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Posts posted by Sothangel
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Have the lore team established naming lore for every species? I imagine that would be a good place to look at for permissible names.
In terms of fictional names... It sort of depends. Names that are realistic yet fictional (Elizabeth Bennett, Patrick Bateman, John Watson, James Bond) - People have these names in real life even if they're famous fictional characters, so they're not really immersion breaking at all.
More less realistic/fantasy/sci-fi names; (Tyrion Lannister, Gandalf, Lando Calrissian) get to a sort of grey area in terms of immersion, but I don't really know.
If we do start banning fictional names, where will the line be drawn? Will we be unable to have names like "Geoff Skywalker"?
There will be a lot of agreement on the glaringly obvious names, but there will be issues with the more fringe cases.
Banning fictional names won't be a magic bullet for fixing Paradise's slide towards LRP, let's not be under any illusions about that.
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The only thing I'd like to have seen is more departmental breakdowns - Much like was done with security; but otherwise it's really good.
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To me, it seems like it has gone the way of nucleation - Human with defect.
I don't really have much worthwhile to say on the matter sadly, but yeah. Althalos reflects most of my thoughts
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Not sure on the availability of welding goggles, but they solve the welding problem easily.
Engineering not having tesla-proof hardsuit gives an actual reason to use the singularity, bonus points for having IPC engineers too and some conflict.
Plasmapeople used to be able to be vampires, but the rapid oxyloss made it nigh-on impossible.
As much as they need work, other races need more work sooner. Like Skrell for example.
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A remember a round happened like this before, everyone was a human with a randomised name. Not sure which admin ran it, but it was a bit strange.
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I can just imagine a scientist having hivemind comms access, ready to tell when those larva spawn.
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IPC really don't need changing. They're in a really good position. I can think of many other races that need attention.
I don't mind EMPs killing me instantly, that's part of synthetic life. Also, the limbs popping off is at 30 damage - Two EMPs will cause that.
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Perhaps the issue is cargo being able to order combat shotguns.
One shot with a combat shotgun w/ default buckshot on an Elite Hardsuit in combat mode, 36 damage plus bleeding and broken bone.
45 on a Red Hardsuit in combat mode, bleeding and broken bone.
These things get 6 shots by default.
Given that I can fire wildly, hit with only half of my shots and pellets, and /still/ do over a hundred damage is ridiculous beyond belief. Nukies don't need sleeping carp, Combat Shotguns need to be either made less available, made more expensive or removed.
Combat Shotguns cost 20 points at cargo currently.
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But is it possible to export the .dmm file you get from buildmode into dreammaker into a map for permanent inclusion?
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In terms of the security turn-over, I'll just re-post what I said on a security discussion thread a week or so ago.
If Paradise wishes to improve security, security has to look like a more attractive thing to play; and with every passing day it gets worse and worse. The so-called "goodsec" don't play security any more, or at least nowhere near as often. This means poorer, or newer people play it instead, which means they'll make more mistakes than the previous people. We all know that people make mistakes, and that's fine - Except it isn't in game. Because you make a mistake, you'll get hell released upon you. Why would anyone put themselves up to that?
Security is fucking awful to play. More often than not, you'll have a ratio of 1 sec to 10 crew, sometimes better - sometimes worse.And considering that every man and his dog powergames now, even as non-antags, you're gonna have a hard time dealing with anything.
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Hit a live wire with a crowbar, you get shocked. touch lightbulbs on disarm intent, you get damage. They're still there, just not so easy to get!
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But we run into issues of people having absolutely nothing to join as. The station is almost always an utter mess, HOP hiring janitors is seen quite frequently. Just... Double the amount of stuff that spawns in the janitorial locker? Make most of it spawn on the janitor?
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, many of them choose to just let things slide because they either do not care enough, or think it somehow bothers us when they report potentially rulebreaking behaviour.
I have a suspicion there may be another reason, that they think nothing will happen as a result of it.
And in terms of admin/player numbers, I have seen one admin for 90 players almost daily over the last few days the round that just ended was indeed this at the end. That can't be good for either the players or administrative staff.
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As for the elephant in the room... there are no plans in the future to de-list the server. The only reason the server was ever de-listed in the first place was due to large chunks of time where there were no Administrators available to handle the playerbase, a situation that was extended due to... unique Staff issues that I will not get into here. As such, as long as we maintain enough Administrators to cover the server 24/7, we are unlikely to ever de-list.
In that case, I would like to ask how many administrators are required to handle the playerbase? Is there an accurate ratio you, collectively, aim to be at?
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I think some of the main issues with security ultimately stem from sec:crew and sec:traitor ratios.
From what I've been seeing, security is normally the least populated department. Even then, when 100 people are playing and everything is full, I think the normal maximum is 8 officer, the Pilot, HOS, Warden and Detective, for 12 personnel. Assuming someone hasn't gone SSD, died or what-have-you. The fact the ratio is so high (Normally 1:8 at best, last I saw it was 1:12) means that security have no down time, they rarely have any time to do paperwork, interact with prisoners, or catch their breath for 5 minutes.
Warden and Detective slots can be opened, and I think they should be increased to 2, each. This would help prevent the prison break-outs and perma riots, which make the whole situation a lot worse.
But the more serious issue is "Why is security the least played department?"; and I believe this is due to two things:
1. Being constantly under the microscope by Administrative staff and players,
2. Everybody hates security.
Really though. They're there to stop you having fun. So get your lube and spray up the hallways, steal their shit. Make their lives hell! But only until the moment when you actually need them, in which case give a vague ;HELP MAINT and get salty in dsay when they didn't help/find you.
If Paradise wishes to improve security, security has to look like a more attractive thing to play; and with every passing day it gets worse and worse. The so-called "goodsec" don't play security any more, or at least nowhere near as often. This means poorer, or newer people play it instead, which means they'll make more mistakes than the previous people. We all know that people make mistakes, and that's fine - Except it isn't in game. Because you make a mistake, you'll get hell released upon you. Why would anyone put themselves up to that?
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Spiders that are born from xenobio spiders aren't covered by that, so you get alot of DO YOU WANT TO BE A SPODER prompts.
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Since it is Christmas soon, is there any chance of the station getting a minor re-decoration? Christmas tree in the bar or something?
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10/10 would get perma'd over it again
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I had to drop out of Uni because of my depression; I never really stuck with medication or CBT because it didn't feel like it helped and I am awfully avoidant.
If you ever get the luxury of options of therapy, therapist or whatever, check each one out as well as you can. You don't want to take yourself down a road you later regret.
I dunno. I guess we're all malf, it seems?
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Every time you can pushed by the atmosphere, give a chance to fall over for a brief period. Oh, how people will hate it.
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Because the point is it is targeted - Less visibility (It's just a crowbar) but more damage against specific people.
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There are other ways you can mess with meta - Variable TC amounts, giving a specific chance to have regular traitor antags on any round (Might make less all access IDs fly out of the HOP's office at War Ops (doubly better if it's a secret nukie)) Making another thing be classified as a Level 5 biohazard (And especially making it so that "New command report" can't be meta'd)
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Could be a good addition. Not sure how much it should cost, but it suits the role well and doesn't seem like it'll be a go-to thing.
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Sorry - Took ex-Assassin to be someone who had their /only/ job as being a hitman.
It still doesn't make sense how someone can be Captain one round, executed for attempted to destroy the station, then back to being Captain next round. Haven't found a way to justify it in my head yet.
Naming Rules Discussion
in Public Archives
Posted
I'd posit that those IRC chats being referenced had a large amount of self-policing going on, something which I don't really think tends to occur much on SS13.