive now knows what a mine is and what it looks like.

This does not include ranged weaponry or melee weaponry such as weapons that use bullets E.G the pulse rifle or sharp objects

Implementation (Optional, if you have an idea how to implement it):

Not a coder,just a guy with a massive idea.

P.S If this gets accepted,good luck devs.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

User avatar
Stivan34
Registered user
Posts: 192
Joined: 14 Aug 2015, 06:23
Location: Memerines' spess sheep

Re: Knowledge system:Part 1

Post by Stivan34 » 01 Feb 2016, 16:00

You gonna sacrifice your xeno to a OB so you don't get punished, Too bad.
Dabbingly dab.


Elite Hunter (596) AKA the MVP who died cause of vent superheating. GG

User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: Knowledge system:Part 1

Post by Sargeantmuffinman » 01 Feb 2016, 16:02

Stivan34 wrote:You gonna sacrifice your xeno to a OB so you don't get punished, Too bad.
I know,I'll put the second one up about nerfing the marines once it is complete.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

Egorkor
Registered user
Posts: 570
Joined: 10 Aug 2015, 08:23

Re: Knowledge system:Part 1

Post by Egorkor » 01 Feb 2016, 17:20

if the player can see a mine he'll avoid it because he as a player knows what it is, no code can take that outta his head unless the mine shows up as some other item until someone dies to it, then it's icon becomes standard.
neutral.

User avatar
Seehund
Donor
Donor
Posts: 497
Joined: 11 Aug 2015, 12:28
Location: Unter dem Meer.

Re: Knowledge system:Part 1

Post by Seehund » 02 Feb 2016, 01:30

Egorkor wrote:if the player can see a mine he'll avoid it because he as a player knows what it is, no code can take that outta his head unless the mine shows up as some other item until someone dies to it, then it's icon becomes standard.
neutral.
A thousand times this.
When the voice from the shadows calls you
When the wind whips past your ears
Will you stand when the weight is upon you
Or will you go to your knees in fear?

User avatar
Hycinth
Donor
Donor
Posts: 245
Joined: 15 Apr 2015, 11:52
Contact:

Re: Knowledge system:Part 1

Post by Hycinth » 02 Feb 2016, 02:33

Egorkor wrote:if the player can see a mine he'll avoid it because he as a player knows what it is, no code can take that outta his head unless the mine shows up as some other item until someone dies to it, then it's icon becomes standard.
neutral.
Solution: make the mines really camouflaged like the yautja ones are.

User avatar
Grypho
Registered user
Posts: 182
Joined: 02 Jan 2016, 10:13
Location: Finland

Re: Knowledge system:Part 1

Post by Grypho » 02 Feb 2016, 03:54

Mines are meant to be hidden under the ground, not planted visible. What I do is put some floor tile or grille debris on the mine to hide it from vision. Problem is solved for me. The whole knowledge issue comes from incorrect usage of the mines.
Image

User avatar
Lostmixup
Donor
Donor
Posts: 1020
Joined: 20 May 2015, 16:25
Location: Cloud 9

Re: Knowledge system:Part 1

Post by Lostmixup » 04 Feb 2016, 12:34

Seems like a bandaid fix
Default Scrolly Blur

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Knowledge system:Part 1

Post by apophis775 » 10 Feb 2016, 23:31

Denied.

Locked