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davidchan

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Everything posted by davidchan

  1. Scope: Add the usual array of (Science) Backpack, Satchel Bag and Duffel bag to Robotics Wardrobe. [1 or 2 backpacks, 1 or 2 satchels, 1 duffel bag] Coding Difficulty: Low. A simple edit to the robotics wardrobe or minor mapping edit would spawn them. Balance: Robotics does not any spare or replacement bags in their area, nor do they have access to lockers with bags in them (Scientist specific lockers in Toxins and SciChem) As it stands, Robotics can't access spare bags, and the closest location to get a bag is in the locker room near arrivals, this is needless to say a long walk for if robotics needs extra storage space, loses their bag or gets a job change and wants a job specific bag to match their uniform, they are generally out of luck. Additionally, people like me have been using (duffel) bags to hold surgery tools to make it much easier to organize and keep track of all the tools while doing surgery as robotics surgical area can be quite cramped with two grey tables to put grey tools upon.
  2. Yeah my first thought was why did we import vore mechanics, my second thought was when did botany become a full time mememachine/tator workshop.
  3. +1 and someone needs to code a way to give Ian internals and/or a space suit
  4. Oooor you can just harass mining to do something and buy some soap with their mining points.
  5. I'd say 12 for the limit as that's about as big as most departments can be.
  6. IMO not having an ID card, or record in the case of those who can prove it may have been stolen, should be reason enough for an arrest until the HoP/Captain can sort out what to do with someone who apparently isn't an NT contracted worker on the NT station. Code Blue an above ID cards should be mandatory if wearing a mask or face covering and failing to display your ID card in a code red situation should be reason enough for an arrest. Given how broad EOC can be and the extreme punishments for it, there isn't much of an excuse for NT employees to hide their ID.
  7. Presently, there is nothing in either Space Law or SOP requiring ID badges to be worn or displayed. This is particularly infuriating in cases where people are wearing masks or helmets that obscure their identity. This seems like an oversight, as at the very least in Code Blue or Code Red situations every member of the crew should be expected to properly identify themselves, particularly if challenged by security and/or command staff.
  8. This is basically what the Warden should be doing when not dealing with brigged crew, not playing HoS's secretary/stand in. If the HoS and rest of security are doing their jobs, warden is a breeze even on the most chaotic rounds. What security officers SHOULD be doing is a) Updating sec records when they set an arrest status so the crime can easily reviewed. Or b) radioing back to the warden what the hell is going on and what someone did to warrant an arrest. Doing this of course makes you lazy as shit since being able to set the arrest status and verbally informing the warden means you had the time to punch the records in anyways with your HUD. 90% of my wasted time during Warden rounds are spent trying to figure out why a person was dragged into my brig cuffed without the slightest bit of contraband on them, no arrest record and usually fuming mad at me because I was never even notified they were dragged into processing. Keeping track of the detective is another huge time sink, as they often go off and die in maint somewhere, meaning their ID card and headset fall into antag hands making the Warden's job even harder. Just this weekend I had the same detective die FOUR times in a shift after specifically telling them not to leave the brig unless summoned as they were obviously being targetted. Getting the HoS to do their job and direct security, or even just follow space law, is also a huge hurdle since the HoS always wants to fuck off and do nothing of value for sec, or quite often attempts to beat people to death over minor issues.And thats if I'm not forced to take over HoS duties without his access or command channel to better coordinate with the other heads. (And for the personal note, the Warden is the last person who take over for the HoS in the same manner that the HoS is the last person who should take over as Captain, their job is too damned important to the well being of the crew to let someone who isn't prepared to step in and fuck shit up.)
  9. IPCs do not have flash protection, and you still get white screened when trying to weld something. They do not take eye damage, but those are two different things. Additionally, as most of people seem to think welder healing is a buff over conventional chem healing because welders are so common, the other part of your statement makes no sense.
  10. While I can't say I like the idea of just giving them cable coils, it does make sense that IPCs would get SOMETHING that would help stabilize/get them out of the red. Given that we completely any equivalent healing chems for IPCs (despite the last community meeting falsely saying they did and completely missing the point) this would be the next best thing aside from giving them a single sheet of nanopaste.
  11. So this is a small one that doesn't really even have a blip on the priority list but boggles my mind how its gone so long without getting caught. Why does a mining borg have a shovel? They have a drill, which digs up sand already, I can't think of any use for a mining borg to have a shovel that it's drill can't accomplish aside to grif botanists and dig up their plants.
  12. That's exactly what's being proposed; there would be an exception to LOOC; it would likely still be allowed. So we are literally going to become Colonial "No Fun" Marines?
  13. The extra slur/involutnary interactions of PDA someone, messaging them or maybe even pointing or random emoting at people (up to and including hugging/grabbing or maybe even hitting people near you if you are very drunk and walk into them) That said the ideas that cause damage or additional stuns against Skrell and Kidan, species that have more debufss than buffs(if any) to begin with is a fat NO to me.
  14. I don't know what timeslot you play on but start of round IC in OOC is something I rarely if ever see, and that is usually just a newbie asking for help. Most round start OOC I see is discussing previous rounds or something entirely different. Regardless, muting OOC because of a few people would be putting us inline with CM, no fun allowed. -1
  15. Not that "stating laws" should be useless, surely? Against a loyal/default AI borg, no. How ever with years of meta behind it and people coming up with ways to hide laws or word them in ways that the borg/AI can't out themselves or the tator. For malf/tator AI the Law 0/Malf law just outright says they can do what ever they want. Giving a means to detect these laws WITHOUT carding the AI itself (which can be countered and defended against by rogue silicons) is just idiotic and plain stupid, it'd be like giving security a pill or lie detector that could be used to scan people in the brig for antag status.
  16. Compared to other Low Rp servers Para is indeed a med RP with how policy and rules are set out. Players are encouraged to RP or behave in a somewhat reasonable fashion to dangers that are presented to them. Is it true med RP? No, not by a long shot, but it's closer to the middle of the RP spectrum than anywhere else.
  17. This seems like a very powergamey way to to see if a borg is rogue, malf or hacked. It'd probably just lead to roboticists checking borgs every round for no reason.
  18. Kinda surprised there isn't a crate unloader in mining, now that I think of it. Could actually be kinda cool to have a mini conveyor belt with the glass windows on either side to let people watch if they wanted, leave the area directly above the ORM open so people just using satchels or want to dump it all at once have that option/can retrieve bluespace crystals.
  19. It may have been patched a long time ago, but mining cyborgs could fill and drag crates normally. But they could not empty a crate meaning they had to rely on somebody else to do that for them.
  20. I'll have to figure out my git pass but I'd be game for new mechanics and diversity.
  21. I think people are vastly overestimating IPC self repair. It's only slightly better than using bruise/trauma/burn packs and ointment. You still have target every zone specifically to heal it. But you don't get to use food/nutriment healing, nor does any of the miracle drugs in medical effect you. And it's not even like that self repair is passive like Diona healing, last I checked Diona can light candles in their bag to heal themselves and can't be extinguished without stealing their bag, even by shadowlings. If IPCs had a constant selfheal of 1-2 burn and brute every minute I could understand the hate they get, but otherwise it's a very inconvenient way to heal and even brief exposure to space can take a minute or two to heal every last bit of your body. And if a limb or area gets 'broken' they can't utilize a splint to minimize the effect, they can't even repair a broken limb like a normal person can heal a broken limb to minimize the pain/overall damage. As for Vulps, they need to lose night vision, it doesn't even make sense as most species of Canine have terrible night vision and even species adapted for nocturnal activity have better night sight than humans. Which really isn't even getting to how dogs are red-green colorblind as well. Chocolate is rare enough that it's hardly a debuff, even when you consider Skrell don't have any buffs to begin with and their alcohol vulnerability has been toned down from literally toxic to lightweights who get drunk off a shot of tequila.
  22. Which brings us right back around to Skrell and Vulpkanin who don't have any weaknesses to speak of, Vulps even get free darkvision and sharp claws.
  23. It's been a long, long time since I've seen an IPC drain their cell entirely (it was horribly suggested that EMPs would suck their cells dry initially, thank god that was rejected) but last I saw, an IPC who let their cell drain was effectively dead/perma-critted. This can be fixed by throwing them in a borg charger and/or replacing their microbattery (maybe?) To my understanding, it's meant to balance the fact that they don't seem to suffer a 'hunger slowdown' like organics. On a sidenote I wish we had the disarm shove on APCs to dump power into one, was actually entertaining on baycode to see IPCs run about the station absorbing power from public APCs to force it into their departmental APCs, and more than once I saw a robotics IPC passed out in front of his semi charged APC from over donating.
  24. Tully has always had... unusual ideas on how SS13 is supposed to work.Can't say I agree with most of them. As for Captain, I'd strongly advise against giving them too much to do. Captain is an overseer role, at least in my book. If Captain is actually needed to do something it is likely a result of somebody not doing their own job (properly). With a Competent Crew and Heads of Staff, Captain really shouldn't have to do anything but regular check ups. During rounds where people aren't doing their job (like revolutions, cults or shadowlings) the job can be hell even if your heads are still loyal and carry out their orders. Captain is in a good spot, currently. At least in my own opinion. He/She has the most authority on the station and is in charge of 60+ people's productivity, safety and general well being. Better interaction between active admins and Command staff would improve things but that's not something that can uniformly done. If the Captain needs anything, it's generally just a bit more literature/wikilink books in their office better spelling out the limits of their authority, examples of appropriate behavior and interactions between themselves, their heads of staff, the NT Rep and Blueshield, their crew and CC. Player run event suggestions for slow rounds (parties in the bar, parades, events, scavenger hunts or things the Captain can do to speed up rounds) and general procedure books on what a Captain should do in the event of 'uncommon' phenomenon such as Nuke Ops, Vampire/Changlings, Cults or even things more mundane like general crew unrest, mutiny or even how a Captain SHOULD go about correcting power tripping staff, bad security or other rogue departments. None of these would be mechanical changes, but rather flavor improvements, guidelines and inspiration for how a good Captain should behave WITHOUT hampering or restricting Captains to a few specific playstyles that might not be fun at all for people to play, either as the Captain or General Crew.
  25. Neutral/Kind of in Favor. On the one hand it'd allow IPCs to never worry about running out of charge and make long term space travel for them much more limited. It's not urgently needed and there rarely is a case of IPCs who can't find a APC or Charger and die of power loss unless they SSD'd or got flung off into space on accident. On the other hand, it would give IPCs a welcome Quality of Life improvement that wouldn't affect game balance much anyways, IPC rarely comes into play and round start to 2 hour crew transfer rarely requires an IPC to recharge more than once. Since Hunger and IPC power are supposed to be parallels this isn't that different from the amount of food a person needs to eat to stay satisfied, and the IPC doesn't heal from this like human/carbons do. The cherry on the cake is that it would add the ability for IPCs to RP (*GASP*) and join their fellow crew in the bar during down times to enjoy their own flavor of meale next to their coworkers, and could even open up the door for Synth Food recipies for the chef like the Bartender gets for Synthahol. Plus our Kitchen Recipie list could use a bit of diversity with each species having a favored dish with more alien foodtypes (because who doesn't wanna see a Vox eating a tray of worms?!)
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