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Showing content with the highest reputation on 09/26/2020 in all areas

  1. It's been a nice little bit since another addition to my Security dream team. This time it's another veteran officer, Tetra Vega. She's probably the most easily identifiable officer on the entire station, with her bright red ponytail and a trail of cigarette smoke in her wake. @ZN23X
    2 points
  2. Assassinate objectives are the worst. If successful, its usually a one-side player interaction, where one dies without a chance(and a word) and the other disposes of the body and walks away, while adding nothing to the round overall. Also, miners usually kill themselves. My proposal is to change that to "send a message" with the intention that the target stays alive and can report what happened, both to security and the crew. Here is an example of "messages": "Cut off the legs of X and ensure X stays legless", "Turn X into a vox but dont give a n2 tank", "Make X experiment an horrible death, but ensure X revives alive to remember the message", "Take the identity of X and destroy X's life from inside out", etc. Or simply "Badly hurt X to send a message" The difficult part would be to check success of each different condition, which I ignore how is it programmed. Maybe just remove greentext at once? But that would be another suggestion... To make it a bit more elaborated it could add some reasoning to the message, like "X work is a danger to our organization", "X name was given at the interrogation of an enemy", etc. Although assassinate objectives come without context, it could really improve if we have some to talk about.
    1 point
  3. As many of us have tried and tried and failed, again and again to Hijack that shuttle or just maybe even to let loose a bunch of bombs on the station, we all have our attempts and stories and fun of trying so I thought lets share them here. I'm posting this to encourage more creative things to be tried and to spice it up and have more unusually seen gameplay. Notably the item named "His Grace" is underused so I'd like to encourage people to try new things by making this. https://youtu.be/WjLgEzZDzPk Syndicate with the Hijack objective can do what is called a "TC trade" and ahelp to trade in their telecrystals for something that can be seen as non-conventional and may not be obtainable normally. For example I spawned as a medical doctor but requested the item called "His Grace." It is a chaplain only item but if you kindly do a trade, you may just get yourself "His Grace" if you request it. Wizard spells can be obtained in a trade as well BUT be reasonable. Depending on the current given round type you may be denied this. This topic is not exclusive to only what I've mentioned with TC trades, I just want to encourage new ideas into the community. I'd enjoy to hear what people try when they get hijack as an objective.
    1 point
  4. I'm more than half way done :)
    1 point
  5. Applications are now closed and people's santas have been sent out! Good luck everyone, I hope you do some good art!
    1 point
  6. Hi nerds. This new suggestion is quite simple. It's something I've seen on a few HRP servers that might add a bit more to things here. The holopads that AIs use are honestly one of my favorite parts of playing an AI. However, it has a small issue in that--well, you're the AI. If you're in the middle of a conversation with someone using the holopads, and you get law two'd to go do something else, you have to instantly drop the hologram to go do that. This suggestion is to allow you to press a button that locks the hologram in place, while allowing the AI eye mob to move independently of it. This allows you to keep your localized presence while handling other things--and also further illustrates a bigger sense of an AI being 'omnipotent', if you will.
    1 point
  7. I've been playing a service borg quite often lately, and there are some pet peeves that annoyed me during that time, something, that, I think is within reason to add. Currently, service borg has a limited number of drinks available to his disposal. I'd say its a very limited amount compared to what bar machines can do, and often people ask me for drinks, im sadly unable to oblige given these limitations. I see no reason why not to (you'd say that would remove bartender significance. first, he has none already, second, service borgs are wildly uncommon and there is little power gained from having all the drinks available, third, janitors and janiborgs have exactly same situation and its not a problem for them) My idea is, to cut down on inventory clutter thats already large on service borg, to remove the drink items and instead add 2 items, the alcohol dispenser and soda dispenser. They would work exactly the same as bar machines, in exception they would not fill a beaker but dispense selected drinks - select which drink to dispense and click to dispense 5/10 units of that drink into clicked glass. Something like the current service RCD device that service borg already has, for glasses and snacks and stuff. It would be a good time to maybe even rework that device to have an UI, switching between that long list is also somewhat inconvenient. Maybe it would be even better to create one UI for all of it, just with different tabs. Service Items, Alcohol dispenser and Soda dispenser in one item? Whatever is more convenient to the coder. If thats not attainable simply adding the missing drink items to equipment would also work but would be a massive pain inventory managment wise. EDIT: I forgot to mention the case of upgrades. Bar machines can be upgraded using RnD components. The simple solution would be to add an upgrade module for the borg in robotics to unlock the extra drinks.
    1 point
  8. It may not seem like it, but the station needs the supply department to stay afloat. When you're adding a new room, who has all the materials? When the nukies are at our doorstep, who's ordering and distributing the combat shotguns? Not only does it hold great importance to the station, it also holds great importance to new players, as any job within this department gets them acquainted with the game(cargo gets you used to controls, miner lets you apply those controls in combat, and QM gives you experience with leading a department.) Not a single shift has gone by in glorious Cargonia where I haven't been teaching someone the ropes. So, without further ado, let's get this list started. Since Cargo Technician and Quartermaster have lots of overlap(heck, when the department is low on hands, I'll help them out as QM), this can apply to both, unless otherwise stated. F Tier: WHO SPENT ALL THE POINTS ON CONTRABAND CRATES? Doesn't order crates the other departments need Orders crates that contain weapons, even though they don't have access or an emag. Seriously, this is just wasting points Declares themselves to be forming the independent station-state of Cargonia(HAIL, HAIL CARGONIA, LAND OF STOLEN THINGS) Hacks the MULEbots for no reason, other than 'haha person standing in front of bot go cronch' QM: Not only do they not report that one of their underlings tried ordering weapons, they also approved the order without paying much attention to who requested it New players usually don't fall into this category, unless they try really hard D Tier: Paperwork the Sloth Doesn't really know what they're doing Either doesn't ask for help or there is no one in the department with experience(the latter happens sometimes, have some patience. They'll figure it out) Expect to ask for a crate at the beginning of the shift and get it sent by the end Doesn't send crates or anything else back to CC, wonders why they have so few points Takes fifteen minutes just walking around before getting around to printing out tools from the autolathe someone is asking for(true story) QM: Completely neglects the miners, suddenly realizes that they're all dead when the ORM is empty C Tier: Hi guys, I'm new around here! These people aren't bad, just inexperienced. They're willing to learn and will get better Asks plenty of questions(might be a little OOC in IC, but that's expected. They'll know about LOOC by the end of the shift) Remembers to put manifests in crates, but doesn't remember to check and stamp them QM: Cargo Tech with extra access, needs a few reminders to do their part of the job sometimes Honestly, I have nothing really bad to say about these people. If they stick to it, they'll become expert spacemen soon. I've seen a lot of people in this category, they've kind of grown on me. B Tier: Crate Expectations Immediately calls the shuttle at the start of the shift and loads all the crates from the storage room when it arrives Grabs the RCS, moves the telepad to the conveyor, and tells their department they're hunting for crates in maintenance(only do this if there's other people that can run cargo just fine) Can process orders relatively quickly Uses MULEs and disposals to deliver until they hear about a breach, then they just use MULEs and manual delivery Makes sure to put a stack of plasma in one of the crates if there's enough in the ORM Stamps manifests, but doesn't check them(it's okay, you don't lose points for that) Remembers to request tech disks from R&D, pays them back with the machine prototypes QM: Coordinates the technicians so that everything that needs to be done is done, checks in on the miners occasionally QM: Reports to security when one of the technicians tries to order something bad but doesn't reject order until security takes a look A Tier: Makes Cargonia Proud Always pays attention to comms, knows exactly what to order when it's needed Moves the autolathe so that they aren't constantly walking back and forth When they have the points, orders the station goal crates before engineering even asks for them Declares themselves to be forming the independent station-state of Cargonia Declares themselves to be forming the station-state of Cargonia as a loyal vassal to the rest of the station If they do send crates through disposals, they make sure to verify that the crates reached their destination If the crate does not reach its destination, they will jump into a locker, get someone to wrap and tag it with the original destination, and flushes themselves down disposals to find the cut pipe. Make sure to maximize your sensors and bring internals!(Also, don't do this when comms are down) QM: Only approves orders for fun crates for their department if there is a massive surplus of points, and even then, only spends lightly This is really easy to get to for anyone, once they spend some time in cargo If I'm missing something, PLEASE let me know!
    1 point
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