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Deanthelis

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Everything posted by Deanthelis

  1. Tearing something that's glued off with harm intent should be instant, but cause brute damage and a scream! Yes! Yes! Yes!
  2. Aren't slot machines and the like constructable? If not, they should be. Making a casino OUT of the assembly line IC and having your job changed IC by the Head of Personnel is way more interesting than it simply being a thing, and more than that, it's not something everybody would necessarily want or need every single round.
  3. Point by point justification: -Allowing account age to exempt the round prerequisites will mean that the majority of players who are veteran heads of staff will be in those slots anyway; most of our regular players are more than four months old accountwise. By the three month mark, the empty head slots will be a nonissue, and by the end of this year, most players will have had ample opportunity to earn at least one head position. -The Head of Personnel IS related to, and is in command over, the Cargo and Service departments. I personally think that the Quartermaster should be a Head in his own right, but that's outside the scope of this feature - I'll put up another thread concerning it soon. AI is quite similar to Cyborg - Cyborgs and AIs are only semi-regularly subverted, but when they are, it's extremely important that the player know how to deal with it. Malf AI is also a rare game type, and any AI player should have had at least one round (hopefully) from the cyborg point of view, so that they will have an understanding of how to coordinate their borgs when it's their turn. -The limits were somewhat arbitrary, though I do solidly hold that a player requires the equivalent of one week of playtime (3 rounds per day, at 1.5 hours per round, for 7 days) in experience in that department, but ideally, two to three. You could fulfill the Scientist requirement in ten days and Roboticist in five - two weeks, on average. Less for players who play more frequently, more for those who play less. If you want to scale it back, it's simple enough to do so. I did purposely set Security higher than the others; this is to dissuade grief, and to generally make shitty Heads of Security inexcusable, because if they have played every role of Security that much, there is absolutely no excuse for beating prisoners, execution of the Clown for honking, etc. In the same way that there's no excuse for a CE to release the Singularity or for an RD to blow himself up in toxins. Players from other servers are not accounted for, this is true. However, mechanics can differ from server to server, and in any system we implement, they will be disadvantaged - this system does not attempt to remedy that. Dinarzad: -Karma jobs would not all have this requirement. Only the Magistrate would have particularly strict ones; this is because they have MORE authority than the Head of Security or even the Captain in some ways, and like the NT rep are not Heads of Staff, but are Command personnel and have access to the Command channel. Brig physician needs Medical experience because they're a specialized doctor. So on and so forth. Also, of course it's restrictive. That's the point; restricting new, incompetent and/or inexperienced players from playing roles that are crucial to the station, which the current system of account age requirements does not do, at all. Bear in mind, players with large amounts of Karma already are also players with old accounts; they will start off with either a reduction in the amount of rounds they need, or if older than 4 months (which could be lower or higher, administration discretion), this entire system doesn't apply. -No, whitelists are more restrictive for the following reasons. A. They are subject to review by administrators, which means the administrators have EVEN MORE things to do. This system is automated, there is no approval process. B. Whitelists can be subject to personal biases within the staff. This system is automated, which means bias is impossible (though I don't think it'd happen much here). C. If you do not "care that much for" the jobs in a department, you have absolutely no place being in command of that department. I don't know why anyone not interested in Security would want to be the Head of Security, unless they are simply a power gaming comdom that really shouldn't be a Head of Security anyway. If you have a reason to be in command of a department you don't like playing, do tell me, because there's none I can think of. Lastly, Karma jobs are not ice cream. Ice cream doesn't carry with it responsibilities to other people. Karma is awarded for good role playing - but if you don't have the necessary skills to actually perform the job you want, you shouldn't get to deny another player who ALSO spent their Karma and DOES have the requisite experience to not do a terrible job.
  4. I would use R&D to make laser cannons (or just stun revolvers) and mount them in, oh, say five or ten turrets up against the shuttle windows to shoot whatever came near, then take option 2 the whole time for sick, phat loots.
  5. I propose the following change, first and foremost, as an addition to the tools administrators and moderators have access to when gathering information on a given player. When a player joins an ongoing round, or is ready when a round starts, it should store the job that they joined as. If it is the player's first to tenth round as that job, Mentors+ should receive a message informing them of that information. The upper limit should be variable, and configurable via a configuration file option. This will tell staff members who to keep an eye on for potentially harmful rookie mistakes, like newbie Engineers doing the Singularity engine, and so on. The following is change built upon, but should be considered independently of, the previous feature. It is my opinion that the previous feature should be instated regardless of the opinion of the following change, because the previous feature is simply a helpful information tool. Heads of Staff and AI should not have ordinary time requirements. Instead, a new player should be required to have a certain number of rounds under their belt in every job type of the department in question, sans karma jobs. The number of rounds of each job should differ department to department and should be customizable in a configuration file. The following are the ratio I believe is fair, but they are subject to change upon discussion of the matter, and may as well be placeholders. Chief Engineer should require 25 rounds of Station Engineer, and 15 rounds of Atmospherics Technician. Chief Medical Officer should require 10 rounds of Chemist, 20 rounds of Medical Doctor, 5 to 10 rounds of Virologist, 5 rounds of Paramedic and 10 rounds of Geneticist. Research Director should require 30 rounds of Scientist and 15 to 20 rounds of Roboticist. Head of Personnel should require 15 rounds of Quartermaster or Cargo Technician, 10 rounds of Shaft Miner, and 15 rounds of combined Botany, Chef, or Bartender. Head of Security should require 25 rounds of Security Officer, 15 rounds of Detective, and 15 rounds of Warden. AI should require 25 rounds of Maintenance Drone or Cyborg (Rounds in which the player is borged count, but if the borg dies and becomes a Drone, it only counts once). Captain should require 15 rounds of Head of Security, Head of Personnel, Chief Engineer, Research Director, and Chief Medical Officer. In addition, any Karma jobs within a given department should also require a minimum of 5 or 10 rounds in the departments those jobs have access to, if any; Ergo, Brig Physician needs Security and Medical rounds, and Magistrate needs Security rounds (in fact, Magistrate should have the same as Head of Security, but with 10 rounds of IAA added). These restrictions are on the CKEY, not on the CHARACTER. That is very important. My reasoning for this is as follows. Currently, we have account age requirements on head roles. This is completely useless, as a player might play Botany for one round, play on a completely different server for several weeks or months, then come back later and become a Captain. A player also might play Chef or Bartender for a month, then play AI. This system does not inherently mean that a given Head is competent. It also does not mean that a given Head is intelligent, or a good role player. It does, however, mean that a given Head has experienced every significant part of his department a significant number of times, and thusly can be expected to be competent - and if they are not, then they can be given a penalty to the job whose role they failed at (Chief Engineer releases singularity because he didn't turn on containment, he has to do 10 rounds of Station Engineer), instead of a global jobban from the department. This will also mean that the Captain of the station will have experienced nearly every facet of the game at some time or another, and can be expected to, if not be competent, at least understand what competence at any given job looks like. It also means that the Heads of Staff will be able to focus on their responsibilities as Heads of Staff, and not on learning their departments. It means as well that a Head of Staff is probably an adequate teacher for players new to a department - because really, an RD that can't teach you how to do at least three of the Science jobs is a rather shit RD. This will also be good evidence in a player's favor when they apply for mentorship, as it will be easy to tell how experienced a player is at the game, both overall and B department. However, this system does have a glaring flaw: It is impossible to implement retroactively, and be completely fair. One cannot force it on everyone, or we will have no heads of Staff at all for several days. One also cannot force it only on new players, because there are players who are a week or so older than the changes who would really have no business playing those jobs. Ergo, I propose a compromise. Anyone with an account older than four months will be exempt from the system's changes. Anyone with an account older than a month, but not older than four months, will be subject to the restrictions, but will have a 'free' five rounds in each job, to give them a head start. Anyone with an account less than a month old will be subject to the restrictions with no handicap, mostly because they don't even qualify for most of the jobs anyway. Please leave comments, additions, counterpoints and REASONED arguments in response. "I don't like this, this is dumb!" is not a reasoned argument, and I will point and laugh heartily if that is what your post boils down to. Constructive criticism is welcome, especially on how many rounds should be required for each departmental job - I rarely play much outside of Science, so I took an educated guess on the other departments based on my own experiences. Bear in mind, a round is on average an hour and a half long. Most people won't play more than three rounds on average per day, due to time constraints.
  6. This sounds fantastic. I have no issues with any of the abilities mentioned here, but unless you intend to code this yourself, I don't think it'll happen - it's a ton of work, and the other coders pretty much have their hands full with their own projects already.
  7. Suit sensors are only required to have the vital tracker on during Blue, and tracking sensors are only mandatory during Red. However, amusingly, it's not actually illegal to violate SoP, so Security can do nothing if someone refuses to turn them on.
  8. Allow the launched grenades to be cooked by requiring two mouse clicks - one arms the grenade, the second fires it. This way, you CAN have it be an instant AoE stun, but it takes a few seconds to do. Also, racking the next shell should require the user to click the launcher with itself (or press Z), and wait between one and two seconds or drop the shell. Finally, make a Janitor-only Cargo crate with a grenade launcher and two full clips of cleaning grenades.
  9. That's neat, but how is that relevant to Paradise Station, again?
  10. I'm going to agree with this. The security hut in medbay was a relatively safe spot to hide out in as an officer or what-have-you, and the exam room is useless. Seriously, all that's in there that's of any use is a single locker of spare medication, of which there are several elsewhere, and is almost never touched. Wheelchairs are marginally useful for cripples, but everything else is nonsense.
  11. This is glorious. Ham for the ham god, pork for the pork throne. +1
  12. I have literally never heard of any of these people. You not-Science people sure do weird things!
  13. As long as they have a reasonable delay between shots, there is absolutely nothing wrong with a grenade launcher. The only difference between it and a plain box of flashbangs is that you can use it one handed, and it holds... Fewer grenades at once. Also, handing them out would be as serious of an action as handing out lethals, and doing so frivolously would be punished just as harshly. So, yes, the warden is free to hand them out because the Clown wrote 'poo' in crayon on the brig floor, and he's free to be jobbanned for it.
  14. The only argument I'm seeing in favor of instant stuns is circular; in other words, X should have instant stuns, because Y opposition also has them. Fortunately, this is a video game, and not a pair of world superpowers, so disarming our proverbial nukes all at once is possible. Do I particularly favor or oppose instant stuns? No. I see them as appropriate in some cases, and inappropriate in others, and have played so long, both with and without them at times, that I do not care which way it goes. But I will gladly point out flaws in an argument when I see them. Relatedly, the 'validhunting' argument is weak. Antagonists often ignore any semblance of role playing on their eternal quest for glorious green text, and do so with the same vigor that security and, more often, random crew hunt them down. In addition, there is a very nice thread from a month or two back, by Ponies, about why polls do not accurately represent the actual playerbase. One of the important and relevant points mentioned therein was that many players have little to no forum involvement whatsoever - but their opinions and experiences should not be discounted. A mindset that appears to have taken hold among most of the participants in this thread is that losing isn't fun, only winning is fun. Granted, that's just what seems to be implied, from my flawed and biased point of view. I have no favor for one side or another in this because it doesn't matter to me if I win or lose; as long as my victory or defeat is humorous or entertaining to me or to others. If anything, as Smush, I have a habit of finding creative new ways to lose spectacularly. Finally, nuke ops should be pretty much irrelevant to the taser discussion, as far as I can tell. An energy shield blocks disablers and tazers perfectly, I've never had it fail for me or seen it fail for anyone else. My victory as a solo operative earlier last week is the primary evidence I have in support of that claim - though if someone cares to trump my experience with data, like a code snippet, that shows the contrary, I will gladly concede (and take a double e sword next time). Edit: After some review, it was Neca that created the thread on polls.
  15. So, I began the round as Smush, RD. My good friend Vince Stall, he eventually converted me to the Cult of Nar'sie. After a while, the HoS died (Bombed, I think, by another scientist), and was cloned, and promptly converted, along with the Blueshield (though I died in a brawl in Maintenance, the HoP, IAA and two or three sec officers died. The cult won.), so I observed what my actions had wrought. Eventually, Escape was this. The shuttle was this. And, finally, Central Command was this. I fuckin' love Cult, and Vince Stall is my goddamn hero.
  16. I just want to point out that Detect Magic does a very narrow and specific range of things. Most notably, a high enough Spellcraft check used with it would've identified what the stone slab did when activated, and how to activate it. Also, auras always have either an associated school or discipline for magical/psionic items, respectively. In addition, auras don't overwhelm or block out each other. If you use Detect Magic in an area containing three magic items, you'll see three auras, no matter how strong they are. Lastly, Detect Magic is a cone. It can't detect anything behind the caster. Of course, that's going by the books on it. If Crom wants to do it a different way, it's his right.
  17. Rev is a broken gamemode. It needs more than a timer to fix it.
  18. They have one on the computer that controls the ship. You have to robust a vox to send it back. Also, it's kind of hard to blame people for wanting to end rounds of a broken game type that rarely deviate from 'Vox try to trade, round is Extended for anyone who isn't a Head' and 'Crew lynches the mostly defenseless Vox who don't even have backpacks to carry spare ammo for their spike throwers'. I see it as telesciencing onto a Blob core with a pile of bombs. The rounds aren't very fun for the majority of people involved.
  19. The biggest issue with food allergies is that each food is not its own reagent, for the most part. Nutriment is Nutriment. All eating a piece of food does is cause you to ingest the reagents in said food. Meat steak, for example, contains nutriment, salt, and pepper. Raw meat is just nutriment. This would necessitate the creation of several reagents to add to existing food items that serve no purpose besides allowing people to be allergic to stuff. The other ones wouldn't be so bad. Bees and whatnot.
  20. My legless one-armed Vox Captain who uses only the large oxygen tank and wears corrective glasses is VERY OFFENDED.
  21. Gimme. Want. Will be traitor RD, steal the research one and emag it, mow down my opponents with an advanced egun set to disable. 10/10.
  22. Either way, I'm pretty sure it's unlikely anyone will be particularly enthusiastic about mining. /tg/ and Bay mining are both... Really boring. Like, painfully so. Not to mention pretty much a total lack of RP opportunities, especially if you're a solo miner.
  23. Wouldn't it be better to have them be able to pick from a list of organs at the stage where the bruise pack is applied? Like, a little dialog with a menu of choices, they could apply it to each of the organs (or, when using the scalpel, pick which one to cut out). There's no reason at all to make them completely finish the surgery and start all over.
  24. I spent the entirety of a day off from work playing Medbay chemist. I refused to create any old chemicals, and only used the new ones, as though the old ones were gone already. These are my thoughts based on my experiences. 1. Everything is done exactly the way it was before. There is one chemical for each damage type that is ideal to make - Synthflesh/Styptic patches for brute, Synthflesh/SilverSulf for burns, etc. All you have to do is make lots of those ASAP, then work on everything else in order of priority, just like before. 2. While what is administered to patients is for the most part just renamed shit we already had, the level of time consumption involved is staggering by comparison. Everything you need is in the chemistry room, sure - but now there are intermediate chemicals that have to be made for LITERALLY EVERYTHING. There are three machines instead of two to use, and several more steps involved in making any of the worthwhile medications. 3. The most efficient thing to do as a medbay chemist is to spend the first twenty minutes making intermediate ingredients and piling them up in bottles on the table. Seriously. Oil, Ash, Phenol, ammonia, diethylamine, unstable Mutagen, sulfuric acid, I'm probably missing a couple others. Then it's a matter of pouring a little of each bottle into the beaker and finishing it off with the dispenser and/or heater. However, this severely damages the response times of even a chemist that has the recipes memorized simply due to all the goddamn steps involved. Seriously, one medication has seven ingredients, four of which are intermediates. You can't just slap that together in a pinch. 4. Science makes meth every fucking round and then bitches and moans when medbay doesn't want to spend half it's toxin medication and mannitol on their dumb asses. Fuck you if you do this, this isn't funny, and you deserve what you get, brain damage and all. Trying to play a chemist was already a headache. Now it is just a several times worse headache. The new chemistry isn't even provoking shitlers to sign up for the role to fuck around. All of those guys went to science (had one round where literally five of six scientists fought over the dispensers all round, and all they did was make carpet, meth, and colorful reagent smoke. Good job, not like anybody wanted rnd done or anything.). I was actually the only chemist for two of five rounds - how often does that happen at 70 population - and when I did have a partner, I only had one with any inkling of what to do, and that was only because I helped him along (which was fair. I dug through the code to learn how to do it. Most people don't have access to that.), while the others went ssd or to cryo within ten minutes. This has done nothing to improve or balance medbay chemistry, as far as I can tell. It's needless complication of a job that was already complicated for new players. Once everyone learns the recipes again, it'll be "star trek meds" all over again. The gap between new and veteran players will only deepen. That's not to say I don't want these changes. The framework here is excellent. I'm simply of the opinion that the medicines should all have overdose thresholds again, and that they all should have negative side effects if you use them in the wrong form, pill or patch. It'll prevent people from simply slapping on three 50u synthflesh patches and taking a dandy space walk. As a side note, I found cryo was used far less. It was almost solely for cloning. Synthflesh and styptic/SilverSulf are amazing at curing serious injuries. Salbutamol is way better than dexalin. There's one really annoying to make anti radiation medicine, but you need so little because it's so powerful that it's way worth the effort - 30 toxin damage gone per 10u patch is amazing. I rambled a bit. It's 11PM. I'll address any responses in the morning.
  25. 1. A good mime doesn't need words. The worst case scenario involving explaining something that is extremely complex and conceptual just requires you to use your pda or scribble on a paper. 2 . There is only one Mime slot. This means there will rarely if ever be two mimes that are actually mute on the station, so unless this is going to be a secondary language everyone can use (which defeats much of the point), it's useless. 3. Reiteration of the above post. It is an unnecessarily large amount of work to make such a painfully niche and most likely ignored feature.
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