BeeStation / NSV13

NSV13, a Ship-to-ship Combat SS13 Server
GNU Affero General Public License v3.0
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Boarder issues as we know them #2640

Open BlueHNT opened 1 month ago

BlueHNT commented 1 month ago

Round ID & Round Date:

makes no difference / 07.05.2024

Testmerges:

makes no difference

Reproduction:

During KNPC boarding. There are a few issues that are quite common and most likely need some addressing. Since it halts their deadliness and makes them a joke instead.

1st case would be dealing with windows, windoors or anything they can see through, but not walk. They will try to walk, they will shoot at it and generally ignore everyone around them making them easily killable in the process.

2nd case would be their CQC overlapping with weapons. Making it a joke as they instantly pull CQC moves while dual wielding makarovs. I understand they have to be op, but if they got no weapon and I got no weapon. Shouldn't they at least have some kind of delay for this? Making it more fluid like putting away a weapon and such would make those fights more intuitive.

3rd case they freeze in certain spots on the map. Pirates don't steal money and syndicate kinda just wanders around doing fuck all.

4th case there are cases when they stop working entirely on spawn and just sit in the pod forever. This is an issue since they are harmless and normal crew can kill them as well. There is no failsafe in the script for them to restart their behavior if there is a single problem that happened. Like opening a pod, but then not being able to move for a second. They are stuck after that forever. Rarely shooting, but not moving.

I will try and provide round details with the round minutes in the future when I run into the more code intricate ones such as them just not working at all. Most of this is reproducible by just spawning them normally though since it seems to be either a server lag issue or just common code death.