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annoying furry

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Posts posted by annoying furry

  1. I already have plans for this :)

     

    (The following would only apply to site 13's secondary round type, which is a recreation of the rescue mission from the scp-1730 article in breach. During normal rounds, the thresher will either be completely inert or function as an alternative to the alpha warhead, sort of as you've suggested here.)

     

    The map is nearing finalization, but I still have a ton of work to do on the actual round type itself. We're not going to stick EXACTLY to lore in the function of the thresher device. In site 13, the device would manipulate space and reality (similar to lore), possibly making navigation within certain areas of the map difficult (but still possible). Where we (partially) diverge from lore is that the device will also dump anomalies from other realities into our own (allowing spectators to respawn as site 13 specific SCPs in order to hinder the efforts of the rescue party). This effect stops upon the device being shut off (the device would take 30 seconds to power down; SCPs may interrupt the power down process during this time), providing an incentive for the rescue party to rush the thresher and disable it before attempting to randevu with Scott's party (the thresher being enabled, due to its ability to bend space-time, can result in the party getting split up if they are not careful as well as the obvious obstacle of allowing spectators to respawn as SCPs makes it a good idea for them to attempt to disable it). The device has a chance of restarting after 3 minutes of being shut down unless its power source was disabled at the surface nuclear plant (the current power generation area is being removed in favor of this to make it closer to the actual site 13 lore) AFTER it was shut down (you will not be able to flip the power control unless the thresher is first disabled. This is to prevent the MTF, who spawn on the surface, from just disabling it instantly upon the round starting).

     

    I still need to design the thresher room as I am missing not only the machine itself but also where overhead walkways and smaller machines (I plan on making the room pretty large). Though I do know that the method that will be used to destroy the device will probably not be as simple as a lever. Due to the risk associated with turning off the device (and risk of escaped scps damaging it!), the device will be protected with an energy field (essentially a force field), which will need to be disabled before the MTF can attempt to turn it off. This will likely be by destroying a power box in a nearby maintenance or server room. They will need to "issue commands" on the console of the machine (I'm not expecting players to memorize commands here, it will be closer to lock picking in DarkRP in that you will need to look at the machine while unarmed, which means that your team will need to defend you while you turn the machine off.) If the player who is powering down the device is interrupted for any reason (scps, looking away, etc), the MTF will need to start from the beginning of the 30 second counter. The reward for managing to disable the device will be extra time awarded (only on the first time disabled, probably 30 - 60 seconds) to the MTF team and, naturally, not having to deal with its effects.

     

    Fair warning though, this is just what is currently planned. Some of this is bound to change before release.

  2. 11 hours ago, Mr Z said:

    Heres a small suggestion.

    Tactical Response Officer Medic

    This TRO spawns with a medkit, gets a medkit every minute, or if you can't do that maybe just the half life medkit since it passively recharges.

     

    Tactical Response Officer Support

    This TRO I've thought about

    here are 2 suggestions for it.

     

    1. Engineer Style, Can summon a turret and move it with E, once it dies/gets knocked down, it has a 1m30s cooldown until next one can be "Built"

    [More Focused on Securing areas/Defense]

     

    or

     

    2. More of a resupply, Can dish out ammo boxes every 15s or 30s [Shotgun Ammo included is your choice]

    [More Focused on Team Support/Supply]

     

     

     

    Normally i would've suggested 3 others but i know people probably don't like me making a long list of things.

     

     

    Honestly, I'm really trying to not turn MTF into a TF2 team, but I like these anyways kek.

     

    I'll add the medic now, but the turret will take some time (Default turrets are aids).

  3. Mostly changes related to balance

     

     - SCP-500 now cures SCP-610 infection

     - Players are now notified when infected by SCP-610

     - SCP-2639-As now regenerates 2 ammo per second

     - SCP-1471 now only is stunned for 1 second

     - Players are no longer notified when SCP-1471 teleports on them

     - SCP-1471 no longer has his vision obstructed for 5 seconds upon teleporting (now only 2)

     - SCP-610's orbs now play a sound when they do their AOE infection.

     - Nerfed SCP-457's base health to 1350 points ( from 1500).

     - CI now spawn with NTF Armor, but be careful! You still have different rifles.

     - Karma is now shown on the scoreboard

     - Karma is now less forgiving

       - Karma is now healed by 25 instead of 50 per round

       - Karma is now damaged per gun shot on an ally instead of per ally damaged

       - Karma is now damaged more for friendly kills

       - Hitting 600 karma will trigger a karma ban in the future.

     - Changed the style of the YOU ARE {ROLE} hud message.

     - Buffed the M249 to be more accurate and deal slightly more damage

     - Slight theme adjustments to the scoreboard

     - Gates now have 30,000 health instead of 20,000

     - Scoreboard now shows VIPs, Supporters, and Members in their proper colors

     - SCP-2639-A can no longer escort D Class.

     - Increased version number

     - Removed some obsolete code

     - Disabled Halloween features

     - Code changes that allow for upcoming updates.

     

     

    Coming Soon:

     

     - SCP-2639-A's weapons will be put onto the TFA base

     - Resolution to some fonts not displaying correctly for all users

     - SCP-079 buff

     - FNAF-like interface for SCP-079's cameras

     - Code work related to NPCs, allowing for scps that are not interesting for a human player to control to still be in the game

     - SCP-1730 Update #2 with accompanying map specific SCPs, task squad, and round type.

  4. 3 minutes ago, Skxynka said:

    Serpent's Hand Members are unable to pick up ammo

    After picking up rifles the ammo is 0:0

    This is more or less intended as I do not want SCP teams taking ammo that could be used by humans. If needed, I will raise the starting ammo.

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