Unbreachable windows.

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UnknownMurder
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Unbreachable windows.

Post by UnknownMurder » 23 Jan 2015, 20:43

Credits to Void00 for this.
http://prntscr.com/5wa3al

To make the windows exterior including N.M.V. Sulaco and N.S.S. Nostromo unbreachable.
Why? Because fu- Nah. Because Aliens, Marines, constantly breaches on both vessel.

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tristan1333
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RE: Unbreachable windows.

Post by tristan1333 » 23 Jan 2015, 22:48

I was in that round. When bravo squad was charging the aliens, we made it out bleeding out with one or two dead due to these unbreakable windows preventing us from getting a medkit. We didn't have time to hack the doors. These windows fucking suck.

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MrJJJ
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RE: Unbreachable windows.

Post by MrJJJ » 23 Jan 2015, 22:49

I like these windows, we can mostly stop worrying about breaches OOC
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RoswellRay
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RE: Unbreachable windows.

Post by RoswellRay » 23 Jan 2015, 22:57

I hate the idea of unbreachable anything,it's not what ss13 is about,if you really want to stop breaches just put the station on a god damn planet and call it a base as for the sulaco just remove like 80 percent of the windows at the docks and most of the problem will be solved,we don't need all those windows and they are just asking for stray bullets. Problem solved and without adding stupid unbreakable shit in a game based around breaking shit,we already have a back asswards badminium sulaco even after the trend of half the game talking place on it started.
Last edited by RoswellRay on 23 Jan 2015, 22:59, edited 1 time in total.

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UnknownMurder
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RE: Unbreachable windows.

Post by UnknownMurder » 24 Jan 2015, 01:12

New map is underway.

Octagon
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RE: Unbreachable windows.

Post by Octagon » 24 Jan 2015, 02:20

I find it funny how you credit void for my work :/
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Void00
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RE: Unbreachable windows.

Post by Void00 » 24 Jan 2015, 06:18

Octagon wrote: I find it funny how you credit void for my work :/
Totally did not steal the idea from you :heart: :heart: :heart:

(The first one to do it was Octa , i just re-enacted the var changes once the aliens decided that venting the Nostromo was a good idea.)
RoswellRay wrote: I hate the idea of unbreachable anything,it's not what ss13 is about,if you really want to stop breaches just put the station on a god damn planet and call it a base as for the sulaco just remove like 80 percent of the windows at the docks and most of the problem will be solved,we don't need all those windows and they are just asking for stray bullets. Problem solved and without adding stupid unbreakable shit in a game based around breaking shit,we already have a back asswards badminium sulaco even after the trend of half the game talking place on it started.
The windows were made unbreachable due to the aliens considering a good strategy to depressurize the hive and the whole nostromo\sulaco.
If you were locked in some place , just PM.

Besides , i could not modify only the windows in the external zones , as that would have meant to modify them one by one.


On that note , it would be failry easy for a mapper
Last edited by Void00 on 24 Jan 2015, 06:20, edited 1 time in total.
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tristan1333
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RE: Unbreachable windows.

Post by tristan1333 » 24 Jan 2015, 06:44

Unbreakable windows whether or not they are only the external ones or not is just a really lame way to go about it...

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RE: Unbreachable windows.

Post by coroneljones » 24 Jan 2015, 06:45

Just make the hangar/Windows that lead to space unbreachable.
Interior ones are fine
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RE: Unbreachable windows.

Post by Raikyh » 24 Jan 2015, 07:06

Yep enough unbreachable things, this game is made to be breachable. On that note, make Sulaco out of normal walls.

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MrGabol100
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RE: Unbreachable windows.

Post by MrGabol100 » 24 Jan 2015, 08:33

Welp, this is B-U-L-L-S-H-I-T Because of the reasons stated above, this is totally stupid at IC level and prevents mehreens from reachibng important real trap shit.

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RE: Unbreachable windows.

Post by razerwing » 24 Jan 2015, 11:05

I think unbreachable external windows would be a good idea, considering how many times I've seen aliens breach for a 'space escape' without creating their own airlock system, leading to the eventual depressurization of whatever area they're in... and the Marines setting up an MG at the door to Virology, blind-firing, and unknowingly opening up the window at the very back of Viro only to blame it on the aliens.

Remember folks. Sometimes a trade-off between IC accuracy and Playability must be made. Yes, these instances of breachers are rare, but when they DO happen it gets real frustrating for both sides.
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RE: Unbreachable windows.

Post by RoswellRay » 24 Jan 2015, 11:46

razerwing wrote: I think unbreachable external windows would be a good idea, considering how many times I've seen aliens breach for a 'space escape' without creating their own airlock system, leading to the eventual depressurization of whatever area they're in... and the Marines setting up an MG at the door to Virology, blind-firing, and unknowingly opening up the window at the very back of Viro only to blame it on the aliens.

Remember folks. Sometimes a trade-off between IC accuracy and Playability must be made. Yes, these instances of breachers are rare, but when they DO happen it gets real frustrating for both sides.
I'd say just change the map then make ridiculous changes like unbreakable objects. Hell you could literally just put turf and atmosphere in space and say we are on a planet,problem solved. Unbreakable shit is not what ss13 is about,a great example being the sulaco,if command pushes the lockdown buttons there is literally nothing marines can do about it,you can't hack them,can't tear down walls. If we're going that path than why not create the game on something better than ss13 because clearly you don't want this to be ss13.

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RE: Unbreachable windows.

Post by razerwing » 24 Jan 2015, 12:03

A new map is being worked on, if you just so happened to miss the other messages from mappers stating that. And building maps might be a bit more difficult than you think. I don't have a clue how to even begin building a map.

Secondly, there's a difference between making it so that you aren't causing severe atmospherics issues that could possibly result in GAME ENDING LAG and FRUSTRATION ALL AROUND, and making the lockdown walls impossible to get through to all but aliens. There's a reason the walls of the Sulaco are indestructable. Back in the days where the Sulaco was made out of metal, you'd get space aliens melting their way into Alpha and Bravo prep, draining the air out of the entire ship if they melted the doors, which they did.

And now this unbreakable windows thread has popped up because the higher-ups thought it was a necessary thing to discuss. Personally? I think unbreakable windows LEADING TO SPACE is a great idea. Humans can still bust interior windows, but they no longer have to worry about aliens or their own bullets causing round-ending breaches. Yeah, it might detract a little bit from the overall experience, but if you play this game for the sole purpose of causing breaches leading to space and throwing the match, then you are on the wrong bloody server.
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RE: Unbreachable windows.

Post by speedybst » 24 Jan 2015, 14:36

As one of the mods who has to restart the server anytime a space breach occurs, this is the best thing since sliced bread. As Razer so eloquently put it, why is it such a big issue to have the unbreakable window, that lead to space and therefore rapid decompression, which lags both teams to shit very quickly and is immediately complained about to whoever happens to be actively moderating the server?

To put it another way;
Boo hoo, suck it up, and wait for the ground map.
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RE: Unbreachable windows.

Post by apophis775 » 24 Jan 2015, 16:09

Yea, I was in a round where they did this, and it was pretty bad, It was IMPOSSIBLE to escape to safety to get to supplies we REALLY needed.

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LordLoko
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RE: Unbreachable windows.

Post by LordLoko » 29 Jan 2015, 16:28

I support external unbreachable windows due the descompression and asshole marines/aliums that use it and abuse it. It's annoying when a alien makes a breach to space, seal with a door and use it for hit and run tactics, I had a case before of a alien that made a space resin wall to escape to space and another marine kept shoting even when the alien ran to space, needless to say, he was spaced to oblivion.

However, fucking nope to internal windows. Never do that, NEVER!

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RE: Unbreachable windows.

Post by TheFourthHorseman » 30 Jan 2015, 13:51

I'm conflicted on this one. On one hand, I feel that having anything be unbreakable is against the open-ended spirit of ss13, and specifically the spontaneity of Colonial Marines. On the other hand, sweet baby Jesus things lag all to hell whenever there's a breach.

The Sulaco is made of badminium anyway, so I don't really see too much gameplay loss if its just the hangar windows that are changed. My only concern is that sometimes the aliens can break through the shuttle's front window and subsequent hangar window to get a third exit-point, but this is really more of an unintended feature, seeing as whenever the shuttle leaves after that point atmo begins to depressurize, so it wouldn't be too much of a loss to make them unbreakable.

I'm a bit more concerned about doing the same on the Nostromo, but there's really no reason for anyone to be going into space anyway. Since you'll get a stern talking-to whenever you break an exterior window anyway, making it impossible to do something you're not supposed to do anyway won't really lead to a loss in gameplay.

Personally I'd like to see the firelock system be made more robust. I was noticing last night that, although most exterior windows have firelocks on them that can trigger whenever you get a hull breach, they often don't trigger when they need to. We theorized that this was probably because the power was out in those rooms, but realistically you'd want fire alarms to have some sort of emergency battery or other automatic system that would cause them to kick in even without external power. I'd imagine the poor station engineers would have enough to deal with when the power's shut off without having to worry about large portions of the ship venting to hard vacuum because someone forgot to turn off their welder when they went to refuel.

So yeah, the "make fire alarms work even in the absence of power" option is my personal vote for the Nostromo, but that's probably sketchy to code, and I'd agree that the unbreakable windows thing is probably an easier-to-implement solution.
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RE: Unbreachable windows.

Post by HighwaterOffical » 30 Jan 2015, 16:53

Gameplay/Role-Play >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Rules
Also, it would be better to have either:
A: Stacked windows (Multiple R-Window tiles ontop of eachother)
B: Plasma Enriched Windows ( x3 Reinforced Windows)
C: Aliens take shock damage, all external girders are shocked.
D: Marine weapons no longer do tile damage (New Tool/ Improvised Tool: Window Breaker, Modified Spark Plug )
E: Disregarding this rule, and giving marines a better resperator /without the Airtank/Mask combo in the survival box.
Last edited by HighwaterOffical on 30 Jan 2015, 16:58, edited 1 time in total.
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RE: Unbreachable windows.

Post by Void00 » 30 Jan 2015, 23:05

HighwaterOffical wrote: Gameplay/Role-Play >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Rules

Also, it would be better to have either:
A: Stacked windows (Multiple R-Window tiles ontop of eachother)
B: Plasma Enriched Windows ( x3 Reinforced Windows)
C: Aliens take shock damage, all external girders are shocked.
D: Marine weapons no longer do tile damage (New Tool/ Improvised Tool: Window Breaker, Modified Spark Plug )
E: Disregarding this rule, and giving marines a better resperator /without the Airtank/Mask combo in the survival box.
Eh , ill asnwer in letter.

A: Possible. Altought ugly , and kinda bad RP-wise. Worse than indestructible windows.
B: That wouldnt be different from the windows i made in the scree at the start of the topic , as those had 1000 healt.
C: They can still breach whitout touching the girders. Also marines could still break the windows.
D: Meh , wouldnt that be the same to increasing the healt of the windows ? I mean , the engineers at least would have an use .
E: Atmospheric processing lag's the server, so , this last suggestion is to be completely discarded. (unless you happen to enjoy more lag , doh.)

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RE: Unbreachable windows.

Post by apophis775 » 31 Jan 2015, 13:59

I'll have a mapper and spriter look into this for the New Bay sulaco and station, since those are still under construction. The most exterior window, will have a LOT of HP, but it will only be windows, that touch space.

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