-
-
Notifications
You must be signed in to change notification settings - Fork 543
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Minor Tcomms Update: Decrufts Syndicate Comms, Removes Station Frequency Names, and Expands Usable Frequencies #3835
Conversation
FINALLY. THANK YOU. THANK YOU SO MUCH. AUGHGHHH THANKYOUTHANKYOUTHANKYOU I'M CRYING |
you should change the minutemen frequency to CLIP (or just C-MM), because i believe their full name is CLIP Minutemen |
Done, changed to Minutemen. In line with their channel in-game which is labeled as "Minutemen". |
Mark approved it and I'm not brave enough to gaze into tcomms code |
…ncy Names, and Expands Usable Frequencies (shiptest-ss13#3835) Telecommunications was obtuse and adding a faction's custom frequency required codediving or knowledge ahead of time when working with machines. Additionally, departmental comms (including Command) have been dead for years at this point and won't make a return. This correctly mataches frequencies to their factions and reflavors Command to an Emergency Frequency (a reference to https://en.wikipedia.org/wiki/Aircraft_emergency_frequency). Pirates are now only listed as "Unidentified" rather than Pirates. Updated channels listed here. ![image](https://github.com/user-attachments/assets/6114b99e-73d2-4cac-aa90-618f632bc809) Another major change is the removal of special treatment for syndicate comms. No longer can they listen in on every frequency, nor are they prevented from having their frequency tuned into. Theirs is the exact same as everyone else's, now. This also expands the list of usable frequencies by a decent margin in order to make it significantly less likely that you can accidentally tune into someone else's comms, as well as specifically make it so certain powergaming strategies are no longer feasible. Wideband has been moved up to compensate. Removes a large amount of residual references to station content and makes Syndicate communications not blatantly able to monitor every single channel. Makes tcomms easier to work with when adding channels, and organization within servers easier. Stops certain powergaming strategies from being feasible while reducing the constant frequency overlaps from only having 24 bands (dating back to the existence of stations). :cl: Cloudbreak del: AI Private frequency balance: Syndicate communications are no longer able to monitor all other factions. balance: Syndicate communications are no longer unable to be monitored. balance: Nanotrasen has modernized their handhelds. Possible radio frequencies adjusted from 144.1-148.9 to 144.1-168.9. add: Reflavored set channels to properly ID their faction. fix: Vox sprite compatibility in a single sprite. /:cl:
About The Pull Request
Telecommunications was obtuse and adding a faction's custom frequency required codediving or knowledge ahead of time when working with machines. Additionally, departmental comms (including Command) have been dead for years at this point and won't make a return. This correctly mataches frequencies to their factions and reflavors Command to an Emergency Frequency (a reference to https://en.wikipedia.org/wiki/Aircraft_emergency_frequency). Pirates are now only listed as "Unidentified" rather than Pirates.
Updated channels listed here.
Another major change is the removal of special treatment for syndicate comms. No longer can they listen in on every frequency, nor are they prevented from having their frequency tuned into. Theirs is the exact same as everyone else's, now.
This also expands the list of usable frequencies by a decent margin in order to make it significantly less likely that you can accidentally tune into someone else's comms, as well as specifically make it so certain powergaming strategies are no longer feasible. Wideband has been moved up to compensate.
Why It's Good For The Game
Removes a large amount of residual references to station content and makes Syndicate communications not blatantly able to monitor every single channel. Makes tcomms easier to work with when adding channels, and organization within servers easier. Stops certain powergaming strategies from being feasible while reducing the constant frequency overlaps from only having 24 bands (dating back to the existence of stations).
Changelog
🆑 Cloudbreak
del: AI Private frequency
balance: Syndicate communications are no longer able to monitor all other factions.
balance: Syndicate communications are no longer unable to be monitored.
balance: Nanotrasen has modernized their handhelds. Possible radio frequencies adjusted from 144.1-148.9 to 144.1-168.9.
add: Reflavored set channels to properly ID their faction.
fix: Vox sprite compatibility in a single sprite.
/:cl: