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Showing content with the highest reputation on 04/24/2019 in all areas

  1. Thanks for the positive words, guys I use Photoshop CC as my main art program. Some doodles I made for my boyfriends, and a friend
    4 points
  2. While i know Pets are Ghosts and Ghosts arent supposed to do much other than spectate from how i see. I still feel like Selecting Observer to Ghost and Select Pets could make Pets abit more interesting. I myself really like playing as a pet. As boring as others might find it to play, i think it add's abit to the roleplay of the whole station with players controlling the different pets and Heads pets. I had alot of engagement with CMO by playing Runtime and its fun. What i do miss though it bieng able to do just a few things. First of all to eat stuff. Bieng able to eat means your owner could feed you. Adding more engagement to the pets. Second is Biting/clawing. Depending on type of pet. Not all might have. But cats can claw. Cats and Dogs can both bite in real life. Damage can be minor, but it could add to the game. One example of when this could be is when an scientist tries to abduct you. Doing bad things maybe. Who knows what that certain scientist have in mind. If you roleplay as scared you would wanna bite or scratch them maybe. Just a slight self defence. This would give people abit of an oh shit momment where they probably have to think abit more than just grabbing a pet without making sure they are comfortable like real life. I would love to try to make pets more of a fun thing lively thing on the station. Ontop of this i think playing as pets should add playtime to unlock some ghost roles. So basicly 3 suggestions. Clawing/Biting Eating/Drinking Pets count for playtime for ghost roles maybe?
    1 point
  3. Ahaha, I knew Mercy Haliber was still kickin' it somewhere. Turned out great, ace expressions
    1 point
  4. A fun "Your character here" commission thing...
    1 point
  5. I took a moment to read everyone's post once again and took the liberty to start up the first official draft and description of the SEC Instructor. Here we go! *Icon here* SEC INSTRUCTOR Difficulty: Very Hard Guides: Guide to Security, Space Law, Standard Operating Procedure, Riot Control Access: Security, Brig Timers, Maintenance, Warden Sec Instructor is the field training officer of the Security Department. They consist of veteran SEC Officers who have walked the beat many shifts and survived the worst. With similar duties as a SEC Officer, it is their duty to shape up new recruits so they can be the next generation of veteran SEC Officers. TEACHING THE ROOKIES You are a instructor above all. While you carry a baton and a badge you should be more focused on making sure the rookies don't get themselves killed. They will look up to you, be sure to set a good example for them to follow. You are expected to be able to teach officers how to maintain all duties from patrol to perma brigging procedures to even some head of security responsibilities should your head request the guidance. While you might not end up taking over these roles over the course of the shift you should at least have knowledge of the roles. The Security Instructor is not required to report SOP Violations to IA Investigators and instead direct such reports to the Head of Security for corrective action. They still have the option to refer to Internal Affairs, should the officer show no remorse for his violation or no hope of improving. Old Green You are a officer among officers, you carry no rank over the Warden, Head of Security, or individual Officers unless stated otherwise by the Head of Security, Acting Head of Security, or Captain. Should the Warden or Head of Security go MIA/KIA, you are the third in line to be Acting Head of Security. As Stated before, the Head of Security or Captain, can give you command authority, but this is at their discretion. CODE GREEN PROCEDURES 1. Training new Security Officers takes priority. Security Instructors should take the initiative to identify and train new officers. 2. Security Instructors is permitted to carry out arrests under the same conditions as Security Officers, but they should not arrest if a Security Officer can make the arrest instead. 3. The Security Instructor is permitted to carry a taser, a flash, a stunbaton, and a can of pepperspray, while permitted to carry their _ _ _ _ they should only use their non-lethal equipment. 4. Security Instructors are expected to be able to brig in accordance to code green brigging procedures. 5. Security Instructors are not permitted to have weapons drawn during regular patrols. 6. Security Instructors should not conduct searches unless there is a clear and immediate threat or it is during brigging procedures. 7. Lethal Force is not authorized unless there is a clear and immediate threat to the station's integrity or the Officer's life. CODE BLUE PROCEDURES 1. Guidelines 1, 2, 3, 4, and 8 are carried over from code green. 2. Should security numbers decline, the Security Instructor may act as a reinforcement and assume all Security Officer Responsibilities. 3. Security Instructors are permitted to carry around any weapons or equipment available in the armory, at the Warden's discretion. 4. Security Instructors are permitted to carry weapons in hand during patrol should they have no equipment space. 5.Security instructors may demand entry into specific departments during regular patrols. 6. Security Instructors are expected to take new Security Officers during patrol. CODE RED PROCEDURES 1. Guidelines 2 3 4 5 and 6 Carry over from Code Blue 2. Security Instructors may arrest like normal Security Officers during code red. 3. Securities Instructors may forcefully relocate crewmembers to their respective departments if necessary. 4. Lethal force is permitted if the target is confirmed to be guilty of Capital Crimes and actively, and aggressively, resists arrest. CHAIN OF COMMAND The Security Instructor works under the Head of Security. During extreme circumstances the Head of Security or the Captain can promote the Security Instructor and give him command responsibilities. Should the Warden and Head of Security die or go missing, the Security Instructor is third in line for Acting Head of Security.
    1 point
  6. See, but you can't have it both ways. We can't say "Telescience has no non-antag uses!" And then immediately follow up with "The non-antag uses make antag life hell." It either has them or it doesn't have them, that is a binary state. Telescience, as Jazz has said far better then I could, has legitimate uses, mostly body retrieval. And as for making antag life hell, there's really only the antag to blame for that. Because without suit sensors to get a coordinate to shoot for, you can't teleport anything back, so if you forgot or neglected to remove suit sensors, well... Even without a teleportation device the paramedic or pod pilot can easily go retrieve that body. So that's kind of a wash either way, and is still on the antag for not turning off the sensors. Secondly, I don't think it's entirely fair to say "Remove Telescience cuz it's OP" as some others have. Because if we're gonna talk about 'no counter' antagonist fuckery (Even though in my years of playing on paradise I have never once seen it happen.) then we also have to talk about CHEMISTRY. The nature of "Hellmixes" and other meme chems that cause near instant death with a single click have been the source of more salt then telescience ever has, but we don't see anyone really up in arms are railing to get Chemistry removed. It's just a facet of the game that we have all adapted to, and changes have been made to mitigate it's OP nature. Why should Tele-sci be any different? Why is it when another system is OP we just make adjustments, but when Tele-sci is questionably OP, we just go to delete it outright without even a token attempt at a balancing pass first? Why? And lastly, the counter to Telescience is pretty easy. Move. Turn off suit sensors or just move around and the guy is never going to get a lock on you, especially since the crew monitor console now updates every 5 to 10 seconds these days instead of it's early more frequent refresh rate. In terms of countering theft, I see no reason why just adding a "Jammer" item should be so outlandish, we've done more intensive additions and reworks to curb chemistry or botany, but again, nobody is screaming to remove those systems. If it comes to dropping off bombs, well, it's against server rules to do that unless you have hijack and at that point the bomb was gonna happen either way. Also bear in mind the requirements to build Telescience. It's easy to put together but to get telescience not horribly limited for range, you need bluespace crystals, which means either mining comes through or xenobio pulls through. And if you're relying on bluespace slimes you are rolling dice to see how fast it happens. It;s not HARD but this isn't EXACTLY a "No effort required" project, particularly if you ARE going to antag with it since you need to keep it secret or the AI is just gonna blab about it and turn off the APC. I am open to the idea of nerfing it somehow, but the idea of removing it entirely for these reasons is, to me, entirely silly and borderline hypocritical in some ways.
    1 point
  7. Alright let me open up my comment with I have spent dozens of hours mastering telescience along with every single aspect of it (from hubs to quantum pads to z level loot to the depot etc). I've even edited the wiki and wrote the majority of the page itself. And yes, I am the guy who makes that "public hub" that has been mentioned before, so I can most definitely touch on that as well. I'm Crangus Pangaria btw. After reading both the original post and people's comments, there are some discrepancies that need to be corrected. 1.) The telepad can only teleport objects from z levels 1, 3, 4, 5, and 6. So no, you can't teleport anything you want from any z level. And, as I will touch on with depot, there are areas where telescience is not permitted. 2.) A large amount of space ruins are procedurally generated, all non-procedural telesciencable loot can be found by a google doc I created here. After using telescience dozens and dozens of times for multiple rounds, I've found that the combat gloves are the most teleported item I get from space ruins (even though there's a free double barrel shotgun, white ship circuit board, infinite hardsuits, and abandoned crates). 3.) Anything important that should not be telescience accessible that is not procedural are on z level 2 (admin ship, abductor ship, golem ship default spawn). All procedural space ruins are on levels 7-whatever the max z level is, which again is not possible with the limited 1, 3, 4, 5, 6. 4.) As far as "if your suit sensors are maxed you can get anyone," this is true unless the target is inside something with density, say a terror spider cocoon or being buckled to the ambulance. That or they're on a z level not listed above, therefore making it impossible to even use the teleporter. They're called quantum pads to be specific, and yes they can only be linked to eachother hence their harmless nature and the reason why I use them as a "public hub" rather than say an actual teleporter hub or a public telepad setup. There is a flag that can applied to an area that, when attempted to teleport to, will make the console bleep "ERROR! Target destination unreachable due to interference." This flag can be found in places like cent com, I believe the escape shuttle, the syndie depot, and probably more random places. ALL AREAS ON THE CYBERIAD ITSELF ARE NOT PROTECTED BY THIS FLAG. Yea the flag added to an area is the map altering bit that was specifically designed to prevent teleporting, so it kinda already exists.... As for the topic of calculators nobody friggen does the math by hand. It's not a question of "they're out there, and some scumbags are using them to robust telescience" its just plainly a part of telescience as it is. The actual reason why this hinders a telescience user is not difficult math but the fact that you have to manually enter target coordinates, press calculate, then enter the bearing and elevation. This stops users from pulling moving targets, as has been a real pain in the ass when I'm trying to pull a dead body being dragged by a spider... Also, absolutley nothing can stop people from using calculators, literally nothing within the realm of possibility. Ok now for me bein mad Whoever thinks that telescience has no non-antag purposes is absolutly undeniaably unequivalally wrong. There is no debate, there is a 100% productive and legitamte use for telescience. Telescience paramedic. If anyone wants to argue with me I will literally join any round, fire open telescience with a one-way quantum pad leading to medbay next to the telepad (or have my own cloning setup next to the telescience setup) and count the number of bodies I save from otherwise permanent death. There is a good chance somebody who commented on this thread has been saved by me, or has used my quantum pad network, or has been unlucky enough to be a rogue AI. As for telescience being easy to setup, yea it's stupid easy to setup. As soon as you get 6 bluespace crystals your friggen done, literally 3 minutes to build and calibrate the offsets. As an antagonist I find telescience as an omega cheese, but only in certain circumstances. In order to properly use telescience to complete objectves, you have create stuff (eg bombs) to actually use it. This makes it slightely less robust, however still powerful. Personally after 500 hours of paradise I have never once been killed by telescience; however, I have used telescience to greentext myself as well as subvert rogue AIs. My suggestion to nerf telescience (speaking from massive amounts of experience) prevents two of the most powerful aspects of telescience that I personally abuse. 1.) There is no area on the cyberiad thats protected with the no tele flag 2.) You get 20 something teleports per calibration My suggestion: Make it so you have to re-calibrate for every teleport and add the flag to certain places like the armory and the AI sat. If anyone has any questions regarding telescience or science in general, I am walking encyclopedia.
    1 point
  8. I took in some Sketch commissions this week Starting off was two for Aceluke! One is of CM character, and the other is a cute wedding picture of his character Alex Rockwall and my character Dreamy. ^^' A commission for Von_bon that was a gift for Frick Frack of their demon boi A commission for Taac of their Skrell character Vol, and their Unathi Lyn I may draw Skrell all the time, but my god is is hard to draw other Skrell, lol A commission for Shazbot of their lizard elf(?) character Patricia I've been slowly uploading all the completed commission on my Deviantart, so I thought I'll just post them in "waves" Commission are still closed, this was just an "open for 24 hour deal" kind of thing for only Sketch Commissions.
    1 point
  9. I got contacted to paint custom Magic: The Gathering token art for "Kobolds of Kher Keep". Honestly, one of my most involved pieces this year.
    1 point
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