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Coldflame

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Everything posted by Coldflame

  1. If this happens, antags should lose ranged instastun as well.
  2. I'm strongly against this. Admittedly I'm a major security player so this might be worth taking with a pinch of salt, but I've got some valid concerns to raise. My primary consideration here is the complete disregard of character roleplay. IC documentation is filled to the brim with references to antags and their items, so it's clear NT has a full working understanding of them- the crew would be told this information before signing on, not to mention the vast majority of players having run into each type of antag on multiple occasions at this point. If we restricted character knowledge, especially by role, you are no longer roleplaying your character- you are now roleplaying a job. This closes off a huge variety of character options, security players especially lose any ability to roleplay as veterans, constantly having to act like it's their first time running into any trouble. There's also the problem Neca noted of people who're playing jobs outside of their character's department not being allowed to retain knowledge. I also feel that this won't have the impact people are expecting it to have. Servers with forced antag knowledge (or lack thereof) have generally made a strong case against it. I'd argue the ideal solution here is 'antags need to git gud', but that's not a solution that can be actually employed. From a code, mechanical, and space law standpoint I would argue the 'balance' between antags and security is actually pretty fair- the problem being, security have the advantage of experience (you can play sec every round, you get on average one shot at antag per day if you play quite a few rounds) as well as generally having competent players (people seem to like hating on sec, but it's pretty undeniable a good chunk of the regular security players are pretty robust). Tipping the balance in favor of antagonists from a mechanical/space law standpoint is already something that's happening, though only time will tell if that'll actually work. I don't have a magic bullet to suggest here, but I am in agreement forced security incompetence is a bad direction to take Paradise.
  3. The PR is the result of antag RD being straight-up overpowered. They've got a tendency (specifically in the last few months) powergaming to excess and massacring the station to the full extent allowed by their objectives in uninteresting and unfair ways, reaching the point where recently RD antags (and science in general) began using the ExperiMENTOR to duplicate telecrystals and use them to purchase huge amounts of firepower from their uplinks, although TC can't be duped anymore. RD antags generally go about their objectives in ways that are borderline impossible for the crew to counter (systematically using telescience to teleport people onto cult runes/plasma fires, stacking all the genetic powers in combination with huge amounts of equipment).
  4. RD antag sucks, you can read my more in-depth opinion on this on the PR's page itself. +1 from me.
  5. I see no real reason why not. Competency should be assumed.
  6. Here's a few suggestions: -Access to comms channels using encryption keys or the carrier's access. -Ability to modify sec/med records if authorized by someone with the requisite access. -Crew monitoring console (not sure if they have this already or not). -Read and respond to PDA messages sent to carrier.
  7. Forced implanting is the only way to actually survive a rev round as sec/command after lolflashing takes place- not to mention being implanted doesn't detriment you in any way. I agree that lethal force during rev should be restricted to when loyal crew have become the minority, though.
  8. My suggestions to improve it: -Get rid of mentioning warrants for searches on green. Random searches shouldn't be happening either way, and you don't need a warrant to search people who are suspect of a crime. -The crew don't have the vault's safe combo, so you can't store items inside. The Vault also has things inside the crew might need to use, so banning opening it might be a little questionable. -'All secure areas are to be bolted down' as a blanket rule will probably cause more trouble than it's worth for the crew during red alert. Leaving things like that to command's discretion might be wiser than specifying it in SoP. -Code Epsilon having a section in (IC) SoP seems a little odd- After all, it doesn't exist... I'd also suggest an addition of situation SoP for rev, given how security and command have to act differently in order to combat them: 1. All crew are to comply with security and command requests without question as to not be confused with revolutionaries. 2. Security may implant any crew members who lack an implant, and may exercise force to do so if the crew resists. 3. If revolutionaries have gained control of the station, security may utilize lethal force as needed to regain control of the station.
  9. Seems like one of those minor features that isn't important but is nice to have there. Being able to destroy books without needing to cremate them makes sense. This'd also let arcane tomes be destroyed in a pinch which makes cult a little more interesting on both sides.
  10. paying security to brig as many people as they can for as long as possible is a bad idea
  11. Do you seriously trust the average player on the server right now with mechanics that let them urinate?
  12. I'm in favor of upping the amount of storage space get slightly- They can already carry all the gear they need, but they're limited in how much extra space they have for 'extra' items (RP things such as flasks and smokes, evidence, carrything supplies to people, etc). Things like secmasks/SWATmasks fitting in internals boxes and a seclight for the hosgun that made the gear more efficient to carry whilst not actually upping the amount of space they have would work as well only if it gets removed from antags as well :*^)
  13. here's the not-thumbnail version, keep up the good work
  14. but what if my character wants to indicate an approximate number?
  15. Removing the verb makes commiting suicide interruptible and stops you doing it whilst otherwise incapacitated- it won't fix the 'suicide-in-brig' mindset but it will stop things like using the verb to 'die a glorious death' or avoiding conversion antags (which is against the rules anway) There isn't a single 'good' usage of the verb I can think of, being completely honest.
  16. just brig people or warn them?
  17. I'd rather not have to go through 'but ayy lmao a r nt reel wats an abducter lol' every abductor round, it gets old very fast.
  18. So can the scientist defend themselves or escape, or are they pretty much worthless in combat without the help of the agent? Are there mechanics to prevent this turning into heist, with 'friendly abductors' taking willing susbjects and turning the gamemode into extended that ends after an hour? Can abductors speak or understand common?
  19. You actually DID help stop the vampire there, for the record; you managed to distract them long enough for everyone else to get the upper hand. That was a pretty good round, aside from appendix-pain based rants about straightjackets.
  20. rename loyalty implants to 'mindshield' or 'protector' implants department comm access for pAIs (potentially via encryption keys?)
  21. Is powergaming as blueshield actually against the current server rules?
  22. I hope that means there are plans to crack down on blueshield powergaming instead of mentioning it in SOP?
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