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davidchan

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Everything posted by davidchan

  1. Does anyone even use the Camp? I was going to send a prisoner to the camp once and he suicides before I could pull him to the shuttle after I told him what was going to happen to him. Aside from that I've never seen it used, it's typically brig cell, execution or permabrig. Why the permabrig was separate from the camp to begin with was beyond me.
  2. This one is actually debatable. Volume pumps move more gas, but in the case of the SM using pressure pumps gives your coolers more time to work and cool the gas going into the loop more. But, this does have the problem of the SM gas can heat up and expand above your limit, which is why you should always have a volume pump or 2 to 1 output to input ratio going into your waste/cooling loop.
  3. Firing for 10 minutes is because they had a good cooling loop set up to remove the plasma/oxygen and keep the N2 below 200c. To sabatoge the SM, all you really need to do is turn off the cooling loop/coolers and leave the emitter on, or just vent the chamber.
  4. Yes please, SM was a lot more fun and customizable. Hell I'd settle for the AI sat being pushed over and the SM 'chamber' just being an emtpy room south of atmos (where the Mini-Sat Access is) with an SM crate, a bunch of pipes and collectors so the engineers and Atmos techs can set up the SM how they want it.
  5. Not to mention light bulbs from a lathe are only about 1/10th of a sheet of glass. Throwing an entire sheet into a replacer to get one bulb is horrible.
  6. Why is nobody doing hearing? Dogs are pretty legendary for their ears. Pros: You can hear whispers from 2-3x farther away. Cons: Flashbangs, explosions or other deafening noises (including Changeling shriek) affect you from 2-3x farther away and you're deaf just a long.
  7. Mining is undergoing an overhaul and at an undetermined time it will be unveiled. The asteroid needs work, but from the sounds of it we are getting an entirely new (asteroid) map to accommodate for things like monster caves and mining vendors.
  8. I've tried to use the exam room on non-critical/stable patients before and generally got screamed at by everyone for not just applying medicine/throwing them in the sleepers or cryotubes and letting them go. We're too much of a low rp server to have amenities like this, people walk into medbay and want to be healed and walk out within 30 seconds, taking the time to RP with doctors usually isn't something they want. Checkpoint or a general storage of other items would get more us, I'm kinda surprised the EMT's office hasn't been moved there with a Cyborg Recharger and Mech Charger also in there.
  9. I have a very dumb idea Can we make a second unlisted server with a higher RP standard? My concern would be if Karma could be carried over, but a copypasta'd server that's only advertised here on nanotrasen.se seems the best way to alleviate the stress of having 100 people, regulars and those active on the forum would have the option to flee to the less populated server (hopefully one more on the medxhigh rp side
  10. Where does it lists the consoles? I don't see any information aside from a shit ton of pre-order buttons, which could be consoles/platforms, but also could be various editions or from specific vendors for bonuses.
  11. Hmmm, if someone could code a bigger pod, that'd be nifty. I always view the Pod Pilot as more of a search and rescue craft, so having a Gunner/Operator seat in addition to the Pilot, along with 1-2 passenger seats would be pretty cool. Pilot gets his usual 2 shot forward attack with a slower charge up, and the pod gunner could have a turret or array that allows for 270-360 degree firing arc at a much faster rate, comparable to a Turret in the AI Core perhaps? Alternate equipment could be another option, the Secondary pilot having access to a full Crew Monitor able to bring up a map in the case of looking for spaced crew members, or a Navigation system that could help force the RNG in their favor in terms traveling Z levels, able to select a destination and a 50-66% chance of the pilot being able to get to that Z level on crossing a border (naturally, the Syndicate Base level should not be an option without an emag being used. Second Pod in general sounds like an okay idea as well, though I'd rather have a bigger, heavier pod acting as Helicopter Gunship patrolling the station than a little 1-2 man bubble that we have now.
  12. Was gonna say, yeah they still killed and they technically don't have a human form naturally, so who ever they spawn as is just the first person they killed some time prior to the shift. And while I'm glad some of the more OP stings are gone, that AOE stun/disorient has me scratching my head that it works vs people wearing ear and eye protection that protect against flashbangs.
  13. Tresspass and Breaking and Entering are effectively the same thing, yet because the circumstances are different they are treated as separate crimes. Just as B&E is a more severe form of Trespass, Police Brutality is (generally) a more severe form of Assault, both are intentional but PB is an abuse of power. Expanding or reworking SoP and Space Law is a good thing. Command needs the ability to set modifiers to Code Blues and Code Reds, such as Viral Outbreaks, Fires or Breaches, Boarders, basically each Category we already have would have a special functions. Additional Access through these modifiers could be automatically added to their IDs, or just make non-High Security area doors add the department access involved to allow entry. Viral Outbreak Crew are notified to wear internals, coughing or sneezing crew should report to medical. Code Red Outbreak grants Medical Staff additional access to recover patients from areas. Fire and/or Environmental Hazards Crew is notified of Atmospheric danger, requested to turn on sensors and stay away from Hazard Shutters. In Code Red Fire, Atmospheric Technicians gain additional access to attempt firefighting, in Code Red Breach, all Engineering staff receive additional access to seal breaches. Optional for Paramedics to gain additional access as well to recover casualties. Hostile Forces (Code Red only) Crew is informed of non-NT presence on station. All Crew to turn Sensors to maximum. Recommended hiding in safe or secure areas, avoid traveling in the halls and comply with all security requests. Security should prioritize getting civilian crew to safe area. Security gains additional access to all parts of station to defend NT property and secrets from Syndicate/Foreign powers. Singularity Containment Failure/Meteor/Evacuation (Code Red only) Immediate danger to crew of station. All crew is required to report to Departures or Escape Pods. All non-high secure area doors go into emergency access mode (no ID required to open) to facilitate crew evacuation. AI is to be carded if safely possible.
  14. I don't know if it's worth that much trouble. Though, cutting 2-3 tiles off of telescience and adjusting the equipment to be centered wouldn't hurt, the RD server room I'm not so sure about. Robotics wouldn't have to be touched since the Genetics Sci/Med airlock could be recreated and just have the tunnel west of Robotics connect to that and run down to meet up with tunnel directly below it. I'm not a mapper so I don't know if you can copy paste it to push it all over and check all piping and wiring connections, or if you'd have to manually move everything tile by tile.
  15. Off topic (kinda) but is it possible fiddle with/rearrange the med-sci wing so that the medbay maintenance runs all the way down to link up with that southern maintenance tunnel? I'm probably the minority here but I feel tunnels should allow you to get pretty much anywhere. IC wise, tunnels are emergency routes around breaches or dangers, emergency shelters incase of radiation storms, bombings or meteor strikes, and generally supposed to be used by engineering, drones and other crew to avoid the crowd. Having extra passage ways to give more traffic routes while separating medical and science a bit more sounds good in my book.
  16. Looks good. I'm not 100% certain on the range of holo pads, I think it's only 7 tiles. My critque would be mostly that of Aesthetics, keeping them closer to the center of the room would be ideal, and i would put the Holopad infront of cryogenics in it below the tubes. But those are pretty minor complaints for an otherwise welcome improvement.
  17. Magistrate and IAA /should/ have power over Security in terms of misconduct and justice being dispensed fairly. When Security wants play ball and listen? Yeah, you can get an innocent or wrongly accused man free, prevent an execution of a person, or get a power tripping member of security fired. The reality is that if Security doesn't want to listen to you, they won't, and nothing short of the admins (threatening a) jobbanning them, they won't do it or even arrest you. ERTs (and Deathsquads) are occasionally dispatched to deal with out of control Security or Command, but if you determine that a crewmember was wrongfully punished, say the clown accused of breaking into bridge or EVA, and try to free them after the Warden/HoS refuse, you're likely to arrested yourself for jail breaking. Without OOC action from Admins, you're powerless IC when it comes to shitcurity.
  18. This sounds like a well intended idea that is only going to have terrible consequences for the server. If you're trying to scare off players from the server and lower our pop countdown, then you found the way to do it. You're talking literal days of proving your worth in jobs that shouldn't take more than an hour or two to learn and understand. A typical round lasts 2 hours, and you want someone to put 80 hours of their life into our server just to be able to play Chief Engineer, Head of Personnel or Head of Security? 90 for Research Director? 100 hours for Chief Medical Officer? 50 hours to play as an AI? 580 hours to play as Captain? This is a game, not a job. Some people may put 20+ Hours into our server a week by themselves, but others maybe play it 3-5 times a week for a round and a half, maybe. These requirements are unrealistic and almost a years worth of play for some of playerbase, who can likely do just as damn good of a job in any head position as people who have reached the suggested hours for. And as for restricting Karma job? No. It makes no sense, and depreciates the Karma system. Many of the Karma jobs have nothing to do with the Department they are attached to. A Brig Physician shouldn't need to know space law better than any other member of the crew, or how the Brig runs. His sole concern is that everyone in the brig, Security or Criminal, is in peak health and properly cared for. Pod Pilot just needs to know how to maintain his Pod and how to patrol the exterior of the station without getting lost. He's not going to learn any of this walking the halls and maintenance tunnels as an Officer. Mechanics are attached to Engineering but have more incommon with Robotics than they do with Engine Techs, and the NT Rep serves as a professional brown noser and stooge for Centcom. Restricting Karma bought jobs is counter productive. Heads of Staff only need to be proficient in the core responsibilities of their department, and only just incase there is a manning gap that prevents the person who should be doing that job from doing so. Being familiar with every job and knowing how to do everything are two entirely different things. A Chief Engineer knowing how to optimize the loop or fix broken pipes for example. He doesn't need to know how to make a self cooling waste loop through space or rig up specialized Fire-Deterrent Mixes to quickly snuff and cool plasma fires. A CMO doesn't need to know how to unlock gene powers, he needs to know how to make a Clean SE injector incase one of his Geneticists screws up or goes rogue. He doesn't need to know how to create hyper-lethal or beneficial viruses, he just needs to know how anti-bodies are created and replicated in case of an outbreak. A Research Director doesn't really need to know anything aside from the dangers each area of his department has and how to circumvent or reduce the risk if need be. The Head of Personnel's primary job is just making sure the entire station is properly manned with whats available. Knowing how to grow a tomato, bake a pizza or mix a B-52 doesn't or how to load and unload the shuttle doesn't teach them this. The HoP just needs the judgement to decide who needs access to where, and how to up channel it to Captain or another Department Head if the request could interfere with their responsibilities (like giving the clown armory access.) Being a Drone or Cyborg doesn't really prepare you for life as an AI. You can learn some nifty tricks of the UI and observe an actual AI at work, maybe. But this doesn't prepare you for having 5 different channels worth of people making requests of you, demanding you to track civilians or suspicious personnel or the ludicrous requests or demands command staff will make upon you so they can slack off. And finally the Captain. The Captain only needs to know how to lead. Minor Security experience preferred, just because of how huge a risk to the station and incompetent captain can be, but knowing how to build a Cyborg, set up the engine, investigate a crime scene, set and repair a broken bone or authorize supply requests helps the Captain accomplish anything. The Captain's only job is to manage the Heads of Staff, if he's doing that, the rest of the station should be flowing smoothly. It's not the Captain's job to step in and set up Singularity or mix Cryoxadone if nobody is assigned to do it, It's the Captain's job to FIND someone who can do it and give them the access to get it done. The only thing I see this recommendation is either A) People will stop playing the server and go to other codebases where they can play and learn the jobs they want to play, or B) People joining the game in what ever required role they need to unlock the role they want, and going AFK/SSD for the round to increase their counter while they go do something more fun. I'd rather go to an admin/staff approved whitelist for players to prove their worth. Everyone learns and plays this game differently, and we have players who know the game damn well but are not the people who should be in head roles because they are hard to work with or have a habit of making unrealistic demands of their department (such as the CMO a while back who required patients not in critical condition to fill out incident forms)
  19. While I agree with you Security needs to be kept in line and reminded their power is not absolute or even allowed to interfere with productivity of the station, I see no way to reinforce this through IC means. As it stands It's the Head of Security's job to enforce SoP, Captain should make sure it's being followed. Warden has authority over all things related to the Armory or Brig Cells. If we do make Space Law changes, I'd like to see the following laws added in some form or another. Dereliction. Minor Crime. To desert or ignore the duties of a person's job to pursue other activities. Examples include Chefs not making food despite available ingredients, Doctor's refusing to treat cooperative patients, engineers failing to set up a power source or attend to hull breaches in a timely manner, or just about anyone going to the bar to get drunk without accomplishing any work in their respective job. Illegal Detainment: Minor Crime. To restrain or restrict a crew member's freedom without declaring charges or arrest. Non-Security crew members making arrests also falls under this. In the event of the person being forced into a new area for any reason other than their safety(Breach, Fire, Hostiles attacking), this is upgraded to Kidnapping. Kidnapping: Moderate Crime. To forcibly move or relocate a person. Dragging a person into the tunnels qualifies as this, as does a security officer cuffing and dragging people away without declaring charges or reason for arrest. Violence or injury inflicted to the victim also counts as Assault, leaving a person in a dangerous area (such as a breached room or the Incinerator) can count as manslaughter or murder depending upon circumstances. Police Brutality: Moderate to Major Crime (How Excessive determines the crime) . Use of unnecessary force against cooperative or defenseless crew, regardless of criminal status. Beating a person in cuffs counts as this, as does harm intent baton strikes (harmbatoning) to anyone not actively resisting arrest with lethal force. Other instances can include, but not limited to, pepper spraying cuffed personnel who are not attempting to escape, use flashbangs to disperse a peaceful gathering, removing a Vox's Nitrogen tank or a Plasmaman's hazard suit.
  20. I like the idea, but removing players from the round is always something I dislike, force-borging people on the spot sounds cool. Making those nanoborgs NPC controlled and not the player who was borged... not so cool.
  21. If someone is being an utter shit to me as a roboticist, I will forge a 'Cyborgification upon death/Do not resuscitate or clone' form and get the Captain to stamp on it. Wait for a while (building a Crew Monitor helps or getting a portable crew monitor) and wait for them to die. Steal the corpse and shove the form in anyone's face who tries to stop you. Borg the individual and give them a direct order to become a Service or Miner borg upon installing the MMI into the endoskeleton, so their laws mandate they carry it out. Now I have a robotic bitch to get me drunk or get me materials.
  22. About the only thing Space Cleaner spray would do for Janiborgs is allow them to spray clean messy crew members cloths. Which, IIRC, having them lay down and running them over does anyways. The mop is slightly faster than soap, but requires you to drag a bucket. Having their own bucket that synthesis water would be nifty. Could have a robotics upgrade module to improve it to space cleaner and an advanced mop for speed cleaning. What the janiborg really needs is a god damn crowbar, I am tired of being trapped in airlocks or rooms because of a power outage/singularity got loose.
  23. Oddly enough, pressure/content of pipes doesn't affect vent crawling mods. Spiders, who most certainly require the same oxygen and pressure as humans, vent crawl just fine. Diona nymphs aren't harmed (to my knowledge) despite there being no light. Hell I've even crawled through a scrubber pipe after a plasma fire as a xeno hunter to get away from the heat.
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