Apollo Gaming

  • December 19, 2018, 04:54:43 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search


Welcome to our forums!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - laser50

Pages: [1] 2 3
Whitelist Applications Area / Re: kutogane - Alien Whitelist Application
« on: October 15, 2018, 02:16:30 AM »
Could just ask for your whitelist back?

Either way, server closed so little use for it now. Feel free to ask on discord in regards to test serb whitelist.

Server Announcements / APOLLO 2.0 IS NOW LIVE!
« on: June 18, 2018, 01:13:40 AM »
((The code is now LIVE, feel free to join us! In case you had forgotten us, here is our DISCORD: https://discord.gg/RGba3G2 where we are most active!))

Ladies, gentleman, and everything in between: I present to you Apollo 2.0.

**What is Apollo 2.0?**
Apollo 2.0 is what we have internally termed the new code release that Laser's been working on for over a year. There are a lot of new items on the list, so I'll just briefly go over some of the more exciting ones:

Persistent Economy (Money in your bank account carries over to the next round)
Permadeath (For those that toggle it on)
Persistent character promotions (No longer a whitelist: Almost everything is now done IC'ly, like we said we would do)
Better lighting (Think VG's lighting system!)
Optimizations (No longer a laggy piece of shit)

And a whole bunch of more stuff that would make this announcement much longer than it needs to be. I know I personally hyped up the Persistent economy for quite a while in the past, and now the staff team has come together to deliver on our promise to you, the player. We'll be releasing a detailed changelog shortly after the code comes live, so you can scour it over and discover what Laser managed to sneak in when we weren't looking.

I thank all of you for your patience and understanding during all this time. I know it's been difficult to spend such a long time without hearing news, but thanks to all your efforts in testing the code, it's now ready to go live.

**What about the map?**
As you can all see in #mapping-project, we are on-schedule to have the map finished in good order. While I won't promise a specific date, given the volunteer nature of the job, I can say that I've been personally satisfied with the progress that's been done, and I'm hopeful we can soon push out the new map to the satisfaction of all.

**And what are you doing to adress the low playercount?**
I've talked a lot about this with Laser, and we've decided that we are going to start actively advertising Apollo. In what form we are still considering, but some options include:


And others. In this regard, I personally welcome any and all ideas to help us reach out to new players and draw them into the server, and if you have one such idea, to get in contact with me via PM's.

**What now?**
For the time being, we'll get back to work on the map. Laser will be on standby to help smooth out any bugs that pop up from the new code, and the @Coder/Spriter/Mapper boys will be getting the new map fleshed out. We'll also be looking at ways to advertise across different platforms to get our playercount back into the 20's we had under XRev.

And that's it for updates. Stay tuned in this space for new updates as they come.

Off-Topic / Re: ThreeD SS13? Not quite but here's what it might look like!
« on: December 20, 2017, 10:31:51 AM »
That looks pretty damn cool!

Server Announcements / New Feedback form now online (Apollo)
« on: December 04, 2017, 07:10:15 PM »
Hello, and welcome back!

We have been having some meetings with some of our management and some staff in regards to Apollo and its future, I understand some have given up their hopes for a comeback, which is understandable. But we haven't.

We have made a new form which we would like everyone to fill out, the form is the standard feedback form from 6 months ago but with some additions and small changes.

We believe it is vital to do another feedback round to better understand the community's view and how they want things to go. So we would kindly ask everyone to fill out the form ASAP so we can start gathering feedback and make this a better place for everyone.

LINK TO FORM: https://docs.google.com/forms/d/1n-vEP3rV3A-thcCTQ6jaYzvpTsJCEOPbr8FHVsLh9Lc

We thank you kindly for helping us make Apollo a better place!

Server Suggestions / Re: Security emergency access
« on: September 19, 2017, 01:14:28 AM »
Originally I was hoping we could be doing this using the alerts system, we may still be able to do so, but I like this idea too.

Server Suggestions / Re: Permadeath to Tempdeath
« on: September 15, 2017, 02:16:43 PM »
The way I envisioned it (Just posting so people can read and learn how the system more or less works), perma death would always be a selectable option, not a forced one, even I can understand losing your favorite character due to bad circumstances can be a pain in the ass, so we won't do that. Perma-Death is a choice.

Originally I had no intention of adding any kind of return to the game from dying, your character would die? If he wasn't saveable by the end of the round, you'd be done, your char name blocked and your character slot cleared.
Now we have neural laces, basically extra lives for your perma-death character. These will cost you a bunch, but hey, that's the price of playing perma-death any way! The idea is that permadeath characters are under a temporary working contract, while normal characters are on a full work contract, thus giving them some special privileges like a neural lace included.

So to put this on a TL;DR: Permadeath is selectable, dead is dead with no excuses, Neural laces can be bought as 'lives'. Still considering giving 1 as a starter or not, we shall see.

Server Suggestions / Re: More Random Events!
« on: July 21, 2017, 11:58:32 AM »
Very nice! Keep em coming, I'll start adding events soon.

Server Suggestions / Re: More Random Events!
« on: July 15, 2017, 12:57:34 AM »
We need more random events, more deadly, less deadly, more RP oriented, we gotta make the station feel more alive! I like the ideas so far though, so if you can think of more please do

Server Suggestions / Re: Welding Tools Sprite Change
« on: July 15, 2017, 12:56:33 AM »
PM me the sprites and which one does what (on discord) and I'll add it to the new code tomorrow :)

Server Suggestions / Re: Welding Tools Sprite Change
« on: June 22, 2017, 05:33:46 PM »
Agree with the above post, also feel free to throw them into a pull request when you believe they're good to go :D

Server Information / Re: Useful links
« on: June 21, 2017, 12:07:08 PM »
I've hear there's a wiki now? Or was I just getting bamboozled?

Soon. But not yet.

Server Suggestions / Re: New job for medical.
« on: June 15, 2017, 03:05:17 PM »
Would it really need an extra job for the 1-3 corpses that end up in medical bay that could not be revived? Also Detectives have a whole setup for figuring out the causes of death, and the chaplain also has coffins beside the crematorium :P

Server Suggestions / Re: Xeno-archeology suggestions
« on: June 15, 2017, 01:14:56 PM »
Awesome list! I took a quick peek, it looks great but some things like healing brute/burn damage, infinite drugs and whatnot should have a bad side to it as well.

Like; Healing gloves heal burn/brute damage in small amounts, but part of the damage is redirected to the one wearing the gloves. it'd be very interesting

Server Suggestions / Re: Messy List of Things
« on: June 14, 2017, 01:34:24 PM »
Added FTL lobby music, for one. Checked the sounds, I may figure something out :) I'll look at the rest once I have some time cleared up and the rest is done :P

Server Suggestions / Re: Colonization Gamemode?
« on: June 14, 2017, 12:50:04 PM »
Reminds me of derelict gamemode, where everyone spawned on a destroyed station (regular map) and had to patch it up and make sure it was in basic functional condition.

I like the idea, I really do, but we'd need to up our constructible machinery/objects list by a large portion first.

I am thinking, this could possibly be turned into a weekend-event, wherein we have a persistent map that we will use every week, engineers can build it, staff can either help or just get back to work. The map is saved periodically..
On a separate note, lag would be absolutely gone without a station, I bet the performance would be fucking amazing!
I'll look more into this, I like it.

Pages: [1] 2 3