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Sheakhan

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Virologist

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  1. I like the idea of making Loyalty Implants rarer. Then again, I also like the idea of insta-job banning anyone who violates SoP, fails to follow Space Law, or is general shit as Security.
  2. Singuloth is completely safe. I don't know how many times I have to tell you people, if you just feed it one or two greyshirts during the shift, it won't break containment.
  3. This reminds me of the time Comrade Clown did it first.
  4. Maybe, but the implant is your chance to escape being executed. It's your second chance. If you fuck up again, maybe it's just not your shift. Like I said, I get keeping people in the game, but at some point it becomes silly, IC, to extend that courtesy. Sure, the implanted person can't actively do anything to remove it, or passively allow another to do so. But all it takes is a stun baton and handcuffs to subdue someone long enough to put them out and surgically remove it.
  5. Shit, check this bidness out: Somewhat random ore generation. Potential for ruins, gas pockets, corpses of miners past (with sweet loot), wrecked pods, damaged mechs, rare gear stashes, etc. Basically populate the area with one or two sweet little random secrets every round. Incorporate the asteroid into the station. The worst part about mining is the travel back and forth, being completely isolated, and how clunky transport is. Build the station into a sizeable asteroid? Sounds genius to me, and now look! You have a whole new Z-Level to mess with that you're no longer using. Monsters? Eh, maybe VERY rarely. I recall one mining station (here? Somewhere else? It was over a year ago) that had a randomly spawning structure that, when broken into either had some sort of loot or a gorram face hugger! Yikes! A little danger is good, but huge pockets of monsters is a death sentence. Increase the mining payout, increase the time it takes to dig rocks out, maybe add a fancy mining mulebot. Bam. Life is good.
  6. I get that we're trying to keep people in the game and all, but loyalty implants seem like a reality breaking method of doing so. If I'm an experience Captain or HoS, I know that shit can happen. Someone can clone my implanted ex-con, or the changeling I implanted could end up getting a hand from one of his fellow monstrosities and have the implant removed. A syndicate operative could be rescued and have the implant purged. The intelligent choice when faced with what to do with a traitor in need of punishment is to execute them. Remove the possibility of them returning as a problem. Injection, burn the body, scatter the ashes. Problem solved, problem staying solved. Now, if Loyalty Implants were 100% reliable, lethally detonated upon attempted removal, and prevented cloning I could definitely get behind them as a character in a head of staff position.
  7. If I was captain and had to decide punishment, I'd go execution every time. Don't take any chances.
  8. Idiot. It IS. "Loyalty Implants: Can be applied instead of permabrigging or execution. For any lesser charge, consent is required."
  9. If it does exist, it should be in the Space Law page. Anywhere else is just stupid.
  10. So... what I get out of this is: "I'd rather be executed immediately than loyalty implanted." Here's the thing: Currently Space Law has ONE punishment for treason: Death. That's it, end of story. Traitors get executed. Vampires count as traitors, Changelings count as traitors, Wizards are traitors. All of them get death. The loyalty implant isn't supposed to be a punishment for treason, it's a method of forcing your secrets out prior to your execution. If you're captured on evidence and loyalty implanted, your round is already over and the fact that loyalty implants are supposed to be used to allow antags who fail to continue playing is ridiculous with our current space law. Or more precisely, they aren't supposed to be used to allow antags to keep playing. If they were, then Space Law and SOP would say as much. It's like giving a quadriplegic running shoes, a concept without any traction. All of that aside, EVEN if space law was adjusted to allow loyalty implanted antags to live, the implant itself would prevent you from removing it. (Not that half of the people who play security ever follow Space Law when it comes to punishing antags anyway, which should really start being harshly scrutinized.) So, you want Space Law changed AND Loyalty Implants nerfed? Because you don't like being implanted for the few minutes leading up to your execution? (Assuming, once again, that security and command do what Space Law says they should do?) Antag is a get good or get dead sort of deal. If you don't like being implanted, don't get caught. All of that aside, if we changed Space Law to allow Loyalty Implanting instead of execution for treason we would have to guarantee that Loyalty Implants were reliable. Let's face it, if you were the Captain would you choose to Execute the jackass who just tried to shoot you in the face, or would you stuff a fail-prone, easily removed Loyalty Implant in his skull? I'll give you a hint: Natural selection would remove the latter sort of mindset from the gene pool fairly quickly. So if loyalty implants were made an alternative to execution, AND made easily circumvented, nobody would use them. If they were made an alternative to execution and incredibly difficult to circumvent you wouldn't get what you want to the same degree and while I can't speak for others, I still wouldn't use them. Why opt for the almost sure solution when you have the certainty of execution as your other choice?
  11. It's balanced as fuck currently, due to the sec pod being utterly, 100% useless for anything involving interaction with other players.
  12. I humbly accept the task of cataloging all english swear words for use with this suggestion. Qualifications: Sailor, Irish, Drunk.
  13. Use the filing cabinet like a normal human being. Also; Creativity is the bane of bureaucracy.
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