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SpaceTimeNow

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Everything posted by SpaceTimeNow

  1. Grey TideDudeThing says, "Officer, your beret looks odd." McShitcurity says, "INSULTING AN OFFICER!" BATON BATON BATON BANG PEW TASE BOOM I can see your point but that's the security officer just being shit and to be honest, examples like this are the only argument allways brought up when defending removing "insulting officer law". For me this basicly means we removed a law only because people abused it, i cannot see how applying such a logic to the development of an RP game is healthy. Edit: words are difficult
  2. Cannot agree with both those statements, how did officers arrest for no reason? There is no better situation to use the Animal Cruelty law as with station pets. Also it's bad enough that players are allowed to kill any random "player controlled npcs" for any reason. I am very pleased with Animal Cruelty still be part of Vandalism, since it give at least a small reason to players not to kill any random npc. Attionally i think the removal of insulting officers law was a bad decision. The relation between sec and the crew is bad enough and instead of enforcing sec to be less shit, we just allowed the other side to be equally as toxic.
  3. I can pretty much echo everything Rumiluntti said to this topic. Maybe it would be a compromise to add alternative titles like Medical Intern to Medical Doctor and Security Cadet to Security Officer and so on. So game mechanic and rule wise the Medical Intern is the same as a Medical Doctor. But people could optionally display a lack of expertise if they so desire.
  4. I so see no reason why not. Only thing i would ask is to not make it hide someones face / identity. Or make it possible to just open the head part.
  5. Probably the reason why people abuse the Psychs and forcefully arrest people is because they have nothing else to do. Very very few people go willingly to the Psychiatrist. I would bet that on average you will get way less than one patient comming to you per shift. And on the flip side and the off change that you actually want to involve a Psychiatrist, that role is allways usused, because nobody wanted to gamble that maybe someone will need Psychiatrist this round. At least that's my perception of that role, but maybe i am wrong. Most people that could be considered insane will be arrested by security and will be way out of your reach, because why on earth would a officer call you? The officer has no SOP to do it and all the Psychiatrist would do is get in his way.
  6. Not sure if your response was directed to my post, but that was exaclty the reason why i said mix with IAA and not Sec. I allways thought of IAA as the "department" defending crew from overzealous security, lawyer being a alternative title for IAA agent. Same as IAA, the Psychiatrist wouldn't be able to arrest someone but might be able to add to defence and rather have someone transfered to medical instead to the cells.
  7. As sad as it is, if you want the Psychiatrist be worth something than you need to give him at least some authority. Because nobody will ever come and hand it to him, nobody cares and nobody wants him to maybe interfere. Him being a optional thing where you can go if you want is all nice and good, but how often does it really happen that there is a patient willing to go to the Psychiatrist? Correct me if i am wrong but from what i can tell this almost never happens. This results in nobody actually playing the Psychiatrist role and the cycle of allways one side missing continues. Where a Psychiatrist in my eyes would be super useful is the whole IAA process, being intermediator between co-workers, conducting inverstiations and determine the working ability of an employee. Since IAAs can also be lawyer they could call uppon the Psychiatrist in order to determine if a particular client is actually sane or if he might be better treated in a medical facility. In my eyes the options are pretty clear: - If you want to keep a Psychiatrist this niche thing that (in my experience at least) barely happens then you probably should go ahead and merge it with the Chaplain as some sort of counsellor. This would add more variety to both jobs, but i think that would be the final nail in the coffin (pun intended) for the Psychiatrist to be taken seriously for anything regarding law or other "official activities". - The other more involved option i can think of, would be to make him part of IA/Medbay and imbue him some actual responsibilities and authority. I am personally not really invested in this because i won't see myself playing a Psychiatrist either way. It's just not my thing, but i believe it could be interressting to involve a Psychiatrist if am working in or around security.
  8. All the player controlled NPCs who actually could do stuff have been heavily cut down in their abilities (e.g Nymphs, Drones). I think they are all as boring and useless as the pAI. I know they are meant to be different from normal players and they already come with the insane disadvantage, in that they barely enjoy any protection via server rules. But since they all lost the abilitly to do stuff i don't want to play them anymore. I do understand the sentiment of admins not wanting to police them, but i as a player have to disagree with that because it makes them a silly excuse for what they were. Why do i as a normal player who is playing a drone have to run back and forth 20 times to move all the stuff, that i could just have transported in a box or a locker (think control boards or atmos pipes, don't get me started on fucking atmos pipes)? Only because some griffer could use it for god knows what? I don't see how that even helps against griffers, if i want i can still fuck with all the apcs, air alarms and and break stuff or even attack players.
  9. The power situation is equaly as boring as atmos and from what i understand it's made like that by design. It's part of the long quest of Paradise to make the engineering department redundant and i think we succeed a while ago.
  10. Maybe make Psychiatrist something inbetween IAA and Medbay, most nutcases end up inside the Brig anyways. I feel like a Psychiatrist that could enter the brig would make him much more useful / practical.
  11. I am against adding arbitrary chances to actions in order to make them "balanced", because in fact it does the opposite, the action becomes extremly imbalanced. One side will allways feel cheated because it did or did not work without them having any say about it. I think the abillity to stab someone with a syringe with the downside of wasting some of the content is already a really strong option. So i think ranged attacks should be limted to the syringe gun since it sort of controls your rate of fire and is not as easy to optain and hide as a syringe itself.
  12. Personally I think this is the kind of thing that should be done via ingame documents, which sadly are never used. This community drifted very far away from using forms, following any sort of SOP. Ingame rules are being bend or just plain broken (e.g. Roboticists in Mechs, Chemists and Scientists having dangerous chems in the hallway or Geneticists with hulk running around) and the community just accepts it as normal and to be expected. I could go on about how this influences game-play and basically sets up security for failure. But I think what I am getting at here is, that a feature like this wouldn't be used anyway because that would require said persons to actually get permission from the right people. I really struggle to find a good reason why anyone but security should get a weapon permit. In emergencies like blob, aliens or non stealth nukies you wouldn't need a permit, because all rules usually instantly fly out of the window and it's just about survival. In a "normal" round with maybe some lingering antag threat i don't see a good argument to be made as to why someone should have a weapon / lethal. So I don't think the issue here is that it is not properly communicated to security who is or who isn't allowed a weapon, but rather that security has become incredibly indecisive and ultimately paralyzed. If you play a security officer how i personally understand the role to be played and how i remember it being played a few years ago, then nowadays half of the server would probably throw stones at you. So i think this is rather a general community issue than something that could be fixed with a game mechanic.
  13. It's just a fact that people tend more to use drones as griff tool than flat out using the AI slot for that. Problably mostly due to the fact that they carry some meta grudges against someone or that something was unfair towards them and they can use drones to get back into that round and take some sort of revenge.
  14. 1. Linda is to resource hungry and thereby to slow to simulate atmospherics. Not sure if you can call this a bug, it's more a fundametal flaw in the entire system and from my point of view this means the atmos code is not even working in the first place! Is it still considered a bug if your code issn't able to do what it's supposed to do? Bug sort of implies that it can be fixed, right? 2. This: Everything else is a direct result of 1, so it won't be fixed, but here you go: 3. Almost endless spacewinds, the pure definition of something annoying. 4. Have you ever tried to repressurize a room with LINDA? If you use the tools provided by the air alarms you will probably over and undershoot the pressure like 10 times until you just say fuck it and set 130 kPa as a save value on the air sensors. 5. Cycling airlocks are slow as balls, which results in everyone just forcing them open and shut. Maybe not shut, because who cares, it's not like a room can depressurize anyway. 6. A room can have two different atmospheres if a room has a vent on one site of the room and a huge breach on the other side of the room, then the tiles next to the vents are still at perfect atmosphere. 7. Breaches are actually no issue anymore and you can literally ignore a small breach without any problems Do i really need to go on? I don't even know where to begin. First off, i will definatly not invest my time into something that is not agreed on beforehand. If i would have the time to implement it and the server to use it on, then i would have done it already instead arguing the obvious in this topic. And why does my implementation need to be flawless anyway, if Linda has so many bugs like i pointed out above, which are still not fixed? If you want to keep Linda, i sadly cannot stop you. If you want to spread that code further into the codebase and invest more time in fine tuning something that is doomed to fail, then go right ahead. All i can say is you made a mistake introducing Linda and you make a mistake now. On the flip site of me not having a say in the codebase, I also won't be that poor guy that will have to rip out even more Linda in a year when finally everyone realizes that it was a bad decision, so i guess that's a plus.
  15. If it makes any difference, restict the security module for the AI. Probably a good idea anyway. I just think if we make the cyborgs beeing able to view and control the station like the AI and also be able to cyborg around, then everyone wants to play cyborg and nobody would play AI. I mean sure we could add special AI cyborg modul with a different (maybe restricted) toolset, but i thought just to go the easy way and use one of the existing modules.
  16. In most rounds the AI is completely overwhelmed and you simply can't respond to everything in time or with the amount of communication nesseary. I don't see any other way than add more AI players, but you cannot have 3 AIs with the same level of authority. You need a strict hierarchy, one AI needs to be superior to the rest. If they get along that is great, if they don't they need a defined leader to call the shots. In fact the "Sub-AIs" should basicly be cybrogs with the ability to move their vision over the entire station. So why not have a machine where cyborgs could "plug in" and be able to view the station via the cameras (like the AI). Which should be relatively easy to implement (or not?). So they can either roam the station and be a cyborg or go to the AI Minisat and help with AI-ish duties. Or a mixture of both, get a overview over the damage and then head out to repair it on site. Cyborgs would be infinitely more useful for their deparment. If security wants to track people all the time and want quick door acces in case of emergency, then get a security cyborg and send it to slot in on the AI Minisat. Since this makes Cyborgs much cooler than AIs, we should also go one step further and make a Cyborg chassis for the AI itself, with the ability to jump between AI core and a cyborg chassis instantly and remotely, so the AI is still one step superior in utillity as cyborgs. Cyborgs should die if the chassis is destroyed and AIs should die if the core is destroyed. I think this would a great way to solve this issue, while adding some awesome new stuff to synthetics. It would be very flexible, you don't get any hierarchy issues and you woudn't have rounds with 3 AIs and 0 borgs or the other way around. You can limit the amount of cyborg "plug in" machines in order to keep it balanced and not suddenly have 10 AIs eyes watching every move. And i think for the amount of utillity this would add the programming tasks should be relatively straight forward, maybe except for the switching between AI eye and Cyborg, i am not sure how byond likes that. But admins could do that, so i would assume you can also make that happen automagicly.
  17. While i support the quick anesthetics machinery, i would rather see this as an addition to the surgery computer and the surgery computer made useful. If you could choose a surgery on the computer and it would track the steps and show you what to do next, that would be so sexy. But a simple list with steps that could just be manually checked via checkmarks would also be very nice. I can never remember the steps for most surgeries and i have too look them up in the wiki every friggin time. Edit: If we add a anesthetics machine thingy it should probably not be able to knock someone out without the option to resist it, that sounds pretty imbalanced considering how fast you can table someome.
  18. SS13 coding just issn't modular enough, you would think that no other system would care how the atmospherics are calculated. Other systems should just care about the result, aka what gases are on the tile and where does the tile currently push stuff. But if we don't undo Linda now then we probably won't do it ever, unless tg would present a easy to use solution to just port over again. From all what i heard about tg (which is not much) they seem to have accepted Linda and it's unlikely that they will present us with a solution. So we need to decide now on if we want to keep it long term or not. Simple as that, yes or no. Most of the coders and admins that i have spoken up about this issue seem to be in favor of keeping Linda. Their resoning seems to boil down to this three statements: This is not a good reason to continue with Linda, because it will only get more difficult to remove it. Point two is very vague and linda has it's issues too. This is an administration issue and hardly reason enough to butcher the entirety of one of the most important parts of the game. All in all this does not seem like solid resasoning to me, but more like trying to defend a bad decision at all costs and basicly just giving up and accepting it. Shit happens, i am sure it looked like a good decision at the time, but be real with me. You can't seriously think that from a gameplay standpoint that we are better of with linda instead of zas.
  19. Linda, what are you doing? Sadly i failed to get the screenshot of it reporting 102% Other
  20. I think you can ghost and still go drone, but even if you cannot, then that's just inconsistent. There is no reason why suicide should allow more than ghosting, the effect is the same, you leave the round. Remove suicide and allow people that ghosted to play drones.
  21. Suicide verb is another redundant ooc tool like going SSD, i don't understand why we need two. And the SSD route via ghosting (possibly inside a cryo sleeper) is just flat out better implemented and is a much more sane method to leave the game. Suicide corpses are literally just in the way and don't serve any purpose, also you don't have the handy list of the SSDs at the Cryosleeper console to see if someone you are searching, just flat out left the game. Just remove the suicide verb already and be done with it.
  22. The suicide verb does not serve any real function and frankly it undermines the whole mechanic we added with the cryosleepers. You can't cryo sleep a dead body and thus you can't open that job slot again. Everytime you suicide you waste that job slot. If you want to leave the round then use the friggin cryo sleepers and don't be that useless person that just falls over dead in the hallway, just so that others have to deal with your stupid body. If you for some reason can't reach the cryo sleepers (restrained, trapped or whatever) then just ghost and your body can still be put in cryosleep. Also you should never just suicide because you don't like the mess you brought upon yourself, if you are being a dickhead all round then at least have the decency to wait your time in the birg when you get caught.
  23. It's not a feature if there is a logout button that does not logout, that's problably the definition of a bug.
  24. Having to use the pin is annoying because you also need to enter the pin if you want to buy some food from a machine. Just make the ATMs automagicly logout when you leave them or fix the logout button. Everytime you are on the default low security settings and hit logout it instantly logs you back in because you still have the window open.
  25. I think people should have to do their friggn jobs and we should not just chance access so someone can collect everything and do everything they need for their job.
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