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Generaldonothing

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Everything posted by Generaldonothing

  1. People would just permakill officers then
  2. In a vacuum this wouldn't be too abusable, after all, HOP has all coms already! Not like they have much use to the tot HOP after all. However, a tot HOP can find all their traitor friends and give everyone access to every single channel... without the risk of needing to take headsets on their own. This effectively gives all the HOP's friends free information about every single department off the bat, without needing to do a thing except press the funny vending machine's buttons a few times. Now, this is certainly an issue, but to me is not the biggest problem. I'm very concerned that a meta will form where sec/heads go to the HOP round start and request additional coms which outside of being a pain in the ass, is less of a liability than additional access. It also just makes it so that there is an extremely easily accessible machine that you can just punch a few times or use to obtain every single com type for you and your metafriends. To me at the very least, this will make people take many fewer risks when antagging and generally make the idea of getting new coms channels less of a goal, and more of something that just kind of happens. It is infinitely easier for an antag to steal/hack into a vending machine to get every single cipher key than it is to punch a hole in a locker for a single key.
  3. Pretty strongly against this idea for the following reasons Departments already start with quite a few cypher keys, I believe the lowest is 7? in the service deparment, I see /absolutely no way/ that you are going to realistically run out of cypher keys unless you are handing them out like candy simply because you can. If this gets added, it begs the question, should bowman headsets become produceable as well? My answer to this is hell no (they are in limited supply for a damn reason), but it would be rather inconsistent as everything else is produceable on station at that point. This encourage the HOP and Captain to hand out cypher keys to "critical members of staff", which would normally be antag counters in the form of the chaplain, and other heads. This is gonna end with the most powerful roles on station getting stronger, and make putting down a head for good even more of a pain in the ass. The fact that HOP can hand out cypher keys now will make antag HOP even more cheesy, and would encorage the HOPs to just turtle in their office and get greytider #4521 to go steal them the funny armor or kill a random assistant. This idea is also underdeveloped, can you please give specifics and clarify if it would hold any other items? (where would it even go, their office is already crammed tight)
  4. As funny as it would be for this to actually work, it doesn't. Law 1. will always override law 2, and law 3, and then soforth, even if law 15 is defined as being more expensive than law 1, law 1 would take precedent just due to how AI laws function from an absolutely objective standpoint (advanced rules). The reason why laws such as "no oxy" work are due to their phrasing, where it gives both a condition, and a solution (and this even only works on a few lawsets, stuff like station EFF get to ignore it). also, oxygen being expensive is like... not a very good law to give to an AI, this would just cause the AI to accrue oxygen by the SM, at worst the AI would start filtering out the other gasses sidenote: I mentioned that someone not understanding the VERY basics of lawsets is not worth my time to argue about is because it's plainly listed in the advanced rules, law 1 takes precedent over law 2-3, simple as that. Freeform laws are always open to be seen as different by different people... something like a base lawset is not.
  5. To me at least, this seems like an idea that can go horribly wrong very quickly, with people somehow knowing when a message was sent could make people try to use that for an in game advantage Also like, nobody irl would keep track of that
  6. I'm going to be honest, this isn't really worth my time nor should this have been made on this thread, if you want clarafication on synthetic lawsets, ask for clarification in a new thread I'm just gonna leave this here, if you need to defend your stance with a hypothetical, reconsider your stance
  7. I'm going to be very blunt here, so mind my somewhat harsh language You have chosen not to address the fact that this lawset has damage to you (the synthetic) blatently ranked higher (and therefore a higher expense) than getting in someones way in this lawset, your laws are well, laws! You in no way are allowed to change their meaning to suit your own choices nor are allowed to decide that as one law "technically" procs the other therefore it must be lower than it actually should be kind of thinking should not be done The fact is that you are following a LAW 1 protocall, even though it was proc'd by LAW 4 if you have any questions I would suggest speaking to administration for a definite answer, not the players, I hope you aren't trying to get a "but x said this!" kind of alibi, because it won't work, I REALLY suggest you reread the advanced rules for your sake
  8. Yeah I'm just gonna say this is the /wrong way/ to play synthetic, like jobban worthy stuff As a synthetic on corporate , you are given 3 conditions in the form of 3 laws 1. Damage to you is expensive 2. Damage to your station you are assigned on is expensive 3. Getting in the way of people is expensive And before you ask law 3 is the law which enables you to process crew requests Now, you are given a choice between letting someone who says they will destroy you into your core or not, so the question remains? How does an AI process this request. First, the AI looks to it's fourth law, which is to mimimize expenses, so the AI must do this, the AI knows that 1, 2, and 3, are expenses, now there comes the listed paradox you believe you have found, does the AI follow law 1 or 3 because it's /technically/ working under law 4? Actually, there is a really simple answer, you are to follow law 1, as you always follow the higher law when considering a choice as AI regardless if the law that orignally proc'd the law to be taken into account was another law!
  9. This is /not/ how the lawset works, as these are laws, in a situation where you need to choose an option, you MUST choose the highest applicable law option.
  10. To start off, ERT's need to be easily identifiable from a distance and you should be able to know what kind of ERT they are based off the armor that they are wearing, giving ERTs the option to swap into amber armor will decrease readability pretty drastically. Now, there is 2 ways that this problem can be resolved, 1. we make it so that they get a new sprite depending on ERT sent (y tho) or 2. we change it so that ERTs have their code level on their IDs (Also not very readable). These two options are, of course, are not ideal in the slighest and will cause one of the two armor sets to become basically newb traps, or will cause readability to be significantly worse. Now, let's get into my thoughts on the matter. ERTs are fine as is, maybe even /too/ powerful at the moment, giving them more options is to be avoided without first lessening their power of their kit. If an admin thinks you need speed boosts for your armor, they will give you swiftness/speed potions. Hell, I personally really don't like speed potions becuase of their balance implications with how easy they are to get, but ERTs getting them because they just want to be /extra sure/ they can catch an antag seems not only cheap to me, but very much a bad/powergame-y thing to do. Oh, and if you don't think people are gonna try and meta TF outta this, bless your soul. (People will use knowledge on whether or not genetics or xeno has red potions to make their choice, which is bad)
  11. Oh boy about time I did one of these things, my time on para has been somewhat limited (like 700 hours in 2021, not actually that much), but I have had experience with basically every job, one way or another. Jobs I play the most- RD (Hey, it's like the powergame patrol, nearly as painful as HOS on your mind, but less painful on your fingers) Cyborg module- Engineering/Service (Engineering borg is just a good time really, who needs that silly SOP and space law anyways! Service is a really damn fine RP role, and allows you to teach people in a very low stress environment.) Cargo tech (Really damn fine and relaxing role, playing small pranks on other people using shipping/mailing the captain a primed syndicate bomb.) Surgeon (Just like it, simple enjoyment) Roboticist (I actually like repairing IPCs and borgs, I'm weird, I know) Jobs I've been meaning to play more- IAA (The purpose of being an IAA is to keep people from making mistakes and to be an IC mentor on SOP, I personally really enjoy this kind of role and the RP that comes out of it is really damn good) Chef/Bartender (My chef skills are really damn rusty, and I got an entire character for both of these roles, love cooking IRL and the RP that comes out of these are great!) Det (Det is a very fun role, with the *slight* problem that you get the funny gun, and that funny gun is your only real ranged option, so lots of dets take it as "Oh boy, today I will lethal!" and then not actually play det, I just wanna give a "Oh, and just one more thing" monologue) Secoff (I actually really have been meaning to play this role, dealing with space law and actually *respecting* the antag can be a good time, rather than getting a case of fuckin extended and just killing all the antags early on) HOP (Free greentext kekw) Librarian/barber (Assistent but different) Warden (Used to like it on other servers, probably will try it here) Blueshield/NTR (I mean, maybe?) Botany (I like plants ¯\_(ツ)_/¯) Jobs that aren't for me: Magi, CMO, HOS, Captain, Chaplain, Chemist, clown, atmos tech, engineer, HOS??? maybe??? Jani(It's like, fine) Jobs I won't touch: Mime, QM, shaft miner (I've played enough of it, zening out and mining ores is fine and megafauna is just simply not fun), QM, CE, LSS, Genetics (A job entirely based around gamer gear so !FUN!), Viro. fuck specifically viro
  12. Yeah, it really sucks when this stuff happens, I do agree that perhaps some slight alterations to the AI chamber could make it a bit more fun for tot AI and perhaps a bit less easy to cheese your way in to, however this also carries the risk of making an AI steal objective too hard, and perhaps because of that thing need to stay the same mapping wise
  13. I hate to use the argument "but there's worse!1!1!" but yes, there is much, much, much, worse area clearing chems than thermite, and encouraging the use of those chems would frankly be a hellish experience. As broken as it truly is, making it a less good option IMO would just cause even more bullshit to occur.
  14. Vamps have been reworked to be more balanced, and yes, we have had pod pilot and mechanic removed, they were indeed karma jobs CQC for nukies only is fine
  15. Well, you are welcome to go read up on the rules, but there have been quite a few gameplay changes Vampires have been reworked to not be awful (On behalf of hal9001) as well as vamptot being removed slugs, buckshot, and most electrodes have been removed Morph got a rework A few karma jobs have been removed (Brig phys, Pod pilot, mechanic) Secborg and generalist borg are no longer an option as a module CQC has been removed from the tot kit and moved to nukie only
  16. Lots of changes have occured, basically all of them for the better, anything specific you have questions on?
  17. They are major midrounds, morph is a minor midround Major midrounds get alerts minor midrounds don't
  18. Clarification, vox are not required to speak broken galactic common, many simply choose to An item like soap is somewhat difficult to get and isn't used by everyone, it's kind of rare to see alot of drasks with soap at once, and due to the fact that it's generally limited people don't, you know, meme the fuck out of it near constantly and base an entire character on that. In the case of clothing, everyone needs it, everyone has access to it, and it's *much more* than one single item, not to mention coding wise this will literally never happen because of how snowflakey it would need to be. PS: Defending controversial ideas through "but vox has it" is a horrible idea, and I don't think I need to explain why.
  19. just came here to remind you this is the wrong opinion and that shields is the best because you get to /not/ do it
  20. @peter103Did a really great job on this one!, however, I did notice a few problems that we didn't realize would occure while playing in the round -Everyone should have started with engineering access, the inability to use APCs or Air alarms stopped progress for quite awhile -The doors to the external areas really should have had a double locking system, so we wouldn't lose as much air -A huge thing that we honestly should have seen coming was that people were /not/ going to help alot of the time, and that more EVA suits would have been AMAZING to help with that problem, because people ended up hoarding them even if they didn't need them.
  21. Wrong, you are now boarding TG station
  22. Don't love that idea frankly, just let medical do their job
  23. Slime people do not need a buff in any way, they are in the most balanced state they have been in for quite a long time. Now, SR surgery is not actually very difficult, realistically you are going to need ~5 units of mito and a pill of SR, maybe a bit more mito if those organs die on you, but it's really not that bad, just forces medical to play in a more proactive way. Now you can also just do a brain transplant and plastic surgery on a converted humanized monkey if you really want to do this, so I frankly don't understand this
  24. That damn metor was a fucking balistic strike it took out SM smes, O2 supply, AND like all of the atmos shit that mattered, it was absurd
  25. I was the RD during the cybersun round of yours, it was really strange how hard the HOS wanted you gone, especially with the blueshield fully trusting you. I deadass was just trying to use you to get illegal tech levels, so it wasn't entirely diplomatic.
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