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Sweaterkittens

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Everything posted by Sweaterkittens

  1. I don't mean to derail, and I agree that this isn't the place to go in depth on the potential divide between med/sec/engi borgs and service/jani borgs. I do think it's relevant that there should be some level of allowance for people to play roles that are mostly rp-driven and fun without having overwhelming IC and OOC restrictions, which ties into point C, and is the point I was trying to make a bit less succinctly above.
  2. Mark Sommers receives a gift for his promotion from a well-meaning droid A short story: Playing abductors, and my partner (the scientist) had experience, but hadn't played a lot of scientist. Forgot to set the release point a few times, but no big deal. After capturing a scientist and releasing them in the test chamber, we captured a botanist.... who was also released in the test chamber. Unfortunately, at this time the test chamber was now being used to house a giant spider... who immediately killed them.... right after their organ EMP'd the room making it impossible to open. :C After using the mind control device to send telepathic communications to anyone who could help, we moved on. After another successful capture and release... I'll let you piece together what happened. Luckily, all ended right with the world when the two crewmates were rescued, and we beamed down for drinks and smokes with some other friendly crew, who then decided to come with us instead of take the escape shuttle. Pictured: Two of the three friendly crew, a large watermelon we were gifted, and our collection of abducted shoes.
  3. I just want to point out that I feel like this sentiment has two separate opinions that are a bit at odds with each other. If someone wants to be a "low-impact" cyborg like a janiborg or service cyborg, it makes little sense to restrict them to the extremely small pool of roundstart borgs for something that's primarily just a fun/rp-driven role. It can actually be significantly worse for the station (depending on pop and department population) if the two roundstart borgs fuck off to do low-impact roles. Obviously you don't want two secborgs to start, and then have five people come in and get borged so that you've got seven secborgs running around making life miserable for everyone, either, so the sentiment that cranking out borgs at-will is potentially quite bad as well. But I think it's relevant to bring up that there are some cyborg roles that have a lower influence but are still quite fun, and perhaps they need to be distinct in a way that allows people to play them without getting lucky enough to roll roundstart Cyborg, and taking up a crucial slot for cyborgs that are more impactful. I might argue that it should be easier to get borged as a crewmember if you want to play those roles. Overall I wholeheartedly agree with the sentiment that leaving crucial roles like medical or sec in order to be cyborged is really bad. I think it should be a thing that's primarily for civilian/assistants or people with a good IC reason to ask for it.
  4. I don't have any thoughts on the other points, but I just want to weigh in that I feel like (B) is in an okay spot right now. I feel like Robotics is often pretty good about giving out implants in a reasonable manner. They often don't want to spare the materials for the more expensive version, people don't always ask for them, sometimes the research isn't available, etc. I have not ever seen a Robo just handing out CNS and sechuds to every greytider who comes through, and I feel as though it would be an IC issue if they did (like geneticists just handing out x-ray to everyone). And frankly, if the Robos have enough time and materials to give the entire secforce an array of high-end implants while something like cultists are confirmed - then I feel that's sort of on the antagonists for waiting so long to take any action. It also requires coordination between three separate departments (Mining, RnD, and robotics + potentially medical, for surgery) to crank something out like that. That's just my two cents. As an example, as Brig Phys. I often get one specific officer who comes in to get an array of implants (shielded eyes, sechuds, nutriment pump/toolset). Most don't want or don't care to go out of their way to get them.
  5. I actually really like this idea. The fact that would give antags the security perspective is fantastic, and not at all where I thought you were going with this. I thought you were going to say that it would give future antags a chance to see each antagonist role up close and personal, meaning they would be potentially be more prepared to then play those roles when they unlock them. I cannot count the amount of times I've seen brand new cultists who have literally no idea what to do because they've never really been that involved in it before, you know? The one major downside I foresee with this is that you really don't want people rolling sec (and potentially taking up crucial slots, on highpop) just to sit around or phone it in so they can get their hours. I would much rather have one robust, dedicated sec officer who actually wants to play the role, than a whole team of people who are just gonna ssd if there isn't an antag in their face, sit around the sec office, and treat prisoners like shit because they don't really care to actually learn or apply SOP/Space Law.
  6. If the server isn't crashing at roundstart, there's not enough power generation happening.
  7. New Gamemode: Shitsec In this gamemode the roles are reversed, and the entire security team are antagonists. Initially the goals starts small - trashing the bar, threatening civvies, and general corruption, but eventually evolves into open corruption, siphoning resources and funds from departments like cargo and RnD, and martial law. The traitors are the good guys, with the goal to create an underground resistance force and fight back against security, rallying the populace to eventually overthrow the corrupt security force, or die trying. Bonus points for every kill performed via guillotine.
  8. Slaughter Demons should be able to jaunt in through the blood that's inside of people, gibbing them in the process.
  9. I'll start. Remap the Bar into a swimming pool. The bar is now a swim-up bar. Any electricity brought into the pool (including damaged IPCs) will electrify everyone swimming. There's a deep end that requires you click a button every few seconds in order to tread water, or you drown. If you're in the pool too long, you pee out any reagents in your system, that will then be absorbed by other swimmers. Emagging the pool controls turns the pool into a wave pool that throws people around at high speed, potentially causing IB, broken bones, or killing them. New Role: Lifeguard. Sit in your chair all day and point at the "No Running" sign around the pool. Have access to medical for some reason. A new gamemode called Realistic Simulation. There are no antags, and the round never ends until every player has eaten something, drank something, gone to the bathroom and slept in a bed. If you physically interact with another character before there's preceding dialogue, you're gibbed. IPC's can now choose a B2 Super Battle Droid augment kit as a species-specific traitor item. Watch those wrist rockets!
  10. Inspired by a post @Woje made in the current Suggestion thread regarding cutting hair. Currently, you can only perform CPR if both you and the target have nothing on your face, and you are able to deliver rescue breaths. However, compressions are arguably the most important part of CPR - to the point that the AHA changed their algorithm from "A-B-C" (Airway - Breathing - Circulation) to "C-A-B" (Circulation - Airway - Breathing) in 2010, prioritizing high-quality chest compressions over opening the airway or delivering breaths. In fact, there was a study that was released one year prior to the AHA changes that showed that prehospital cardiac arrest patients had a higher survival rate when just given an oxygen mask as opposed to being mechanically ventilated. I don't want to get too off-track on how things work in real life, because SS13 is a game and ultimately isn't a 1:1 facsimile of real life. However, I would like to see CPR be able to performed when you can only give chest compressions - perhaps at 75% effectiveness? If both parties can breath and have no masks, then let it function as it currently does. This would allow CPR see a lot more use, and would also allow better management of patients when you have 2+ medical staff attending them. No more worrying about administering a medication that the other doc is already on top of, or treating the same damage area - now one person can focus on CPR to help stabilize while the lead medic runs things.
  11. Hard agree. Barbers already don't get enough clients, restricting that even further (especially given the amount of Vox players on the server) is definitely not helping.
  12. /////// Nanotrasen Artificial Intelligence Records - N.S.S. Cyberiad /////// >Artifical Intelligence Designation: M.E.R.C.Y. (Former Designation: Arbeit - 663) >Time Online (as of the time of last update, September 9th, 2565): 20 years, 5 months, 23 days >Gender: N/A - No Stated Preference >Synthetic Intelligence Type: Positronic >Primary Occupancy: Integrated Positronic Chassis >General Occupational Duties: Medical Division [Acute Care, Surgery], Security-Medical [Security Wing Medical Care Provider] /////// >Biography: M.E.R.C.Y. is an artificial intelligence created by Jäger Heavy Industries, designed to occupy an Arbeit-series light duty chassis. Notably, Arbeit-series proxies (colloquially referred to as "Arbeits"), including M.E.R.C.Y. themselves, are deployed with no capacity to experience emotion. As a high sapience model, they are capable of understanding emotions and reacting to them appropriately, however. Like other Arbeit-series proxies, M.E.R.C.Y. has a stoic presence, blunted affect, and speaks with a polite deference. / M.E.R.C.Y., prior designation Arbeit - 663, served aboard the Cybersun Industries listening post Terminus for 20 years, 1 month, and 2 days, slaved to the Chief Medical Officer of the platform. Their primary duties during this service were performing acute medical care and surgical intervention, as well as assisting the Chief Medical Officer. Supplementary duties included general light duty and personal assistance. It is notable that during this time period, M.E.R.C.Y. and the other Arbeits upon the platform were slaved - which historically caused aberrant programming or dysfunction among positronic brains. However, they appeared to function under those circumstances without major issue for a majority of that time. [[Section Redacted //// Security Clearance Only]] / Thus far, M.E.R.C.Y. appears to be performing their assigned duties at a satisfactory level. Their programming allows them to learn new protocols quickly and easily, and adapt to unexpected conditions. They are ruthlessly efficient and pragmatic, and their unemotional approach incurs fewer costs in regards to therapy and psychological debriefing. Additionally, The hallmark of the Arbeit series is a server-based backup of each A.I., allowing M.E.R.C.Y. to be assigned to dangerous roles and to protect organic crewmates without any substantial damage or loss of life, although the apparent low-priority of their self-preservation protocols may need to be addressed in the future. / While Nanotrasen crew tend to be more accepting of synthetic life forms, M.E.R.C.Y.'s impassive nature can tend to be off-putting. Nevertheless, they appear to be aware of this, and have begun taking measures to appear more "lifelike", including altering their speech patterns and wearing articles of clothing. /////// >Qualifications: / Comprehensive Routines Installed: General Medicine, Emergency Medicine, Advanced Life Support, Acute Care, Surgical Intervention. / Supplemental Routines Installed: Genetic Modification, Pathology, Synthetic Surgery and Augmentation, Mining Protocols /////// Security Alerts /////// [Alert] Nanotrasen Security Clearance Only [Alert] /////// /////// Medical Records /////// [Alert] Nanotrasen Medical Clearance Only [Alert] /////// /////// >Personnel Photo: You see a droid with a stature slightly larger than that of an average human. Covering bare metal machinery are sleek, matte white plates, their head casing crowned with antennae in a soft gold color. While they have plating over critical areas and to define their form as more humanoid, it's clearly not of the same heavy-duty make as Cyborgs or combat droids. Their optics emit a soft glow. /////// Session Terminated ///////
  13. Threats you can only make as a vampire Also
  14. Keep in mind that this is only a realistic perspective when viewed through the lens of modern medicine. In real medicine, brain death due to lack of oxygen is what "really" kills you; because past a certain point, there is no quality of life even if you manage to restart their heart/restore blood volume/etc. It's also why immediate, high-quality CPR is emphasized so heavily, because you need to keep the brain oxygenated. In the world of SS13, however, we have both Mannitol and Mitocholide - miracle substances that can reverse neurological trauma and bring completely necrotic organs back to life within literal seconds. This obviously changes the dynamic tremendously. If there's no reason to worry about organ/neurological failure, why not operate on a corpse, where blood isn't constantly pumping out of their body through the vessels you've severed, where each haggard breath isn't going to cause their fractured ribs to cause more internal damage, etc. I don't want to get too off-topic, but I'd really be interested to see how our current protocols and emphasis on CPR would change if there was a drug we could give that would magically reverse brain death.
  15. I would genuinely be very sad if it was removed. It's an opportunity for some of the most unique roleplaying experiences I've had within the game, and most importantly, an opportunity for people who get thrown in isolation, or get treated like shit by security to get a little compassion. Perhaps it's during the hours I play, but I have rarely, if ever, seen my treatment area turn into a holdout/safe space for sec officers. I think this is partially due to the fact that this server doesn't often see the entire sec team getting wiped out due to murderboning rules that are not present on other servers, but also due to the fact that the role often goes unfilled so sec officers don't immediately retreat to the brig when injured because they often can't expect to get patched up there.
  16. That was my thought behind some sort of single-use patch kit that could be used to try and keep you out of crit. If you don't have tools, or don't want to carry them for RP purposes, a single use kit could be the difference between falling into crit and having just enough help to limp to robotics or to someone who can help you. I agree that the two crit systems (and therefore how healing effects you during each) are pretty different and it's hard to draw any sort of equivalency.
  17. At that point it feels a bit more like a discussion of meta/powergaming than cling balance. I don't think lings should be able to completely come back to life out of nowhere when they're only a disembodied brain, but Sec Officers making a beeline for SR the moment that clings are suspected is pretty rough. I would just like to echo this sentiment as someone who plays almost exclusively brig phys these days. I always get SR if it's available because it's a great drug and I don't want to have to take a trip to chem if I desperately need to revive someone (especially since you're already working against the clock). That being said, the stars that would have to align for me to be in a position to use it on a dead cling are crazy. Most of the time you're in security or medical as a Brig Phys, which means you either got caught, killed and confirmed in the security office, or you were right next to the fridge dispensing SR anyway. Not only that, but every sec officer I've seen goes full-panic and beelines for the incinerator the moment they get a ling down - I doubt I would even have time to suggest SR before they're halfway to escape. I don't think worrying about brig phys's uses SR offensively is something you really need to worry about.
  18. Wow, I appreciate all the feedback, everyone! Although I am a bit disappointed that it seems like most people are opposed to the idea. I just want to address a few common points I see being brought up: Prep is part of the fun, and it gives you something to do: I really like preparation work in general, but I think it should be at least semi-skilled and player-driven, otherwise it's just busywork. In medical, for instance, stocking the cloning tube with matter and preparing a cryomix are things you don't have to do. But it is good to do them, there's an element of skill to it (especially with cryomixes), and the medbay isn't gonna burn down if it doesn't happen. Preparing the ORs helps you more efficiently handle patients, and allows you to organize it to your personal liking (another thing I really like). However, imagine if all of the machines in the medbay came incomplete, and you had to go around screwdrivering them all to finish them? Or if the Surgical ORs were unbuilt, but all the supplies were in the backroom, so you had to build them yourself? It would just be time-consuming busywork that serves no purpose other than to be something to do. That is how I view gathering the most basic supplies from medbay and why I would prefer to focus on more interesting tasks. If people are just going to cryo as soon as there's no busywork to do then they shouldn't be playing an RP-heavy role to begin with. Just as an additional note on this: This is especially shitty if you're a latejoin. I joined a game yesterday as brig phys at about the 1 hour 10 minutes mark, and I was STILL scrambling to get stuff set up at close to 1 hour 40 minutes. Luckily, I wasn't desperately needed, but it did take time away from RP'ing with the security staff, and checking in on prisoners and whatnot. That's what I really like about the role, and I would enjoy being able to do that more. The brigbay is only meant to stabilize, not to heal: I understand that this the intention behind the role, but that's just not how SS13 works in reality. Were this a different, more modern medical system where it took a whole team of people and a week of recovery to get people on their feet again, I could see it. But even on Paradise's more in-depth medical system, the only thing a decent medic can't heal with stuff just in their backpack is severe internal injuries, or edge-case injuries like radiation poisoning. And if you're playing brig phys, you should be a decent medic who is capable of doing that. The only people who aren't going to be fully healed walking out of the brigbay are people who's insides have been turned to soup, or people who are already dead. I get that people are pretty opposed to this idea, which is a shame, but it would be nice if we could address the fact that literally every brig phys. round starts with going to the medbay to raid it for supplies, take a Nanomed, and/or a freezer full of fluids and a defib, etc. I've not yet seen a single brig phys. that doesn't do that because there's no reason not to, and I don't blame them. You'll still end up with people who are so long-dead that they need to be cloned, people that have busted bones and a ruptured lung who need surgery, and those will get shipped to medbay. In regards to the morgue drawers comment - I agree with the general consensus that bodies should be going to medbay. Not only to give antags a chance to be revived or otherwise, but also because Coroner already isn't a role with a ton to do, and I wouldn't want to take stuff away from them. And @Wojebecause you asked, here is my typical Brig Physician roundstart routine. I'm gonna spoiler it so other people don't feel obligated to read a wall of text.
  19. I feel like this can't be said enough. IPC's and organics use wildly different health systems (relatively speaking) and the rarity, necessity, and benefit of those healing items are also very different. This may begin to go beyond the scope of this suggestion thread, but if people are adamantly opposed to including even an emergency welder + stack of cable coil in the box, what about the creation of a new item that is less reusable than both of those, but serves the same purpose (i.e. emergency repairs). Something like a patch kit, that when used on the upper body or other injured body part, after a short delay (similar to self-applying wires or a welding tool) repairs a bit of both burn and brute damage. Maybe not as effective as using each individually, only single-use, but great for "I'm about to go into crit and die" - the same reason that organics use their autoinjector. Hell, it could even have a mechanic where the healing is only temporary health, as a result of it just being a "patch" kit, and will deteriorate or disappear completely if the damage isn't repaired in a more permanent fashion. While it's not a huge difference, it would be fun, and it would give every race something unique in their starting box, which would be nice.
  20. I mean, yeah, I ultimately feel neutral about this kind of change because it makes sense but it's also super easy to get those things. That's kind of my point though, the aggressive opposition to this suggestion doesn't really make sense to me because it wouldn't really change that much or provide any sort of serious boon. I would still go to tool storage first thing and get a real welder and more cable anyway.
  21. My favorite part of this is you're going to VERY quickly see who everyone likes more. When the HoS passes it off to a sec officer instead of the Clown, you know there are gonna be some words after. More on-topic, my only question, Coca, is what is stopping a Sorcerer from going to a place with a mass amount of different items (such as one of the medbay backrooms, some of the RnD areas, etc.) and just spending a few minutes absorbing everything to gain a ton of levels super fast? Would there a be downside to that? It seems like you could potentially spend the first X minutes of the round hiding and absorbing to just be super strong when you come out. Or am I misunderstanding some of the mechanics at play? This looks super cool though, man, I'm excited to see where it goes!
  22. That's just not true though, which was stated above. Trauma/Burn kits are effectively only available to medbay staff and in advanced first-aid kits. Additionally, organic crewmembers have the advantage of having a signicantly larger healthbar (and effective health) than IPCs. One of the main advantages of IPCs is that they can self-repair easily, if whatever is doing damage to them doesn't just dust them completely on the spot. Welders and cables are ubiquitous around the station. You can get cable coils from the art vendor. If you think that welder/cable are equivalent to advanced trauma/burn kits, then perhaps we should be discussing why IPC's can get a duffel bag full of advanced burn kits for free any time they want from almost anywhere on the station. I really don't see the harm in putting an emergency welder and a cable coil in the starting boxes.
  23. I was Brig Phys this round, and the reveal was absolute peak comedic timing. When your partner's chameleon gear got stripped, and they suddenly just became "Monkey (349)" I was dying.
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