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kooarbiter

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Everything posted by kooarbiter

  1. cia does what seren judon't
  2. huge loser, biggest dork, just the worst, doesn't even know judo
  3. yeah but I dont play coroner to do medicine, I play coroner exclusively to do funny morgue spirituality/forensics/custodian stuff. I only ever break out first aid kits when there is nobody else availble to do it
  4. So, first off the job is lacking some spice, I'd like to add two alt titles: Morgtician and Medical Examiner (I know they aren't 100 percent the same thing, but bear with me) Second off, I'd love if there was some kind of forensic restorative surgery, for when a person becomes deformed and you don't have their ID to hand. It should probably require something like strange reagent and a full surgery to work, and might even be a way to help catch out changelings. Would be nice if there was an intercom in det office/interrogation/morgue tuned to a custom "forensics" channel, so the coroner and det could work together more easily on death investigations. The frequency can be one of the dozen or so unused radio frequencies, it doesn't need a name change. Some kind of chute to send IDs and PDAs to hop office to save me having to badger hoptain to terminate IDs And lastly, a pda cart that allows you to view the status "light" of the morgue trays remotely, sending you an alert when a soul returns to a morgue'd body, or when a morgue tray has been destroyed, to give coroner more lee way to actually leave morgue every now and again.
  5. yes but if vamps naturally have higher stamina that can be very easily gamed when the greytider that's supposed to go down in a certain amount of disabler shots no sells what should be a stamcrit without injecting anything or becoming jittery/fast
  6. If a vampire can prevent you by talking at all by staring into your eyes, it seems weird you'd even be able to shout. Like logistically what part of the brain is being affected that stops your vocal cords from working only in one of these cases?
  7. I think it's valid that they need a dedicated way to take people down without calling sec, I will say to mitigate this some way, you could add stealth feeding like on yogstation13, where you saddle up to someone, and stealthy drink blood from them without telling them, it's slow and unreliable, but if you just need to feed you can do that. Maybe if we want glare to be powerful but not Op it is not mute by default, but placing a mark on a valid succ target and follwing them for a few seconds makes them "marked" and able to be muted.
  8. yogstation 13 died because of a similar long term trend, not sure entirely what caused it, but a combination of overly strict rules, poor/no RP, and less exciting content drove people away until it was unsustainable. This is my rebound server I don't wanna see this happen again
  9. letting extraneous goals be your motivator is only ever gonna work temporary, a better solution is to motivate yourself to do things you enjoy without needing any recognition from the mechanics. Your dumb /me convo is going to be infinitely more interesting than whatever coders can cook up also lock them behind kudos I miss karma.
  10. option 3: send the geneticist, CMO, and RD to family court for a messy custody battle
  11. why do you think bloody mary is worse off?
  12. Is everyone okay with the balance between variants? I know some strains are better than others in general and situationally, but are they reasonably balanced between each other? is each about as viable in a regular round?
  13. could also include for hello gordon: terror spiderlings, xenobio hostile mob spawns, and morphs
  14. the scope of vamp/sec/crew roleplay is outside the scope of this topic, however I will say mandating some kind of roleplay to people you gank into maintenance, and vice versa for either getting jumped or arresting the vamp, would go a long way to making things more interesting. Doesn't matter what kind of RP, you have to do more than callouts or silently drag into maints, if you can't do that you should assess what value you're bringing to the round, on either side.
  15. The problem is that vampires are very often not alone, and can easily find ways to meet without sec knowing. Also Thralls kinda tip the balance of "glare is okay because the vamp is alone" since having an army is a built in function of that strain
  16. I see Vamps possibly more than traitors and changelings (at least I used to, as of the past week or so I haven't seen as many), and being so common you'd think I would have learned a thing or two about them but I try to keep my knowledge reasonable IC. I don't know variant names or specific spells other than what is immediately visible. I don't read the wiki or try to "interrogate" them about their powers IC (although thinking about it now, doing this could be soulful....). I say all this to indicate thus: Vamps are common, and I know very little about them and their mechanics, so I ask the greater para community: Are vampires balanced? Really, there is only one power I super duper want to talk about, and if you have played as or against vamp I'm sure you know which power this is: Glare. A power that stuns, knocks down, and mutes a target without a nullrod, no save otherwise, and can instantly win any 1v1 with security if the vamp has cuffs or a weapon. It can be used in an AoE to temporarily stun everyone around them like a more powerful flash, and forces whoever is pulling them to drop them. There may be more to this, but as I don't know jack or shit about vamps other than what I've learned (I have yet to get an opportunity to test judo eye poke, which if it works would be a really funny way to buff judo), and I haven't asked around enough to get the community's opinion on it. I think maybe glare's ability to say fuck you to an entire security team with a single button press and no reasonable counter play (other than shoving holy water down their mouth before they have a chance to glare after getting stunned, or badgering the chaplain to pull them and not die), is maybe a bit much especially since every single vamp has this by default and it is the cheapest power. Either give the different strains different glare effects, increase the cost and grind required to glare, or limit it to either slowing down a group or fucking over an individual. There are other things as well: Big boss ouch tooth, due to the power of friendship, can become exponentially more powerful than the other vampire type strains, and can especially dominate on low pop or with low sec. Other than glare thralling is a power I think should be heavily looked at as its ability to scale and create an undead army to rival security. Of particular note about a month or so ago I as warden lead a gallant defense of the cargo bay where we were outnumbered and outgunned by a thrall army with melee weapons, and beaten to death while each of us had lethals and armor. Now I'm sure we each could have been more robust but I'm not sure it's exactly great that a vamp can do this, maybe there were multiple thrall types that worked together to create this army, but at a certain point unless you metagame that there are vamps and there IS a thrall type well before they can raise their numbers, it sometimes feels like you're fighting an impossible battle against a horde of non space law following, magically powered, suicidally murderous ex crew. Did I miss anything important? did anyone else forget the big angy strain exists? let me know what you think, I am but one man and I have at best one side of this conversation.
  17. honestly carp station it would be nice if you got like a 5/10 minute advance warning.
  18. make harmful viruses more common and dangerous, when was the last time you saw a deathvirus wipe out the station? we need more TLOU rounds
  19. A syndicate cleaner is pretty much what it says on the tin: a guy either rolls for one at round start, or randomly becomes one, and their objective is to assist syndicate agents with committing crime and not getting caught, something of a rival for the detective. Their uplink will contain advanced janitorial equipment, cleaning supplies, forensic gear (including forensic or black gloves), bodybags, maybe a disguise, some kind of non lethal self defense like pepper spray, and a configurable guest pass to get into one department of choice. To get in contact with the syndicate agents, the cleaner can anonymously message agents through the uplink, and their messages can only be read through the uplink, although they'll get a message notification through their PDA when the uplink is closed. The cleaner can see each assassination target, theft target, etc, but won't know whose job it is to do what, so they have to ask around. They themselves can't normally be an assassination target. Generally their gameplay will be cleaning up after traitor's either break in somewhere or assassinate someone, quickly and quietly so the traitor doesn't get caught. If the cleaner is caught, they will of course share the crime due to aiding and abetting. If the uplink is at risk of capture, the cleaner can activate a self detonation button inside the uplink itself, which will root the cleaner, making them unable to move or drop the uplink, and it will kill them and destroy any gear they had on them. I forsee a problem that all cleaners will resort to something like the chapel for round removing, so maybe give them an objective to clean up messes without ever using the gibber/cremator/etc. Make it an interesting puzzle of hiding the body without destroying it, unless the traitor has "permakill them" objective.
  20. I can't lie the idea of turning your mech into a trophy wall is very appealing
  21. https://docs.google.com/document/d/1zH--5g_XddBMiYT2Cq_EuXDGSWB_tQ-W3bjlDXY1pgE/edit?usp=sharing This is my design doc for the typhon as an antagonist, creating something like this would be a huge undertaking on all fronts, and I don't expect anyone to actually do any of this, I just like to share my ideas with others. If any of this inspires you, or you have constructive critisism, etc let me know in the comments.
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  22. I wonder how the guide is coming along...
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