Posts: 757
Threads: 26
Joined: Sep 2012
Usually, after the nuke goes off, you get told who was each member of the team, and marked either Alive, AWOL or dead. But now the new change to nuke rounds means that they all get marked as dead no matter what they do.
Pretty redundant, but funny.
Posts: 100
Threads: 10
Joined: Oct 2012
the syndicate can't have any loose ends.
Posts: 397
Threads: 38
Joined: Sep 2012
BYOND Username: Sord213
They get blown up by a NUKE.
Although it would be nice to know who died before the nuke was set off and who still was alive and kicking.
It should be changed to something like "KIA" for those who died in the field, MIA instead of AWOL, and just "Dead" for everyone else at the end.
Posts: 3,073
Threads: 272
Joined: Dec 2012
feature. Everyone in the game gets fried by the nuke blast, the game procs check to see who's alive but everyone's dead before that step.
Posts: 757
Threads: 26
Joined: Sep 2012
UrsulaMejor Wrote:feature. Everyone in the game gets fried by the nuke blast, the game procs check to see who's alive but everyone's dead before that step.
That's the problem, what's the point in seeing who is alive (or even having code to check for it) when EVERYONE just died?
I do like Sord213's idea.
Posts: 270
Threads: 2
Joined: Mar 2013
UrsulaMejor Wrote:feature. Everyone in the game gets fried by the nuke blast, the game procs check to see who's alive but everyone's dead before that step.
Does this actually happen? I haven't played much over the last week or two, but at least recently, everyone on the station has still been alive after the blast (just hidden behind the message), able to talk normally and that sort of thing.
Posts: 636
Threads: 81
Joined: Sep 2012
Admiral jimbob Wrote:UrsulaMejor Wrote:feature. Everyone in the game gets fried by the nuke blast, the game procs check to see who's alive but everyone's dead before that step.
Does this actually happen? I haven't played much over the last week or two, but at least recently, everyone on the station has still been alive after the blast (just hidden behind the message), able to talk normally and that sort of thing.
yeah it's a pretty recent new feature.
Posts: 2,556
Threads: 120
Joined: Sep 2012
From what I understand, the ending of nuke mode was changed.
http://autisticpowers.info/ss13/wiki/Changelog
Thursday, May 2th, 2013
Posts: 200
Threads: 7
Joined: Jan 2013
as I understood it, the nuke agents were always brainwashed and/or genetically engineered soldiers that were as loyal as they were dispensable.
kind of like in that old squad-based real-time strategy game where corporations used mind controlled agents to fight over control of the world's consumers. What was that game called again?
Posts: 636
Threads: 81
Joined: Sep 2012
whether or not it's a suicide mission it's still cool to see who's still alive/dead/in captivity to get a sense of how well the crew did
Posts: 1,450
Threads: 31
Joined: Sep 2012
Yeah, it's not gonna stay the way it is with everyone getting marked dead, I just thought it was kinda funny to leave for a week or two until i figure out a workaround
Posts: 772
Threads: 16
Joined: Sep 2012
It used to work but it bugged out during shroom station, not sure what's with people coming up with these backstories to explain why its not broken though.
Posts: 200
Threads: 7
Joined: Jan 2013
FrontlineAcrobat4 Wrote:It used to work but it bugged out during shroom station, not sure what's with people coming up with these backstories to explain why its not broken though.
Dude, I need to get a good lore going, I've already ghost written 6 books in my upcoming SS13 paperback series, with original characters such as George Felons, Myam A. Crooke, and Old Man Genkins.