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Kyet

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Posts posted by Kyet

  1. Keep the Space Law window open all the time on a second monitor.

    Advise first. Fax as a last resort. Never threaten to get someone fired/demoted.

    If faxing, clearly state (A) what the problem is, (B) what you've already tried to do to resolve it (like talking to the relevant head of department), and (C) what exactly you're asking for.

    Faxes should never be more than a page. That's the maximum. Most faxes can be a paragraph or less. Be concise. Remember, the recipient has to take time out of their round to read it.

    Don't be a loot pinata. Don't run around in maint.

    You're not on defendants' side, you're not on sec's side, you're on NT's side. Your goal is to look after NT's interests, and encourage people to follow proper procedure.

     

     

  2. On 2/26/2019 at 7:51 PM, Spacemanspark said:

    This is... fairly strange, but I've been here for almost five years. I've unlocked all the karma purchases, and quite honestly I'd prefer if people gave karma to players that need it more.

    Don't get me wrong; I appreciate that I make people happy while I play, but I... really don't need it now. I'm sure I'm not alone, either.

    I have 300+ unspent karma.

    At a certain point, you have more than you'll ever need, and its only polite to encourage donors to give it to someone else, instead.

    • Like 2
  3. I asked you to change your account name because it was "George H. W. Bush" aka "georgehwbush" which directly contravenes our rules, specifically the "We hold the right to deem a Ckey inappropriate to the server and can ask you to make a separate account to log in with. Examples of inappropriateness include, but are not limited to, excessive vulgar language, bigotry or references to real life celebrities;" rule (emphasis mine). There are few 'real life celebrities' more well known than US presidents. If this rule applies to any ckey, it applies to yours.

    When you asked to transfer your karma to your new account, I said no, because:

    • I am not able to do it. Only a headmin can do it, and it requires manual fiddling on their part. I don't want to be asking a headmin to do manual database fiddling without a very good reason.

    • Your old account in particular was effectively blocked for violating our naming rules. Transferring your stuff to a new account would effectively let you get away with having used the old rule-violating name with no lasting consequences. As such, if we were known to have a policy of doing this, it would reduce the incentives for players to comply with our naming standards, since players could just continue using any name, even if they knew it violated our rules, until they were asked to change it, safe in the knowledge that they would lose nothing when it was eventually changed. For our account naming rules to have any deterrent force, there has to be some consequence for breaking them. If there is no force behind the rule, then nobody has an incentive to obey it.

    • You have previous incidents on file, including one specifically related to your character name. I figured you'd either chosen not to read the rules, or read them but chosen to ignore the part about inappropriate ckeys until we brought it up with you. In retrospect, perhaps you simply assumed that your ckey was okay because none of the previous admins who messaged you brought it up.

    I've asked a headmin to look at this matter. They'll decide whether your karma gets transferred or not.

  4. 15 hours ago, Aletmagne said:

    Doesn't it have to be 21 damage minimum to damage an airlock? Aren't lasers 20 Burn? Unless one of the previous things I said is incorrect that doesn't add up ?

    That appears to be true, but the damage minimum ("damage_deflection") only seems to be checked for melee attacks. Ranged attacks, including lasers, bypass it.

    https://github.com/ParadiseSS13/Paradise/blob/07769ba3b9590fd7abae38a3fe5793d201cd2a7c/code/game/machinery/doors/door.dm#L203

    https://github.com/ParadiseSS13/Paradise/blob/07769ba3b9590fd7abae38a3fe5793d201cd2a7c/code/game/machinery/doors/airlock.dm#L38

  5. 13 hours ago, Threeinone said:

    excuse me???? how????

    I used a stream of laser shots to destroy the airlocks as I approached them.

    I also focused on airlocks that were already damaged, to minimize the amount of damage I needed to do to destroy them and get past.

     

    You can get through airlocks using damage, but you do have to do a lot of damage (hundreds) and you may require a weapon that does a certain minimum of damage per hit.

    I wouldn't suggest attempting it without a weapon at least as good as a welding tool (15 damage) or better. But, it can be done... and it really isn't hard if you know what you are doing.

    • Like 1
  6. 20 hours ago, Fursamie said:

    From what I see and from what I can understand, simple mobs' attacks do a lot of damage. I've heard off of the discord server that you could have one bust open a locker just from the sheer amount of damage that they can do. Now, this is fine for mining beasts and space carp, but various humanoid like mobs are classified as simple mobs (you can't stun, they don't process chems) like the Russians from the overtaken NT station gateway or the syndicate agents and operatives from the wild west. I wanted to know if it was possible to make it so that simple mobs that, realistically should not be able to break your bones within a few punches. If it is possible, why hasn't it been done yet?

    The damage is entirely dependent on the mob.

    Space Carp do 15. Same with hivebots. This is as much damage as a crewman with a welder - but crewmen attack much faster. So players still have the advantage in this matchup, especially because they're smarter and they can heal themselves.

    Even a supposedly dangerous simple animal mob, a simple_animal xenomorph hunter, only does 25. And again, they attack a lot more slowly than players can.

    5 hours ago, Threeinone said:

    They can full on bust airlocks in, actually, it's pretty silly.

    Airlocks are not hard to break. I busted several as a borg the other day - they did not even slow me down.

     

    Yes, syndi agents in the wild west, or russians in the old centcom gateway, shouldn't really be using punches. They have guns, and should be using them. Would you prefer to be shot, rather than punched?

    There is only one syndi NPC that is set to only use punches. It is the first syndi you encounter in the WW away mission. I made him use punches so it was easier to kill him, and to clue new explorers in to the fact the area they were entering was dangerous. He's a soft introduction to the area - before you face the syndis with burst-fire guns.

  7. On 12/20/2018 at 12:29 PM, Maniacal Pineapple said:

    As for the AI i think the B.O.R.I.S cyborg module or whatever it is called might be a nice choice. Basically it lets an AI take control of a borg/shell with such a module giving an AI a physical body it can control and leave it whenever it wants to do AI things.

    Not sure if you have one of those in the code but i am certain TG has it.

    Not sure how it will play out but i am sure it could be fun for the AI players.

    The 'AI shell' feature is a tg thing that I am not going to port in this PR. Its its own feature, really, with balance implications... so I would prefer to keep it out of this PR.

    AIs can already be downloaded into mechas in our codebase, anyway.

    On 12/20/2018 at 1:58 PM, Kryson said:

    I would trade for plasma vessel + acid gland

    You could also offer people xeno tongue and resin spinner.

    I don't think there is a harm in offering something like the medibeam gun, i stole Runtime and traded her for a medibeam gun on /tg/ during their analogous medship fargo event and it did not feel overpowered.

    Are you going restrict who can purchase which item? 

    It doesn't hurt being a little more permissible during a rare event, misusing an item is going to get them permabanned anyway before they can say bwoink.

    This is a great idea, just don't be afraid make thing interesting and not an anemic decaff soy version of /tg/ medship fargo.

    By 'plasma vessel', do you mean

    By 'acid gland', do you mean the xenomorph acid gland organ that lets you use corrosive acid to dissolve things?

    As a general rule, "_____ is balanced on TG, therefore it would be balanced here" is never a valid argument.

    There are no restrictions on who can purchase what. Items are only placed in department-specific crates for ease of inventory management - there are no restrictions on what you can sell to whom, or what you can buy from whom.

    I am not familiar with the tg medship. I do not play on TG, nor do I typically look to it for design ideas.

    On 12/20/2018 at 6:59 PM, tiredbum said:

    This will be a pretty amazing change to the event. I hope of implemented we will see this often 

    Thanks. I still intend to put this PR up on github soon.

  8. 5 hours ago, ID404NotFound said:

    I'm only talking about the one that causes vent-crawl capabiliy, not a random assortment. Each fleshy mass sprite always does the same effect, it's only the option on the abductor console that is randomized, if you can recognize the sprite, you can predict what will come from it, as far as I recall.

    demon heart up for trade would be cool too

    Added /obj/item/organ/internal/heart/gland/ventcrawling, the "fleshy mass" that gives ventcrawling.

     

    4 hours ago, Shina said:

    - Special cyborg upgrades like EMP-safety or something that adds a new tool to the chosen module. Stronger modules like faster VTEC, better self-repair module, etc.

    - An implant that saves the implanted from EMP - for IPCs or people with cybernetic parts (saving once or indefinitely or with a chance to break?)

    - Some other special upgrades for robotics (special mech parts?)

    - Something for the AI, even though the AI would not be able to buy things. (Hah, I just imagined the AI sending a horde of service cyborgs to throw credits...). Maybe something that command would get for the AI? But I'm out of ideas here, since I never played AI myself

     

    Gonna have to think about the cyborg modules. Arguably the strongest existing upgrade options would be self-repair / illegal upgrade modules. In terms of a new module, an EMP-immunity module would be probably doable... but it seems a bit niche - EMPs are not exactly common. And it would primarily be used to enable borgs to hunt antags in safety.

    An EMP-immunity tool for IPC might be doable, though I'm not sure if I want to make it. I imagine every IPC player would want one, though.

    There are already several special items for robotics in the loot table (including an anomaly core, and two exclusive mecha weapons, the mecha-mounted x-ray projector and the mecha-mounted heavy explosive missile launcher). All of those are pretty solid options which aren't available on station normally / at all.

    As for the AI... the loot table already includes robotic brains that can be used to create more cyborgs, which is arguably an upgrade for the AI (more borgs). But if I think of any other ideas I will look into it.

  9. On 12/14/2018 at 8:39 PM, TDS said:

    Do traders get sunglasses then, to not flash themselves?

     

    Also for trade goods, don't forget cat ears.

    Added sunglasses to their outfit.

    On 12/15/2018 at 11:48 PM, tiredbum said:

    Yes the item is called strange seeds. Basically they are plant seeds that have a chance to have some truly unique reagents or abilities in them

    Added a variant of strange seeds called 'exotic strange seeds' that are like normal seeds, but have more traits/genes (and are thus more useful to botanists).

    On 12/18/2018 at 3:28 AM, Pennwick said:

    Some things that are nice to have and do exist on station but typically don't get to the people who need them.

    • Slime speed potions
    • limberness SEs
    • Nanopaste
    • Incision Management Systems

    Some other things that might just be nice to get

    • Rolls of 9000 tickets so you only need 1000 more for the bike,
    • autoimplanters (Unless they're syndicate tech)

    And a silly item that probably isn't feasible but

    • A Nanotrasen Indulgence/Pardon - Redeemable to get out of any non capital crime. (Possibly only any non-perma sentence.)

    Why not cut out the middle step and just have random plant trait and plant reagent disks. Otherwise I see either Botanists getting upset that their strange seed was a dud, or asking the trader to scan every seed, slowing the line down.

    Slime speed/transferrence/sentience potions are already included.

    "Limberness" I do not recognize, please explain its proper name / functionality.

    Nanopaste has been added.

    IMS has been added.

    Tickets I will have to think before I add.

    Autoimplanter has been added.

    NT indulgence doesn't make sense.

    On 12/18/2018 at 4:42 PM, ID404NotFound said:

    bendy bones fleshy mass, abductor item.

    These will do things like spew plasma, or create hostile spiders. Not very useful to crew.

    On 12/18/2018 at 6:32 PM, Shina said:

    For mining: Kinetic Accellerator with a bit more space for mods. Would be unique and I'd trade a lot for that.

    Drawback: No idea how hard it would be to make changes to the mod space.

    Also: I second the Strange Seeds for botany. You can only get more when ordering exotic seed crates, of which you cannot order a big amount easily.

    Experimental Accelerator added. It functions like a KA with half the cooldown and 2x the space for mods. Rare and valuable, though still limited to working in no-pressure environments without modkit upgrades.

  10. Idea #2 might annoy sec a little, but being left in processing for 30 minutes can annoy someone a lot.

    Perhaps sec getting a small radio message once or twice a round would be worth it in order to not have people languishing in processing forever.

  11. Lately, I've been finding that IAAs don't really do their job a lot of the time.

    They're more likely to be standing around in their office than they are, say, watching sec process prisoners, making sure sec records are accurate, and so forth. Quite often, even when someone is mistreated by sec, they have to wait upwards of ten minutes to even be able to get an IAA's attention. IAAs also tend to consider faxing centcom to be the first resort, rather than a last resort.

    I'm wondering what could be done to change this. To provide incentives for IAAs to do more in the round.

    So far, I came up with these ideas:

    1. Have the IAA office right next to processing, so they can see prisoners being processed, and are more likely to overhear those conversations.
    2. Have a timer or two in processing that automatically tracks non-sec presence in processing, and posts an alert to security radio when anyone other than security spends more than 10 minutes there.
    3. Alter the way sec status changes work, such that altering someone's sec status (or simply setting someone to arrest) broadcasts a radio message to everyone on sec radio (or perhaps on a new, legal channel).
    4. Add a radio channel specifically for IAA/NTR/magistrate/HoS/Captain, the 'legal' channel for resolving disputes regarding poor security or other department conduct.

    Do you have anything you think would work?
    If so, please mention it here.

  12. This doesn't seem viable to me, for many reasons.

    Top three problems:

    - Command already has the ability to prioritize jobs, and even transfer crew between jobs, which largely fills the role of 'we need more people in job X' on the station. Why would command want to use a contractor when they can just hire a legitimate person into that role?

    - 200 karma is unafforably high. Even plasmaman is rarely played, and its only 100 karma. Requiring people to have 5 karma to even ask for a contract also means most players won't bother.

    - This would require a surprisingly large amount of dev effort. E.g. the contracts system you describe, not to mention the code to switch out their shuttle.

  13. On 12/12/2018 at 8:27 AM, Ty Omaha said:

    /obj/item/clothing/under/psyjump

     

    cool weird purple alien looking clothing

    Will investigate.

    On 12/12/2018 at 9:33 AM, Pckables said:

    A hoard of fluffyvulp and wetskrell mags.

    I heard they sell for top dollar.

    No.

    On 12/12/2018 at 12:52 PM, LordBannan said:

    non acidic banana grenades

    Will investigate.

    On 12/12/2018 at 3:40 PM, CPTCoffee said:

    Rare ingredients for the chef 

    Cleaning spray bottles

    Fluff items like fancy jackets, masks, music players

     

    More pockets. Add one more pocket to your jumpsuit. Do it. Do it.

    Rare ingredients: you'll have to specify.

    Cleaning spray bottles are already included.

    Donor fluff items I won't include without the donor's permission.

    A pocket isn't really an item.

    On 12/12/2018 at 4:16 PM, GutTC said:

    A lot of clothing that aren't available through station vendors. Such as the clothing that required limited point in character creation tap.

    Will investigate, but no promises on this one, there may be reasons they require points.

    2 hours ago, tiredbum said:

    Just throw in strange seeds for botany. 

     

    Different note though, how are you planning on making them a BIT more defensive? Right now the only thing between the trader and an all-access crew is a table

    Is the item literally called 'strange seeds'? If not, explain more.

    With regards to defense, check out the attached screenshot. I have annotated it to illustrate how I handle anti-boarding defense.

    Basically:

    Crew can freely walk through the green-Xed airlock and sit in the green area. Traders and crew both take their seats and negotiate a deal.

    That done, traders use the wall buttons inside their secure red area to open the orange-Xed airlocks, allowing crew to enter and drop their money/barter items there. They then leave, and the airlock closes.

    Traders then enter through the red airlock, take the payment, leave the things the crew bought, and return to the red area. They then use the button again to open the orange airlocks and let the crew take what they purchased.

    In this way, traders and crew are never in the same room together, and there is no possibility of table-hopping to try to get into the trader area. Access to the trader area requires going through special airlocks which are access-keyed to traders only, and which have level 6 security, so they are difficult to hack.

    In the event that the crew in the trade area start trying to break the windows, there are both flasher and privacy shutter buttons available for the traders to use. The privacy shutters seal the three front windows, as well as all external shuttle windows. The flasher button hits the entire green-boxed area.

    This setup's security is actually better than the HoP line's, as it uses level 6 security airlocks instead of windows, there is never a clear path from crew area to trader area, and there are both flasher and privacy lockdown options for the traders.

    It is still possible for the crew to break in if a cyborg opens the doors, or they RCD down the airlocks, but it is is well beyond the ability of most crew to do this. Plus, the traders do have weapons in their crates, and can use them for self-defense if threatened.

    wip_trader_shuttle_annotated.png

  14. Last chance to post your feedback here on the forums. I'm likely to move this to Github soon.

    Work in progress screenshot attached. Note that the items in this screenshot are drawn from random tables, they won't be the same every time.

    crates are:

    • civ, minerals, donksoft
    • science, medical
    • sec, eng
    • largeitem, vehicle, service

    Unfortunately medical got a bad roll and ended up with almost all pill bottles, but the rest should give you some idea of the stuff therein.

    Before you ask, no, the 'largeitem' spawn isn't a dance machine every time.

    wip_trader_shuttle.PNG

  15. During nuke ops, security doesn't have time to be searching crew for contraband, and if someone is walking around in a nukie hardsuit, for example, they're likely to be shot by their fellow crew.

    More generally, not all crimes have equal priority. Security can and should focus on the most important ones. Sometimes that means letting more minor crimes slide.

    Specific complaints about someone's conduct in a specific round should go to ahelp at the time, or player complaint afterwards. Not in the guides forum.

    SS13 is not real life, and comparisons to real life are often unhelpful.

    Most crew members don't get in trouble most shifts.

     

    Given that the general opinion of this guide is that it is at best unhelpful, and at worst advising people to do things that might get them in trouble, I am going to lock this thread.

    Feel free to create a new guide, but I advise you to discuss it a lot more with other players, perhaps on Discord, before posting it.

  16. There's a lot of stuff in this guide that seems highly questionable to me.

    Examples:

    • "Merely "thinking" something is metagaming could make it so in the eyes of the staff and get you in trouble, so keep your damn mouth shut about what you always do, even if it is to rush science into replacing tiles." When a player has an opinion about whether something is metagaming or not, it is simply an opinion. When an admin does, in their official capacity, it is a judgement, and a ruling that must be followed. Encouraging people to do things they think the staff might consider metagaming, but keep quiet about it so they are not caught, tends to be read as encouraging metagaming by the staff.
    • "This is useful for head of security, as it's hard to find someone who knows space law enough to play the role without them getting permanently banned for abusing their power" -- no, it isn't. We have plenty of HoSes that know space law well enough, and even if you don't you can look it up in many cases (e.g: sentencing times) as you play.
    • "Security officers will sometimes try to commit mutiny against you even if they aren't antagonist" No, they probably won't. This is super-rare, and if it happens to you really at all, take a hard look at your own actions!
    • "Department Proxy Sabotage: This requires you, the captain, to promote another crew member to have extended access, preferably with the knowledge of security, to go on a mission to infiltrate a specific department and purposely sabotage one of your own work stations." Why on earth would the Captain ever want to give someone extra access for the express purpose of sabotaging the station they are in charge of?

    I could go on, but I have to cut this post short for RL reasons.

    In summary: lots of the advice in this guide seems to be questionable, with some of it extremely questionable to the point of you probably getting bwoinked for doing it. Not the stuff you flag, though - I've never seen a captain get job banned for dropping the code below red during an emergency, but I have seen them get banned for doing other things you encourage, like deliberately trying to skirt around what admins consider to be metagaming.

    Overall, I think this guide needs a lot of editing.

     

     

  17. 16 hours ago, TheClosetMailman said:

    Security has a fetish for shotguns, particularly those that fire without having to pump.

    Bulldog shotties or any other useful semiautomatic shotgun would draw their attention, as well as various Munitions for them.

    Armour is also a big thing for the redshirts, so maybe add a few SOL-i-fied syndicate items as armor?

    Combat shotguns: already included

    Bulldog shotguns: too powerful arguably, also EoC level contraband

    Armor: need some examples from you. Sec already has access to anti-laser (ablative), anti-bullet (bulletproof), anti-brute(riot) and spaceproof armor (hardsuit).

     

    16 hours ago, CornMyCob said:

    For medical, I'd say the medibeam gun. It's pretty sweet but I wouldn't consider it overpowered, and can't be made in R&D. Probably only one though because we know what will happen if multiple people have them.

    Medical beamgun: probably adminspawn-only, since it makes a large portion of medbay redundant.

     

    15 hours ago, Da Dman234 said:

    High-level RnD items that can bump a tech above 7, stacks of minerals, anomaly cores. All useful stuff a scientist would definitely trade for.

    R&D items: planned

    mineral stacks: already included

    anomaly cores: already included

     

    14 hours ago, davidchan said:

    Anything that could be classified as unique or difficult to obtain under normal circumstances would be a start. Bananium/Tranquilite and items made there of comes to mind.

    (Sentient?) Pets and exotic friendly/passive animals might also be a thing (I can see a Warden trading away what ever he can get away with for a space bear just to one up HoS's pet spider.)

    NTSoft crates or even their Riot foam dart equivalents for nonlethal ranged fun.

    New Implants that NT can't reproduce (bionic legs that make you run faster, Bionic Arm that can extend to grab something 2 tiles or more away, a synthetic liver that rapidly purges or nullifies alcohol and/or toxins, or one that can produce it on demand. Bionic Hand for HoP/IAA that has a different color pen in each finger)

    A barrel of monkeys that is Inquisitor approved.

    New jumpsuits, outfits and clothing apparel that may or may not be branded to non NT affiliated companies. (Shirts with Logos for the various food products, Mascot uniforms, and the ever classic 'SPORTS' and 'HONK' t-shirts and alumni gear.)

    PDA 3000s that can play lite versions of arcade games but offer no prizes.

    Tribbles.

    Clown Car and other vehicles for those too rich to walk around the station on foot.

    Mech and Space Pod equipment or even unique versions not reproducible on station.

    A large crate with a random assortment of books. Perhaps some DIY books that unlock/allow for new crafting recipes. 

    A speshul blanket that when used drops to the ground in a heap and renders the user invisible for 2 seconds (unless they run into a closed door)

    IRCs (active or awaiting activation)

    Bananium/Tranquilite: already included.

    Sentient pets: possible, but difficult and I'm unsure if its worth it

    NTsoft toy guns (all kinds): already included

    unique implants: probably out-of scope, but virus cultures / genetic injectors are already included

    monkeys: too common on station already to be valuable

    clothing options: promising, but I need good examples

    custom PDAs: too niche

    tribble: will look, but I doubt it'd be allowed

    Vehicles (e.g: clown car): will look, but limited options

    Space pod items: ditto

    Books: not valuable to crew

    Blanket: too much coding/spriting required to make it viable

    IRC brains: planned

     

    11 hours ago, Alliostra said:

    Security: Tech shells, Slug speedloaders, Combat Knives, RnD Guns that are rarely used by sec (plasma pistol, decloner, Stun Revolver)

    Medical: Omnizine, Rezadone,  Bluespace Beakers, Advanced first-aid kits.

    Engineering: RCDs, Adv. Magboots, Supermatter Crate, Stronger pod armor

    Cargo: Upgraded mining tools, MULEBots

    Service: Rare ingredients, such as Xenobio exclusive food.

    Research: Traitor toxin bottles and other rare Chemicals like grave dust, Frost Oil or Glycerol.

    Civilian: Cleaner bottles, Arcade Tickets, Toolbelts, Welding goggles.

    Command: Copies of High-Risk Items that The anatgs can steal command can buy as backups. Luxury Items like fountain pens and engraved Zippos.

    Sec: tech shells/speedloaders I need to look into, combat knives are already included, R&D guns I may, depending on other items.

    Medical: omnizine bottle is in the list, rezadone I need to look at, bluespace beaker maybe, aid kits yeah.

    Eng: RCD is in, adv magboots is a theft item and thus I lean towards no, supermatter crate is too restricted, stronger pod armor I am not sure how useful it would be.

    Cargo: mining tools can be printed in science - but yeah, possible. Mulebots would have issues due to way AI command works.

    Service: I really need help from chefs/xenobiologists/botanists to have better ideas for what I could put here. I don't realy play any of those jobs so I don't naturally know what's rare.

    Research: the medical crate currently contains pillboxes with random reagents, even potentially including things like frost oil.

    Civ: cleaner is a great idea, will add that, arcade tickets yeah maybe, toolbelts are already in, welding goggles, yeah.

    Command: I don't really want to include high-risk item copies as they're meant to be unique, they're theft objectives, etc. But maybe luxury items like fountain pens and zippos might work.

    11 hours ago, Maniacal Pineapple said:

    I would rather see some shenanigans like cursed hearts and artifact like a changestone...perhaps some admin drinks like Dragons Breath which would be nice...

    Bluespace pod capsules sounds like a lot of fun as well...

    Perhaps make it so it is not always Sol Traders but something thematical...for instance Magic traders trade magic items like cursed hearts tarrot cards etc.Then there are science traders that trade teleguns and other scifi things. Someone who trades rare chemicals like gravedust and nanites.

    *shrug a lot of fun things you can do with the traders to be honest

    All of those I'll have to look at.

    This is definitely a sol trade ship (magical traders, etc is out of scope for this PR). Also, I don't generally want to include EoC level contraband without a good reason.

    But weird artifacts definitely do seem like interesting options.

  18. I've been considering doing an update to the Sol Traders event, in which a small trading ship docks with the station to trade wares with crew.

    Unfortunately, the way this event currently works, >90% of the items they have to trade with are trash. They're things that you could easily get from an autolathe, or a few minutes in R&D.

    I'm thinking about updating the event so that it has fewer items, but each item is something that the crew might legitimately be interested in trading for. Preferably something that isn't already available on the station. Its okay if these items are a bit more powerful/useful than standard cargo crates, because Sol Traders is a rare event, so you won't see them in most shifts.

    What I'd like to do is organize the items by department, so one crate full of stuff that the civil department might want, one crate full of stuff for eng department, one crate for med, one for science, one for sec and maybe (if I can think of items) one for command. Plus maybe one or two special items that are too big to fit in crates, like a ripley or a dance machine.

    All of the items picked would be picked from a table, so they're different every shift, but only things that crew might legitimately want to trade for should go in the list. IE: no junk or filler items allowed.

     

    What do you think the crew would want to trade for?

    I really need ideas for things for each department, as well as for the crew in general.

  19. War ops have the odds stacked massively against them.

    • Stealth ops might be a 6v6 stealth operation. War ops might be a 6v60 full combat operation where the 60 have 20 minutes' advance warning to prepare. That is gonna be some steep odds no matter what gear you have.
    • Experienced players know that war ops generally does not win, and thus, they will push for stealth ops. The result is that war op teams tend to be dominated by newer op players, and/or op players who don't actually care about winning. This further reinforces the fact they are unlikely to win.
    • Ultimately, the ops' ammo and weapons are finite, whereas the crew can clone, use pets, golems, etc. Further, the crew controls the location of the disk, which means the ops have to come to them, through their defenses. The longer a nuke op round lasts, the better armed and more prepared the crew, while the more of the ops' resources are depleted. So, a quick stealthy smash-and-grab is always going to be more effective than a full-on drawn out military siege. Once the nukies' comms are compromised, they can't even co-ordinate effectively.
    • The tactics that work during stealth, or surprise ops, like having one person create a distraction, simply don't work during war ops. A lone op somewhere else can create a distraction for a few minutes, but eventually, crew will kill them. In stealth/surprise ops this does not matter since you'll hopefully have the disk by then. In war ops it means you're down a player without reducing the strength of the crew significantly.

    For all these reasons and more, war ops are at a BIG disadvantage, to the point that many admins (including me) outright refuse to send ERTs during nuke ops, because we reason that the ops have little chance of winning even without an ERT / etc helping the crew.

    I'm not sure what could be done to make war ops a fairer fight... or even if we should make it one (truly a 6v60 fight where the 6 win may not be satisfying to most players). It definitely isn't a fair fight as things stand, though.

    Of all the ideas I've heard to make war ops a fairer fight, perhaps the one I like best is: upon declaration of war, turn 1-3 crew into traitors with objectives to assassinate different members of Command. This way, we're discouraging the HoP/Cap from giving everyone guns and all-access, without outright prohibiting it. We're also evening the balance in the number of players on each side, a little, and ensuring that the crew doesn't have 20 minutes' hassle-free prep time. Rather than outright prohibiting anything or making it impossible, we're introducing some disincentives that curb the most problematic behavior on the crew side, and even up the fight, without making anything totally impossible.

    • Like 3
  20. Yes, a cult construct is a simple mob. Basically all mobs that aren't crew species, or silicons, are simple mobs.

    The prayer/favor/bless system applies to all good/neutral/evil chaplains. That's always on for any chaplain that uses prayer.

    Maybe you're right and I should focus the dark chaplain on something non-combat-oriented. I'm just not sure what yet. Right now I think its fine, the only ability they get is the ability to use some 'dark'/'evil'-themed nullrods that current chaplains can already use all the time. So currently, they are NOT getting any offensive bonus that existing chaplains don't get. Also, dark/evil nullrods are not necessarily better than all the rest.

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