Jump to content

FalseIncarnate

Members
  • Posts

    445
  • Joined

  • Last visited

Posts posted by FalseIncarnate

  1.  

    Also stop giving karma to the admins.

    ...

    Give it to others, not us, please.

     

    You have no idea how much it bothered me to see myself getting karma when i was still a fresh admin. I had already pretty much unlocked everything I truly wanted (IPC and mechanic), plus then got everything else with my admin rights. It was somewhat sad to see that people were giving me the karma instead of someone else who could really benefit from it.

     

    I'd give that out if I could, but I can't.

     

  2.  

    "plasma reinforced walls" on the incinerator and the plasma burn chamber.

     

    These areas actually already have "coated reinforced walls" which gave them a far higher threshold (if not outright immunity) to being melted.

     

    That said, the wall melting was a very annoying mechanic that I am not sad to have seen removed. Further, wall melting won't really give you the excitement you want, since there simply just aren't many fires to fight that aren't outright grief (plasma flooding/fires), so bringing back wall melting won't really change that.

     

    That aside, I do want to see fuel tank wrenching re-introduced, as it was largely removed due to ZAS and the wall-melting (both of which are now long-gone) and was a "slightly" less destructive source of fires.

     

  3.  

    People should be attempting to play their selected/given role to the best of their ability without the incentive of a reward. Failing to even attempt at this simply means you are knowingly and intentionally wasting the position. Many rather crucial jobs such as engineering and medical simply will bring the station to it's collective knees should they not even bother trying to do their job, so there is already an expectation that they will rise to the demand.

     

    Awarding players karma automatically simply for doing what they should be doing in the first place would water down the system and truly only end up rewarding the long-term players as they will have the obvious advantage in pure number of shifts played. While rewarding a player who does an exceptional job at their role would be a nice thing for admins to do, it still is a matter of determining what is "exceptional" for that admin, same as it is for any given player.

     

    As multiple posters have previously stated, Medical tends to find themselves on the receiving end of karma VERY often, simply because people are grateful to the competent doctors for keeping them in / returning them to the round. Security faces the opposite side of this, since an officer doing their job is temporarily (sometimes permanently) removing a player from the action of the round, and many people don't feel inclined to reward them for that, despite them doing their job just as well if not better than the doctor who just sewed their body back together in surgery.

     

    I would like to see the admin team awarding karma to players more frequently, but the difficulty is doing so in a way that prevents people from doing things specifically for the karma. The system is indeed a bit difficult to get going with, but establishing a consistent character with a defined roleplay tends to help immensely.

     

    Also, as previously stated: Don't set out with the goal of earning karma. Set out with the goal of having fun, helping others have fun, and teaching people new things. If you ever find yourself with someone new to the job (or the rare assistant who actually wants to learn and assist with jobs), be kind! Teaching someone a new job not only earns you their respect and gratitude, but also is a decent way to get karma. The largest reward, however, is that you have helped someone else enjoy the game better, and likely have just earned yourself a loyal IC-friend, and a very grateful OOC-friend. These seemingly small relationships help cement you as a good player, one deserving of the recognition that karma brings, and also can be incredibly useful when it comes to pulling off antag deeds.

     

    TL;DR: Don't set out to earn karma. Set out to have fun, help others have fun, and teach people new things. The karma will come to you if you do.

     

  4.  

    I don't know why the ratios are as they are, perhaps a port, perhaps keeping true to the real drink ratios (where applicable).

     

    Tweaking the numbers is possible, though we can also adjust the result amount like how it is for some Chems. 30 units of ingredients could result in 25 of the end-result, for example.

     

    Alternatively, pad the remainder of the glass with water/ice/booze and they will only know if they scan the reagents.

     

    Though most people won't care if they get 45u of a drink instead of a full 50u, as that is one fewer sip that they likely will spam anyways.

     

  5.  

    EFTPOS stands for Electronic Funds Transfer (at) Point Of Sale. Effectively, just a card reader like some associates carry at various retail stores to handle payment anywhere.

     

    There is nothing in Space Law OR Standard Operating Procedures that states the crew does or does not need to pay for services/goods from other crew. Most people don't do payments simply because it's a hassle, and that it usually results in the person demanding payment getting robbed of their goods/machines and/or robusted.

     

    In the past, I have attempted to run the bar as a "cash bar" as a bit of an economic "experiment" where I charged something like 5 credits per glass of non-alcoholic drinks, 10 for alcoholic, and then like 25 or 50 for a bottle of booze.

     

    One time, the heads drained everyone's accounts, so no one could afford to buy drinks (pretty sure they dumped it all in their own accounts), so the experiment failed and no one could buy anything from any vendor (i think Engineering ended up hacking all the machines to spit out their contents so people could still get chips and such).

     

    The other time, the station exploded because of a very successful nuke ops. I haven't played bartender much lately, so I'm not sure how it would go over now...

     

    Giving the chef an EFTPOS wouldn't be a bad addition, could easily sneak it into their kitchen crate in the freezer, right next to the box of mousetraps and sundress.

     

  6.  

    More Gateway maps is definitely something we want to look into adding, which will provide both new excitement and help reduce the chance of missions like the beach being selected.

     

    Largely, the issue is a lack of suitable maps that provide an interesting yet balanced challenge vs reward.

     

    For example, the beach is literally a perfect example of low risk, low reward. The swimsuits and a freely accessible mini-bar area are the reward, and the only significant risk is that an admin possesses a crab and makes it MAD, or that someone comes along and bashes your head in with a bottle of booze.

     

    The higher the challenge of the map, the better the reward should be. However, the challenge also needs to be balanced, which the ironically named "Challenge Map" was not. Most people would rely on exploits and other "cheap" methods to complete it for the reward, which was largely useless to the general crew since you weren't supposed to go around gunning people down with the LMG as a non-antag in the first place.

     

    I have somewhat discussed/joked about making gateway missions that are effectively boss fights / arenas. Upon arrival, you'd be safe until you "opt-in" to the fight by pressing the start button or something to that effect. This would give a large challenge that could be balanced towards a multiple-man team or smaller ones designed for a solo combatant, as well as a place for science to LEGALLY use all those guns, mechs, and maybe even bombs that they've been stockpiling all round (we all know you're doing it, science. you're not fooling us!) in non-validhunting or self-antagging ways.

     

    I'll talk with some of the other coders/mappers/admins about developing/finding some new maps to add into the cycle, because the gateway missions are definitely beginning to get rather stale.

     

  7.  

    It's an interesting idea, but my main concern is that it would be TOO simple to get something like this.

     

    Given the utility of this proposed fish, it would need to be fairly uncommon/difficult to obtain, to avoid people simply rushing one in the first 30 seconds of the round.

     

    Perhaps if/when we return xenoarch, the eggs for this fish could be a potential find? Would make it less commonplace, and actually be a usable reward.

     

  8.  

    Yep, as previously stated, this has been done in the past as Ion Chef.

     

    I have no clue who ran it when that happened, or even how long it has been since it was ran.

     

    That said, I could definitely get behind running this some time, especially with the new additions to the menu I've been slowly adding. Theme rounds, theme ingredients, traitor !!FUN!!, any of these could make for a very interesting show.

     

    I'd say the librarian (or a number of willing civilians) should actually be the camera crew, running around with the hand-held video camera the librarian gets in their office (more would be spawned for the others to use) so the crew can watch the action live from the bar's entertainment monitors!

     

    A single dish wouldn't cut it though, I'd think the true contest would be to create a full, multi-course meal on a tray.

     

    For example: Tomato Soup, Grilled Cheese, Cracker, and a nice piece of Carrot Cake, served with an ice-cold glass of Triple Citrus could make for a good entry for a "Rainy/Sick Day Luncheon" contest.

     

  9.  

    I may increase the amount of rice you get per unit of plantmatter in a rice stalk when you grind it in the reagent grinder.

     

    Currently, a standard (round-start, no mutations/modifications) rice stalk, when ground, results in 5 units of rice. This same stalk, before being ground, contains 1 unit of plantmatter, meaning you get x5 the amount of plantmatter as rice.

     

    Boiled rice, a simple recipe using rice, requires 10 units of rice, meaning you need 2 stalks to make a single serving of boiled rice, which is then in turn used to make a single serving of sushi. Should you be wanting to make Tamago or Unagi sushi, you will also need more rice in order to produce the needed sake which is used to cook them.

     

    This quickly adds up to needing quite a bit of rice, and as such, number will likely be adjusted (either via a higher multiplier for grinding rice, lower requirements for recipes, or more plantmatter in rice to begin with) in the next wave of food additions.

     

  10.  

    As a frequent medical player (probably my most played department after atmos), I can say that the operating computer definitely could use some love.

     

    About the extent that I use it is to quickly check the blood type of whoever I slapped on the table in the event that they have a low blood level so I can hook up an IV while I slice them open.

     

    It also can tell you if they are unconscious, which seems kinda useless when you can just examine them.

     

    A stationary anesthetic pump or a console listing steps/active surgeries would be far more useful.

     

  11.  

    Deep fryers weren't made construct able like the rest of the kitchen machinery because (at the time) it was an old machine with little true use. Prior to my update which made the grill, oven, and candy maker operate like the microwave, only microwaves were construct able.

     

    Now that the deep fryer is beginning to get some meaningful uses, I'll look into making the deep fryer both construct able AND upgradeable. Processor too, if it's not already.

     

    A completely buildable kitchen should let civvies/engineers really repurpose maint bar or whatever... Assuming the science nerds give you the parts!

     

  12.  

    So much Italian, so little garlic on station!

     

    Some great suggestions, I'll look into seeing which of these would make good additions. We already have a rice pudding recipe actually, though it's rarely made.

     

    A number of these recipes would either need decent tweaks (berry instead of strawberry, or coffee instead of espresso, etc) or new items/reagents, but that's not a huge issue!

     

  13.  

    Great suggestions!

     

    I'm already planning on changing the raw spaghetti item into a generic "pasta" so you can make things like macaroni and cheese, spaghetti, and eventually more such as fettuccine Alfredo and so forth.

     

    I definitely encourage more suggestions, recently we added sushi (with plans to add more). Chefs having the option to cook more in a "theme" like a Japanese sushi house, an Italian restaraunt, and so on would be great opportunities for RP.

     

  14.  

    Rice stalks will grind into the rice reagent, not plant-matter. The grinder has a special override where each unit of plant matter in a rice stalk becomes something like 6-10u of the rice reagent.

     

    All sushi recipes currently should be requiring the boiled rice food as an ingredient, I believe he was getting and grinding fried rice for the rice reagent. This is not an ideal source, but an alternative should you be stuck with 420 dank botanists.

     

    But as Skittles pointed out, grinding rice stalks does result in rice.

     

  15.  

    Additional ambiance tied to specific areas is definitely possible, though as Spacemanspark mentioned it would significantly increase the downloads for players as more are added.

     

    However, ambiance tied to situations is much more difficult, as those are far less concrete and code-able. For reference, your example of high-effort jobs would be quite difficult to handle. A paramedic is able to be considered both a high-effort and a low-effort job (depending on shift), same goes for security.

     

    It's much more reliable to tie the ambiance to an area (see: space and maintenance tunnel music/ambiance). The extra download time/size, however, is a valid counter-point.

     

  16.  

    Would also like to see methods to somehow make hobo-oil, since there really is no way to get carbon and hydrogen outside of a dispenser to make welding fuel into oil.

     

    Actually, whenever the chef messes up their recipe and creates a burned mess, that contains carbon among other things.

     

    Hydrogen is definitely a more difficult one to obtain though.

     

    I definitely can support salting the salted pistachios, if only to make things actually sensible.

     

  17.  

    Committing crimes is not against the server rules.

     

    Murdering and other self-antagonizing crimes (like grand theft, which typically covers stealing antag objective items) are, though on the grounds of breaking the rules regarding excessive violence and self-antagging more so than because you broke an IC law.

     

    Back to topic though... The implementation of an entire system entirely centered around the bathrooms would be best designed for a much higher RP server than ours. The bathrooms are there, and if you want to roleplay needing to use the bathroom after a particularly long time enjoying the bar/kitchen, that is your choice.

     

    Forcing players to use the bathrooms, however, begins to border on the potty-humor side of things (especially if you were to punish failure to do so with "accidents"), which is a topic which we have dealt with in the past when it was decided to remove things like poo and fart sounds.

     

    The bathrooms, in their current state, are left included more for the sake of roleplay options, antag use, and generally to help the station feel slightly more habitable (and less empty). A system designed around them would be, while realistic and so forth, a poor fit for our playstyle and community.

     

  18.  

    The bathrooms actually function fairly well for nefarious deeds, such as hiding bodies, stolen loot, or the clown.

     

    Toilets can be used to hide items, and a locked up bathroom stall tends to go unnoticed.

     

    It also has a rubber duck.

     

  19.  

    Couple of things here:

     

    1. Porting ANYTHING from Goonstation is incredibly difficult and highly unlikely to occur. They are a closed-source codebase and highly protective of their content. Goonchem was a very big deal to get, and even that was with some serious restrictions on what could be done (since it was effectively a recreation and not a true port).

     

    2. There already are objectives in the vein of 2 and 3 of your above suggestion. There is an objective to ensure X number of cultists escape alive (and still in the cult) at round end, and another to sacrifice a specified crew member.

     

    3. Having an objective to simply convert (and not need to ensure survival / continued cult loyalty) crew is rather boring, as you are not really at risk of failure if the chaplain starts passing around the holy water.

     

    4. Having an objective to steal a special round-specific item ("magic pen") is one of the largest meta red-flags, as the simple existence of such an item would immediately scream "it's a cult round!" to anyone who spots it. It would need to be an existing item or be otherwise indistinguishable to non-cult/non-chaplain players so the Captain/HoS/Sec team can't just lock it away before anyone gets a chance to try and snag it. It should also be something that exists on all round-types (especially if the chaplain can discover it's religious/arcane nature) to avoid becoming the red-flag of the round type. Obviously it would need to be randomized, so that it's not always easy to find.

     

    4. Having an objective to capture souls would be an interesting addition, though I would make active constructs count towards the soul collection (since they are captured souls shoved into a shell), so that the captured players aren't removed from the round entirely because the cult is afraid to make more constructs from their soul shards.

     

    5. Stealing money is a rather boring objective, given how little people actually use their money. A more interesting/interactive economy system would need to be implemented before a steal money objective could be worth adding.

     

    Overall, yes, Cult definitely needs some more variety. It is also one of (if not the absolute) oldest game modes we have on the rotation that has not been kept up to date / overhauled within recent months. Giving it some new objectives would help shake it up a bit, but a real updating/overhaul would be much more effective for breathing new life into the game mode in the long term.

     

  20.  

    Fox meant that sometimes people use multiple say commands for one sentence. Adding a full-stop to the end of each of these dramatically changes the meaning of what that person is trying to say.

     

    Suddenly they.

    Begin to talk like.

    William Shatner.

     

    ... In space again.

     

  21.  

    I think if a player were to select blindness or deafness as a round-start disability, they shouldn't get some sort of handicapped equivalent for glasses or headsets.

     

    It is their choice to select those handicaps, they should do so knowing and being prepared to dealing with said drawbacks.

     

    Implementing code to select those genetic disabilities as a round-start handicap wouldn't be incredibly difficult, as there already exists jobs that begin with certain mutations (Bartender starts with the sober power). Though this could be used by genetics to quickly determine the blocks that contain disabilities to help them focus their search for the already quite powerful good mutations by eliminating which blocks contain these disabilities.

     

    It's a debatable suggestion, it has its pros and cons to be sure. It's significantly easier to implement if you don't give them special equipment for their condition.

     

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use