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Showing content with the highest reputation on 11/01/2017 in all areas

  1. Minor assault and fistfights are acceptable, assuming that both players have a reasonable justification as to why the fight started. Assault without any provocation or warning is strictly disallowed under a majority of circumstances. I've heard tell that three punches is a pretty good limit. In this situation lets say they get your id off, you punch em in the face once or twice and then shove them over. Snag your card and run off. It's not rocket science man. Don't beat people into crit unless they are trying to murder you. Don't use objects to beat people more than once or twice or at all for that matter.
    2 points
  2. The simpler solution here to me would be just not to use the say command. Adding a stack of code that will need to be considered every time there's a change to genetics or mutadone or the like just seems a waste of time or effort when the same could be achieved by simple not using say.
    2 points
  3. Because some people force mutadone down your throat while you don't want it and then you have to spend half the round explaining it IC' ly because it's an IC issue and all that. I don't mind if it is not added but hey, I like the idea, is all.
    2 points
  4. "Ohh your mute? why not take mutadone? It cures your genetic disease, guaranteed! It's almost a miracle!" This is more or less a personal suggestion. I don't think mutadone should be the cure all solution to someone's genetic problem. Space Kuru for example is incurable or being cluwned, etc. I had to write my IC's medical record to make a work around on why mutadone is bad for them. Other than that, i'm finding it very annoying that, that is the end all solution. Mutadone needs to have its limits. I'm proposing that an option is made in the Character Creation for those who wish to opt out having their diseased cured by mutadone. So if I myself decide to play my mute IC and someone feeds me mutadone, it won't work. In addition, It allows creatures like Vulpkanin to keep their color blind ability to see through the dark, etc. I think this would add a layer to RP, so someone like myself doesn't have to come up with an excuse on why my IC is mute.
    1 point
  5. Why would we add that to the rules when Rule 7 is really clear? "Self-defense is allowed to the extent of saving your own life. Putting someone into Critical Condition is considered self-defense only if they attempted to severely hurt/kill you. Preemptively disabling someone, responding with disproportionate force, or hitting someone while they are already down, is not self-defense;"
    1 point
  6. Well... Ok. Thank you, @DrunkDwarf. Your explanation about levels of force got me thinking. I now see how I could make this better. I could get something to stun clown without biting him to crit. That was possible. That should've been my action in that case. Stunning him and getting my PDA back. I could lose him and so I've ran up to fight in which I had no chance to get my PDA except for critting him. That was my fault. You know, every situation really has an answer. Now I suggest to place what @DrunkDwarf said into rules as a clarification.
    1 point
  7. If you put someone in hospital with serious injuries because they slighted you somehow, you have broken the law and should be punished accordingly. That is disproportional use of force, if they use a high level of force against you, you can use a similar level of force to defend yourself, but if you react with excessive force, you are in the wrong. Revenge is never a reasonable excuse.
    1 point
  8. Echoing this. You don't even need the mechanical disability to be mute. Rather than coming up with contrived reasons for why mutadone doesn't work, you could just use refrain from ever using the say command based on the premise that your character has anarthia or aphonia (or even aphasia) - a real neurological or physical impediment preventing speech. Disabilities don't enable roleplay in any way, shape, or form - they're negative mechanisms to provide challenge to a player or a "mechanical prohibition" on a certain thing. Having them as options is just some mechanical flavour as part of a system that isn't really necessary to shape roleplay to begin with. IE: If I want to roleplay a blind character, or a deaf character, or a mute character, a character with epilepsy, or a character with tourettes, I do not need to take any of the genetic disabilities. All of these things can be easily accounted for via use of the say and me commands. The genetic disabilities only exist as counterweights to the genetic system. Raymond Carver didn't need to institute a series of opt-in, opt-out mechanics with a fully realized disability system in order to write one of the most compelling and convincing blind men in a short story. He only needed a medium with which to write, and an audience to read and convey his ideas to.
    1 point
  9. Given the bleeding and organ mechanics in this game, if you've crit someone you've broken bones, damaged organs, and caused the person to bleed. You've also left them in a state where they're immobile, may fall over (due to pain crit), and then asphyxiate (due to oxygen damage). Even if they don't, they have a high likelihood of bleeding out before they get assistance, or bleeding out while getting assistance. They then have to spend the next 10-15 minutes waiting for, and then getting surgery in most instances. I have to agree with Trubus in this scenario, we don't go around lynching people for being dicks or for "harming" people. If we're going by "real life", if someone runs up and swipes your ID card, the majority of people who chase after that person are going to attempt to subdue them (or not even chase them and just report it). They're not going to beat the ever-living snot out of them, break all their ribs, fracture their skull, and then walk off and leave them in a bloody pool to die. That's called second degree murder. In the context of the game, under Space Law it would be manslaughter, attempted murder, or aggravated assault. Non-antagonists have no business committing any of these unless it's an extreme case of self-defense or it's against a valid antagonist. Allowing for civilians to crit people "just because" will just turn the game into little more than a poorly mediated deathmatch.
    1 point
  10. i could get behind mutadone not fixing char setup disabilities, not more than that. Otherwise you get incurable hulks no? even so it requires a pretty significant refactor of disabilities and char setup code
    1 point
  11. What else should an opt out be added into next? First cloning, now mutadone? Next it'll be an opt out for all healing meds because "my character wouldn't go see a doctor." If you want to play a mute character the fine, but why do we need a snowflakey opt-out functionality that will be used by less players than I have fingers. You could just not use the chat?
    1 point
  12. Pen sketch. @LicaPebble
    1 point
  13. The way I experienced it whenever I play engineering: Station Goals aren't really a 'burden' that ties up engineering, which would force them to abandon their duties/stretch them thin. Whenever I play engineering, it's either: -Rarely, half the station gets destroyed by plasma fires/bombs/etc and some of the engineers respond to fix things -Most of the time, the biggest issues are emagged doors, and a few broken windows; so I just make small little projects / pimping up things, leaving me plenty of time to make station goals, becase at least then I have a 'purpose'... though I never seen the whole engineering team work in unison; rather only a few join in for the project. The /problem/ is, that most of the time, after building for example, the BSA room, pimped it up and all, either cargo doesn't bother getting the parts, or in most cases, science doesn't do the R&D to finish it, which can be quite frustrating. Admittedly, the DNA vault feels like a chore, because building it is easy, but working with botany and xenobio for the DNA data is frustrating, since there is 0 cooperation most of the time. Station shield is a bit bland I guess, nothing too special; would be better if you'd have to do more than just to drop them in spess and push a button to activate. For station goals, I would suggest something more 'fun', like: refurbishing, or more like expanding the station, since there is the old bar, or airlocks that would lead to space; (also there is the derelict station, the russky station, the abandoned teleporter) it could be good if there would be a goal to make specific additions to the station, and then have the NT Rep inspect it and give a thumbs up if it is NT approved or not. At least that would give the NT rep role a bit more 'power' so to say, that they get to be the judge whether the station would meet the goals or not. Since it would be hard to implement it to make the game check if the station goals are met, it would be easier if the NT Rep would, for example, have a item like a remote, or an option in his console that unlocks after X time, where he verifies that the station goal is met, thus: greentext. And since the role is karmalocked, then there's less of a chance that it would be abused; plus so far I've seen, only those pick that role, who at least 'try' to properly RP. (Also, it would be a fun tator objective to sabotage the station goal) Examples: -NT wants to prepare to host the annual Ragecage event, so a stadium needs to be constructed, large enough to accept X amount of observers with a VIP booth, security checkpoint, a mini medical for the casaulties. -NT will be having VIPs, build a VIP quarters to accomodate them; with a mix of luxury and class, with extra security and safety. -NT wants to have a proper military garrison; it needs a proper barracks with mess hall, armory, officer's quarters, etcetc to accomodate an on-station ERT that would arrive in the future. -NT wants to have a large pasture/petting zoo, for totally recreational purposes and not for the secret future project of animal testing and weaponizing xenos; you have to make secure animal pens with a highly secure lab that would be able to contain xenos. (And if there are enough admins, and the additions are built; every now and again, if they feel like it, they could run an event. If there is a small chance of such a reward happening, it would encourage people to work together more, imho).
    1 point
  14. When people roleplay a spoken accent and keep the accent when they write something in character such as a PDA direct message.
    1 point
  15. Whenever I'm Captain, I refuse to raise the alert level above green just because sec caught and/or killed one traitor/vampire/changeling. I always say, "1 - 1 = 0, therefore no traitors/vampires/changelings.". I don't just assume that there's going to be more because metaknowledge years of experience.
    1 point
  16. I can also confirm being a player who primarily works sec that this is all spot on. I'll admit my first post was covered with salt so here is my more civil response lol The biggest part of the problem is, most petty criminals DO treat security like garbage. If you don't @Enginseer-42 then you are the rare exception. If you can figure out a way to get the angry teenagers who use the game to project thier hatred for authority to stop, I'd love to hear it. I like your attitude of "If you get caught, serve your time in the brig and carry on." Nothing you are doing will get you put in perma, and honestly if you aren't kicking and screaming I'm more likely to give you a lesser sentence or even just a warning. I might even "forget" to search your bag and find that shotgun. Wish more "mini antags" had this mindset, it'd make both my life and thier lives easier. The only part that makes me nervous is "Take risks, fortune favors the bold" because of how it can be interpreted. Ban declines are filled with plenty of Greytiders who kept seeing how far they can push things, how much they can get away with. 50 shades of Greytide However, if you have greytided for months without getting in trouble you are obviously doing it the right way. Keep it up, even if just one or two follow suit then you've made things better for everyone. I'd hope you at least understand how players who primarily work sec could look at this post from a negative perspective.
    1 point
  17. Non-gateway/derelict cults. I just love cultstended when the station base is found in 10 minutes.
    0 points
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