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FalseIncarnate

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Posts posted by FalseIncarnate

  1.  

    I feel the need to add/correct a bit of information here though. First that spray-bottles only hold 250 units, they also already have a few "blacklisted" chems (mainly acids).

     

    I'm feeling the need to correct your addition/correction. They do NOT have blacklisted chems. They did at one point, and then it was reverted a bit afterwords. All chems can be placed into the crappy little plastic bottles, which frankly makes about as much sense as the mime singing opera in the AI core (ie: none) when you consider CLF3 is practically just liquid fire.

     

  2.  

    I don't think it's big enough for this, but it would be neat as hell to make it a holodeck room. My school has this giant outdoor chess set where the pieces are about a meter tall - I've never played it, but it looks like fun. You have to move pieces with two hands and walk across the board. Then, when you capture someone's piece, you can kick or punch it down or something cool like that.

     

    Definitely a possibility if we decide to implement VR like Goon has. We've talked about it a couple times internally, and one of the things we agreed upon is that if we implement VR, it would likely be used as a complete replacement of the holodeck, with the current holodeck area being converted into an arcade / VR connection point.

     

    Adding checkers would definitely be simpler than adding chess, due to generally simpler rules, but both are possible. I wouldn't mind seeing them added myself, though I'm not sure what would be the best way to do it.

     

  3.  

    2. Being able to put anything into a wooden pipe to smoke it.

     

    This actually is something I've been meaning to adjust. Currently, all pipes come pre-filled (even freshly cut corncob ones, where did that filling come from?) with an absurdly long-lasting supply, and can be instantly refilled without actually needing ANYTHING to be put in them.

     

    My idea is to make all pipes begin empty, and instead add pipe tobacco to the cig vendors and allow you to place plants into the pipes to smoke those as an alternative, so you need to fill them periodically and require an actual item to be consumed in the process.

     

  4.  

    I don't think this is as a big of an issue as you believe. Beepsky Smash (another bar drink) actually causes a stun, while Neuro-toxin (the drink) only causes a weaken effect, dizziness, and eventually even toxins damage if you have it in you long enough.

     

    I also believe that neuro-toxin was in fact meant to be used to subdue people (perhaps not via syringe gun specifically) for whatever reason you might have to do so as a bartender. The chem poisons are more focused on dealing the damages to the person, neuro-toxin (drink) is focused on giving you the chance to deal the damage yourself.

     

    Besides, unless you get your hands on the syringe gun and a supply of syringes, most people are unable to utilize this, and medical / science staff can just as easily utilize different means to cause the stuns, including just using ether directly or taking advantage of the cryo-tube sleeping.

     

  5. Not a bad idea, I especially like the updating of manifest status. I've had plenty of times where, as an antagonist, I've spent time preparing to take out my target only to see the message "X has gone into long-term storage" just as I finish setting everything in motion. Being able to glance at the crew manifest on my PDA and see that someone is in cryodorms would be a nice way to avoid that, especially early round when I'm beginning to purchase my gear.

  6.  

    Some casual idea brainstorming on Discord this morning seemed to be in favor of even something simple like a sprite and name change. I also tossed the idea of different cult types perhaps causing different types of damage when making runes (a fire cult causing burns, for example), which seems feasible enough if we shift the different cults to be datum-based information rather than hard-coded into the gamemode.

     

    Some potential alternate cults:

    - Fire Cult: Runes are fire/ash themed, making runes causes burn damage instead of brute, constructs are fire elementals, cult walls/floors could have a lava style

    - Winter Cult: Runes are ice themed, constructs are snowmen / ice elementals, god is evil santa (joke)

    - Machine Cult: Runes are circuitry patterns, constructs are robotic versions of Nar'Sie constructs, making runes causes burn (shock) damage instead of brute

    - Miasma Cult: Runes are green sludge, constructs are oozing horrors, making runes causes toxin damage instead of brute

     

    Ideally, each would get special runes related to their theme (for example, fire cult might get a fire wall rune to summon forth hellish flame barriers, or miasma cult might get a miasma cloud rune that summons a toxic smoke to choke their foes), or perhaps even cult-specific themed objectives (assemble 5 constructs of the Machine Cult), but this would be even more code-based work than the simple sprite and name swapping.

     

    More cult themes and such would be awesome if people have ideas.

     

  7.  

    This affects balance too much simply because of grenades. This proposes an increase of 20-40 reagents per grenade, which in the case of even simple ones like water+potassium is a large boost in strength.

     

    In fact, this suggestion has already been PR'd and shut down in the past (https://github.com/ParadiseSS13/Paradise/pull/329) for this exact reasoning.

     

    Of all the options here, #3 would be the best compromise. It gives the aesthetic you desire without causing further limitations. Buckets can't be used for grenades, so they have the built-in safety of being useful for chemistry while not useful for bombing.

     

  8.  

    Let's break this down thing by thing:

     

    Also, in the maintenance disposals (the end of disposals after the cargo portion), that "grinder" device that's one or two squares from where the disposal pipes enter the area? That should wreck you IMHO - definitely broken bones and 25+ brute if you walk over it. Instead, it does nothing. I think this is a good thing for multiple reasons, primarily that people who use disposals as an escape route get rekt.

    It can have its safeties disabled to do just this. Might require the use of an emag, but it's for the best that not just any jerk can walk in and disable those.

     

    While we're on the subject of disposals, for the love of God let dead things be able to pass through cargo disposals! It's bogus that when there's a spider or carp infestation that the first thing everyone does when they see a dead spider/carp is to stuff it down disposals, where it gets trapped in cargo forever because the bloody conveyor belts won't allow dead bodies to pass into the final disposal chute. Also this to rid the world of that damed Poly when the CE decides to assign the QM to petsit. I don't care about committing vandalism, that damned bird is a vandal. GET OFF MY LAWN!

    Those plastic flaps allow things that are laying down to pass through. If a simple_animal doesn't get through, it is because it isn't considered as lying (which dead ones probably should count at, this is most likely just an oversight). Plus, the sorting room is for just that: SORTING. Dead stuff can be used by the chef and such, so wasting it in disposals would be something of not doing your job.

     

    Have the blast door controls on the bridge simply bolt the side entrances instead of triggering a blast door which inevitably will crush a head who was coming or going.

    Those blast doors are there for privacy and protection. A bolted door can be hacked easily, meaning you lose the defensive capabilities of that blast door. If a head is caught in it, that's because someone wasn't paying attention, which you should always do when operating heavy machinery like a blast door.

     

    I don't think Captain's gloves protect from electricity. They should.

    They do.

     

    Starfleet uniforms. TNG style with department color on the shoulders. Do it. Maybe that deserves its own thread considering it's a bigger concept.

    Yep, that would be its own suggestion due to the sprite work.

     

    Please do fix the ambulance with the janicart engine. And that fucking stretcher. Why dont just allow any portable bed to attach to the ambulance? Why can't you drag the ambulance stretcher anywhere?!

    Something something parking brakes? Something something specialized hitch? No real clue here, vehicle code is not something I enjoy trying to figure out.

     

    Honestly, medic should get extra access, not less. Toxins always blows up and there's like 4 locked doors in the shortest route to get there. Perhaps an emergency door override that can be used once a shift or takes a LONG time to recharge in a recharger and makes a loud noise and alerts over sec comms.

    An emergency key could be neat, but would definitely result in people using it just to barge in and steal from places, like taking the cap's spare ID for all-access. Shortest route to toxins is actually through maintenance, meaning one locked door, though.

     

    HoP should lose sec comms but gain all other channels to be able to contact people and provide jobs. HoP's not implanted, can be a traitor and shouldn't be HoPcurity. And yes, they become acting cap if the cap isn't there, but otherwise they are just another head. So lose their sec channel and give it to...

    Presumably this is to contact sec officers about filling job vacancies or acting as a temporary HoS until one can be selected and promoted from within the department. HoP-curity is actually considered powergaming and validhunting, and should be reported to admins to be handled appropriately.

     

    The Blueshield! They SHOULD have sec comms. But I think I'm beating a horse killed by the admins on that one.

    They were specifically left out of sec comms to avoid them becoming Blue-curity, as they are NOT to be handling security issues beyond direct threats to the heads. They are a corporate bodyguard, not a fancy rent-a-cop.

     

  9.  

    Karma stuff is not meant to be a "pay-for-power" deal, which is why most of the karma races have some significant weaknesses (IPCs have EMP vulnerability, Vox and Plasmamen die without their respective internals, Kidan... can't wear glasses (okay, this one is a bit lame, but still), etc) to balance their strengths. Additionally, karma roles are not meant to have elitist or severe power bonuses (NT rep doesn't actually get any real power, Barber even less so), so the idea of being able to essentially buy antag rounds would go against that philosophy.

     

    While it would be nice to have a use for all that karma you've built up, I don't think that antag rounds are the best way to address it. Perhaps something less impactful, but still fun would be better. I know Baystation or somewhere like that had load-outs you could customize on character setup to spawn in with a fancier pen or other things like that. A "rental" of such things might be something worth investigating the feasibility of implementing, since that could be easily tied to the karma shop and still avoid powercreep.

     

  10.  

    Just want to point out that, while this is definitely a good looking guide, it is slightly out of date. Not by much, mostly the xenobotany stuff since we removed the gene masking on the machines.

     

    However, a few suggestions on how to improve this guide even further would be to cover some of the different reagents you'll (want) to handle in hydroponics such as Left 4 Zed, Saltpeter, and Diethylamine. Also, Unstable Mutagen and Radium operate off of "thresholds", with different amounts having different effects and base success chances, so this might be something worth covering a bit more since I've seen countless botanists waste buckets of mutagen by pouring only 10u at a time trying to get a species shift and having no clue why it's not working.

     

    Very thorough regardless though, feel free to hit me up if you need more info too, since I've done a lot of our hydroponics code.

     

  11.  

    Mine aren't your every-day downtime, but rather when the characters go away for a while (vacations).

     

    Phillip Rowerly returns to Earth to visit his family and friends he left behind in the Arcology where he grew up. He also has gone back to school a few times to update his training and degrees, or to do a little bit of teaching of stuff he learned at work. When he's not doing either of these, he hops a shuttle to a random vacation world to get some travel in and see the universe. He also enjoys cooking, though he doesn't really do much of the fancy stuff unless he's making a holiday dinner for family or such. When he goes travelling, he likes to eat out and try new foods for inspiration.

     

    Ryder Holdeman will sometimes return to his "birthplace", the Nanotrasen manufacturing station where he was constructed. While there, he typically gets routine maintenance or downloads into a new body should his old one be beyond repair. In the process, he also downloads some data packets on his skills, such as new engineering training or the latest set of drink recipes. He also has spent time just quietly sitting in some Nanotrasen facility performing calculations and drafting new configurations for various projects like atmospherics and designing new areas for crew. Not having a "home" to return to, he rarely takes extended leaves beyond what is necessary for his continued operation, though no one knows what he's been doing with the wages he's earned as he has a much lower cost-of-living than the organic crew members he works alongside.

     

    Isaac Summy (my lesser-played graffiti-artist civilian) doesn't get much free time to spend as he wishes, as he typically gets stuck on some form of community-service program after being caught spraying graffiti somewhere one too many times. He does occasionally take a community college art class, but never gets any sort of degree as he does it for fun.

     

    The rest of my characters don't see enough use to even have any sort of defined personality, let alone an idea of what they'd be doing off-station.

     

  12.  

    I made it gated behind upgrades for a couple very simple reasons.

     

    1. The prize costs are all rather low, meaning a couple games should be plenty to win nearly any prize you want (with the exception being the bike). The gating helped keep the prizes "limited" in the sense that the higher tier prizes would remain more uncommon at least early into the shift. This would give a sense of progression across the round (in theory) by having more prizes become available as time goes on. In practice, this doesn't tend to be the case because science rarely does progressive upgrades and instead opts for "all or nothing" upgrades.

     

    2. The prize costs were entirely made up and admittedly total BS. As it stands, they are all on the low side, which means a discounted price from upgrades would end up with things costing laughably low amounts and a single game being able to win you multiple prizes. While discounts were something I had considered, I still was unsure of it and felt the "gating" would give science a better incentive to actually upgrade the machine (for new toys / to appease the angry masses bashing in their windows).

     

    As for the comments about the bike... that's the point. Go to nearly any arcade and you will see some sort of "grand prize" (typically hanging from the ceiling / top shelf) that costs a seemingly absurd number of tickets, typically in the thousands. The cliche standard grand arcade prize is some cool looking bike, costing upwards of 50,000 tickets easily. When you actually do the math, you actually will typically end up putting more money into the machines than that prize is probably worth, which is how arcades really make the money. The in-game prize counter has the bike set at a similarly high price for the reason of giving people a (typically unobtainable) goal to aspire to, and as a homage to real-life arcades and their grand prizes. The bike costs 10,000 tickets (exactly 1 full stack + 1 ticket) and is meant to be the ultimate tease. (Fun fact: I nearly made the bike completely non-functional / a model bike to be a major troll. Luckily, I decided to actually put a little effort in to make it ride-able.)

     

     

    In summary, I agree that the upgrade-locks are not ideal. If there were a better way of doing things, I'd be open to suggestions on the matter. However, I didn't lock it simply for the sake of being able to do so, I just couldn't think of a better (yet balanced and fair) way of making upgraded parts matter.

     

  13.  

    you'd have to find a good spot to add such a dock. perhaps it could be a damaged dock that you'd need to repair first.

     

    This could be a reasonable compromise, perhaps taking over the northern airlock above escape?

     

    I could also definitely see tying the white ship back to the Derelict with a wrecked (but able to be selected) docking point there. Perhaps it was all that escaped the nuclear explosion there, but was busted up in the process?

     

  14.  

    It ain't vandalism if what you're breaking is already shit.

     

    No, that'd still be vandalism. Less cared about, perhaps, but vandalism pure and simple.

     

    Back to the subject at hand though, please keep this thread on the topic of improving or removing the Experi-MENTOR, rather than anecdotal arguments dealing with the users and effects of the Experi-MENTOR on the surrounding workspaces.

     

  15.  

    Vehicle code is an absolute un-standardized atrocity. The janicart and secway use different code than the ambulance, for example.

     

    Allowing the vehicles to open doors would require not just relaying the movement of the cart to the player (to make it look like they are in fact riding it and not controlling some freaky bluespace-teleporter RC car), but then also relaying the ID information of the rider to the janicart so that it can utilize the bump() proc of doors to scan for access and open/flash accordingly.

     

    It would be a nice quality of life thing, but I wouldn't expect it to be a high priority addition due to a reluctance to mess with the tangled pile of code known as vehicles.

     

  16.  

    I'm putting myself at the 6/5 spot for a number of reasons.

     

    I've taken down multiple Nuke ops and changelings as an old-code IPC using a only wrench (back when death as an IPC was more or less permanent and robo-limbs still malfunctioned when damaged). I punched a Vampire to death as a fully naked IPC, suffering arguably minor injuries (head popped off, and a small dent to my left foot which probably was already there), strangling his body afterwords just to be sure he was actually dead. I habitually gravitate low damage items to make fights more interesting, rather than grabbing the nearest fire-axe / spear / chainsaw.

     

    More over though, I'd say my robustness doesn't come from the actual fighting though. In terms of plain fighting, such as a holodeck duel or a boxing match, I tend to be around average. My strength lies in control and cleverness.

     

    My first or second round, I was a human botanist working under the atrocity of bugs known as botany before I began doing code for Paradise (in fact, my first PR was fixing these very same bugs!) and a mime popped out of my disposal chute. Startled, I tell him to leave, to which he replies with a couple silent punches. Being relatively new (but knowing enough to understand antags get objectives to kill people), I retaliate with my hatchet, and end up dropping the mime into critical after it becomes lodged in his chest. Rather than finish him off like most new players would, I drag him to medical for treatment. Apparently, I stopped exactly 25 damage short of killing him, and medical was able to patch him up (and return my hatchet!), after which I apologized and warned him to stay out of hydroponics. Never saw that mime again.

     

    Additionally, I've had a number of times where a well placed *deathgasp and rest verb have tricked my attacker into believing me dead (most recently against a team of war nuke ops), only for me to stand up behind them and turn the tables on the would-be killer.

     

    Robustness isn't how strong of a weapon you grab and how fast you can hit someone with it. Robustness is awareness, strategy, and knowledge.

     

    EDIT: I also try to avoid fights when possible. Partially because I know that I have a reasonable chance of losing if they have had a chance to prepare, and partially because I don't really WANT to fight most of the time. But when it comes down to it, I at least will go down swinging and leave you with something to remember me by. This thread really is a big ego stroke, but at least we can share stories of exceptional robustness in it.

     

  17.  

    Average Vox Raider round:

    1303234933_seagull-gets-trapped-inside.gif

     

    The result of spending extra time to make someone's exact order as chef:

    post-58260-cat-stealing-treat-paw-under-d-LDQs.gif

     

    Being sentenced to execution with the "Die a Glorious Death" objective as an antag:

    200.gif

     

    Seeing a loose Singulo / Tesla Orb:

    200.gif

     

    Trusting a coworker:

    200.gif

     

    Result of trusting a coworker:

    200.gif

     

  18.  

    As a counter proposal, perhaps a chemical compound would be a better way of reviving brains than hand-waving with MMIs...

     

    One person mentioned strange reagent, which might work okay. Though, if dead brains is as common as this suggestion leads me to believe, it might be a bit too difficult to obtain in sufficient quantities. Maybe a new chem made from something like sterilizine (to clean the germs), synthflesh (to replace decayed/damaged cells), and mannitol (to re-establish/repair neural pathways) that would effectively "reset" the decay of a brain when you splash the reagent on it. Could call it something like Gray Matter (brain jokes?) and make it so it returns the brain to a usable state until it gets covered in germs and dies again if not transplanted quickly enough.

     

  19.  

    I don't see a reason to remove nutrition. If anything, it should be expanded, not reduced.

     

    Nutritional reagents (protein, plant-matter, nutriment) all have chances to heal damage when metabolized, so eating is beneficial for more than just keeping speed up.

     

    If we removed hunger, there would be pretty much zero need for half the vendors or the chef role outside of pure roleplay. And based on the average time someone signs up and actually plays as a librarian or psychiatrist, high/pure roleplay positions tend to be only taken by those who are unaware of the role or intend to completely ignore it anyways. Obviously this is not always the case, but the vast majority of the time it is. Chef would join the ranks of librarians in terms of a role that can produce something that is entirely unnecessary for operation should hunger be removed. Botanists would see a hit to their usefulness, but they would manage to remain relevant due to their ability to produce chemicals and other resources.

     

    A more meaningful hunger system would make the chef a more contributing role, but then comes the careful balancing act of making sure he doesn't become a VITAL role.

     

  20.  

    I mean, I think it'd make the most sense as a form of robotic augmentation - providing power from ethanol, but I'll wait on Fethas to finish the organ rework before I bring that into play.

     

    Could be a replacement liver, something like a small ethanol-fueled generator that converts the reagent into nutrition. Wouldn't make much sense for an organic to utilize, but perhaps you can bullshit that with some hand-waving science.

     

  21.  

    This is why stuff gets posted to the forums for suggestions.

     

    I honestly came up with all of that in like 5 minutes at most, and am not particularly attached to any of it.

     

    That said, I do think that targeting the arms and hands should have a better chance of knocking things from their grip and less or no chance of knocking them down. A slap on the wrist isn't gonna drop you like a shove to the body or a leg sweep. Likewise, an attempt to trip someone is unlikely to force them to let go of something in their hands.

     

    The rest was mostly just flavor and alternate stuff that probably is overpowered, but perfect for getting discussion started. Which, it seems, it somewhat has.

     

  22.  

    Nominating: David Buck for Atmos Tech

     

    Nominating: Cole Laurenzi (might have mispelled the last name) for Engineer / Station Drunk

     

    Seconding: Kikiya for Cargo Tech

     

    Seconding: Jacob Ryals for ANY medical role (probably geneticist though)

     

    Seconding: Kei'Shen for fuzzbut sec and general station grouch

     

    Nominating: Zap Brannigan for Captain (I don't care that he was a gimmick reference, he was hilarious)

     

    Counter-nominating: N'ildrask Vaalkom for CMO (instead of mechanic)

     

    Nominating: N.Y.M.P.H. for round-ender botanist

     

    Seconding: Jack Price for RD

     

    Nominating: Zolt Snekral for Janitor

     

    Nominating: Lord Singulo for Power Source

     

    EDIT: Really wish I could nominate my own characters

     

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